Exclude Equipment from Loadouts (#249)

* routines for eliminating equipment and configurations from loadout availability depending on the terminal type

* fix to FavoritesMessage use of exo-suit type and subtype causing entries to identify incorrectly; standard is the fallback exo-suit type should a player try to load a suit type they no longer have certed

* factored subtype value into exo-suit fallback selection

* when in a vehicle, and accessing a terminal, the item purchased will attempt to be placed in the vehicle's trunk before testing the player's free hand; the item will not go into the player's backpack
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Fate-JH 2019-04-21 08:22:14 -04:00 committed by GitHub
parent c91b3caa99
commit 6399963e68
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5 changed files with 164 additions and 31 deletions

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@ -5803,6 +5803,7 @@ object GlobalDefinitions {
order_terminala.Tab += 2 -> OrderTerminalDefinition.EquipmentPage(EquipmentTerminalDefinition.supportAmmunition ++ EquipmentTerminalDefinition.supportWeapons)
order_terminala.Tab += 3 -> OrderTerminalDefinition.EquipmentPage(EquipmentTerminalDefinition.vehicleAmmunition)
order_terminala.Tab += 4 -> OrderTerminalDefinition.InfantryLoadoutPage()
order_terminala.Tab(4).asInstanceOf[OrderTerminalDefinition.InfantryLoadoutPage].Exclude = ExoSuitType.MAX
order_terminala.SellEquipmentByDefault = true
order_terminalb.Name = "order_terminalb"
@ -5811,6 +5812,7 @@ object GlobalDefinitions {
order_terminalb.Tab += 2 -> OrderTerminalDefinition.EquipmentPage(EquipmentTerminalDefinition.supportAmmunition ++ EquipmentTerminalDefinition.supportWeapons)
order_terminalb.Tab += 3 -> OrderTerminalDefinition.EquipmentPage(EquipmentTerminalDefinition.vehicleAmmunition)
order_terminalb.Tab += 4 -> OrderTerminalDefinition.InfantryLoadoutPage()
order_terminalb.Tab(4).asInstanceOf[OrderTerminalDefinition.InfantryLoadoutPage].Exclude = ExoSuitType.MAX
order_terminalb.SellEquipmentByDefault = true
cert_terminal.Name = "cert_terminal"

View file

@ -94,6 +94,7 @@ class SpecialExoSuitDefinition(private val suitType : ExoSuitType.Value) extends
override def Use : ExoSuitDefinition = {
val obj = new SpecialExoSuitDefinition(SuitType)
obj.Permissions = Permissions
obj.MaxArmor = MaxArmor
obj.InventoryScale = InventoryScale
obj.InventoryOffset = InventoryOffset

View file

@ -1,7 +1,7 @@
// Copyright (c) 2017 PSForever
package net.psforever.objects.loadouts
import net.psforever.types.ExoSuitType
import net.psforever.types.{CertificationType, ExoSuitType}
/**
* A blueprint of a player's uniform, their holster items, and their inventory items, saved in a specific state.
@ -99,4 +99,19 @@ object InfantryLoadout {
case ExoSuitType.Infiltration => 7
}
}
/**
* Assuming the exo-suit is a mechanized assault type,
* use the subtype to determine what certifications would be valid for permitted access to that specific exo-suit.
* The "C" does not stand for "certification."
* @see `CertificationType`
* @param subtype the numeric subtype
* @return a `Set` of all certifications that would grant access to the mechanized assault exo-suit subtype
*/
def DetermineSubtypeC(subtype : Int) : Set[CertificationType.Value] = subtype match {
case 1 => Set(CertificationType.AIMAX, CertificationType.UniMAX)
case 2 => Set(CertificationType.AVMAX, CertificationType.UniMAX)
case 3 => Set(CertificationType.AAMAX, CertificationType.UniMAX)
case _ => Set.empty[CertificationType.Value]
}
}

View file

@ -136,7 +136,7 @@ object OrderTerminalDefinition {
Terminal.BuyExosuit(suit, subtype)
case _ =>
items.get(msg.item_name) match {
case Some(item : (()=>Equipment)) =>
case Some(item) =>
Terminal.BuyEquipment(item())
case _ =>
Terminal.NoDeal()
@ -180,7 +180,7 @@ object OrderTerminalDefinition {
final case class EquipmentPage(stock : Map[String, ()=>Equipment]) extends Tab {
override def Buy(player : Player, msg : ItemTransactionMessage) : Terminal.Exchange = {
stock.get(msg.item_name) match {
case Some(item : (()=>Equipment)) =>
case Some(item) =>
Terminal.BuyEquipment(item())
case _ =>
Terminal.NoDeal()
@ -216,23 +216,56 @@ object OrderTerminalDefinition {
}
}
/**
* The base class for "loadout" type tabs.
* Defines logic for enumerating items and entities that should be eliminated from being loaded.
* The method for filtering those excluded items, if applicable,
* and management of the resulting loadout object
* is the responsibility of the specific tab that is instantiated.
*/
abstract class LoadoutTab extends Tab {
private var contraband : Seq[Any] = Nil
def Exclude : Seq[Any] = contraband
def Exclude_=(equipment : Any) : Seq[Any] = {
contraband = Seq(equipment)
Exclude
}
def Exclude_=(equipmentList : Seq[Any]) : Seq[Any] = {
contraband = equipmentList
Exclude
}
}
/**
* The tab used to select which custom loadout the player is using.
* Player loadouts are defined by an exo-suit to be worn by the player
* and equipment in the holsters and the inventory.
* In this case, the reference to the player that is a parameter of the functions maintains information about the loadouts;
* no extra information specific to this page is necessary.
* If an exo-suit type is considered excluded, the whole loadout is blocked.
* If the exclusion is written as a `Tuple` object `(A, B)`,
* `A` will be expected as an exo-suit type, and `B` will be expected as its subtype,
* and the pair must both match to block the whole loadout.
* If any of the player's inventory is considered excluded, only those items will be filtered.
* @see `ExoSuitType`
* @see `Equipment`
* @see `InfantryLoadout`
* @see `Loadout`
*/
final case class InfantryLoadoutPage() extends Tab {
//TODO block equipment by blocking ammunition type
final case class InfantryLoadoutPage() extends LoadoutTab {
override def Buy(player : Player, msg : ItemTransactionMessage) : Terminal.Exchange = {
player.LoadLoadout(msg.unk1) match {
case Some(loadout : InfantryLoadout) =>
val holsters = loadout.visible_slots.map(entry => { InventoryItem(BuildSimplifiedPattern(entry.item), entry.index) })
val inventory = loadout.inventory.map(entry => { InventoryItem(BuildSimplifiedPattern(entry.item), entry.index) })
case Some(loadout : InfantryLoadout) if !Exclude.contains(loadout.exosuit) && !Exclude.contains((loadout.exosuit, loadout.subtype)) =>
val holsters = loadout.visible_slots
.map(entry => { InventoryItem(BuildSimplifiedPattern(entry.item), entry.index) })
.filterNot { entry => Exclude.contains(entry.obj.Definition) }
val inventory = loadout.inventory
.map(entry => { InventoryItem(BuildSimplifiedPattern(entry.item), entry.index) })
.filterNot { entry => Exclude.contains(entry.obj.Definition) }
Terminal.InfantryLoadout(loadout.exosuit, loadout.subtype, holsters, inventory)
case _ =>
Terminal.NoDeal()
@ -246,16 +279,21 @@ object OrderTerminalDefinition {
* and equipment in the trunk.
* In this case, the reference to the player that is a parameter of the functions maintains information about the loadouts;
* no extra information specific to this page is necessary.
* If a vehicle type (by definition) is considered excluded, the whole loadout is blocked.
* If any of the vehicle's inventory is considered excluded, only those items will be filtered.
* @see `Equipment`
* @see `Loadout`
* @see `VehicleLoadout`
*/
final case class VehicleLoadoutPage() extends Tab {
final case class VehicleLoadoutPage() extends LoadoutTab {
override def Buy(player : Player, msg : ItemTransactionMessage) : Terminal.Exchange = {
player.LoadLoadout(msg.unk1 + 10) match {
case Some(loadout : VehicleLoadout) =>
val weapons = loadout.visible_slots.map(entry => { InventoryItem(BuildSimplifiedPattern(entry.item), entry.index) })
val inventory = loadout.inventory.map(entry => { InventoryItem(BuildSimplifiedPattern(entry.item), entry.index) })
case Some(loadout : VehicleLoadout) if !Exclude.contains(loadout.vehicle_definition) =>
val weapons = loadout.visible_slots
.map(entry => { InventoryItem(BuildSimplifiedPattern(entry.item), entry.index) })
val inventory = loadout.inventory
.map(entry => { InventoryItem(BuildSimplifiedPattern(entry.item), entry.index) })
.filterNot { entry => Exclude.contains(entry.obj.Definition) }
Terminal.VehicleLoadout(loadout.vehicle_definition, weapons, inventory)
case _ =>
Terminal.NoDeal()

View file

@ -1535,13 +1535,34 @@ class WorldSessionActor extends Actor with MDCContextAware {
lastTerminalOrderFulfillment = true
case Terminal.BuyEquipment(item) =>
tplayer.Fit(item) match {
case Some(index) =>
item.Faction = tplayer.Faction
sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, true))
taskResolver ! PutEquipmentInSlot(tplayer, item, index)
case None =>
sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, false))
continent.GUID(tplayer.VehicleSeated) match {
//vehicle trunk
case Some(vehicle : Vehicle) =>
vehicle.Fit(item) match {
case Some(index) =>
item.Faction = tplayer.Faction
sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, true))
taskResolver ! StowNewEquipmentInVehicle(vehicle)(index, item)
case None => //player free hand?
tplayer.FreeHand.Equipment match {
case None =>
item.Faction = tplayer.Faction
sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, true))
taskResolver ! PutEquipmentInSlot(tplayer, item, Player.FreeHandSlot)
case Some(_) =>
sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, false))
}
}
//player backpack or free hand
case _ =>
tplayer.Fit(item) match {
case Some(index) =>
item.Faction = tplayer.Faction
sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, true))
taskResolver ! PutEquipmentInSlot(tplayer, item, index)
case None =>
sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Buy, false))
}
}
lastTerminalOrderFulfillment = true
@ -1559,24 +1580,42 @@ class WorldSessionActor extends Actor with MDCContextAware {
case Terminal.InfantryLoadout(exosuit, subtype, holsters, inventory) =>
log.info(s"$tplayer wants to change equipment loadout to their option #${msg.unk1 + 1}")
//TODO check exo-suit permissions
sendResponse(ItemTransactionResultMessage(msg.terminal_guid, TransactionType.Loadout, true))
//prepare lists of valid objects
val beforeFreeHand = tplayer.FreeHand.Equipment
val dropPred = DropPredicate(tplayer)
val (dropHolsters, beforeHolsters) = clearHolsters(tplayer.Holsters().iterator).partition(dropPred)
val (dropInventory, beforeInventory) = tplayer.Inventory.Clear().partition(dropPred)
val (_, afterHolsters) = holsters.partition(dropPred) //dropped items are forgotten
val (_, afterInventory) = inventory.partition(dropPred) //dropped items are forgotten
//change suit (clear inventory and change holster sizes; holsters must be empty before this point)
tplayer.FreeHand.Equipment = None //terminal and inventory will close, so prematurely dropping should be fine
//sanitize exo-suit for change
val originalSuit = player.ExoSuit
val originalSubtype = Loadout.DetermineSubtype(tplayer)
val fallbackSuit = ExoSuitType.Standard
val fallbackSubtype = 0
//a loadout with a prohibited exo-suit type will result in a fallback exo-suit type
val (nextSuit : ExoSuitType.Value, nextSubtype : Int) =
if(ExoSuitDefinition.Select(exosuit).Permissions match {
case Nil =>
true
case permissions if subtype != 0 =>
val certs = tplayer.Certifications
certs.intersect(permissions.toSet).nonEmpty &&
certs.intersect(InfantryLoadout.DetermineSubtypeC(subtype)).nonEmpty
case permissions =>
tplayer.Certifications.intersect(permissions.toSet).nonEmpty
}) {
(exosuit, subtype)
}
else {
log.warn(s"$tplayer no longer has permission to wear the exo-suit type $exosuit; will wear $fallbackSuit instead")
(fallbackSuit, fallbackSubtype)
}
//update suit interally (holsters must be empty before this point)
val originalArmor = player.Armor
tplayer.ExoSuit = exosuit
tplayer.ExoSuit = nextSuit
val toMaxArmor = tplayer.MaxArmor
if(originalSuit != exosuit || originalSubtype != subtype || originalArmor > toMaxArmor) {
tplayer.History(HealFromExoSuitChange(PlayerSource(tplayer), exosuit))
if(originalSuit != nextSuit || originalSubtype != nextSubtype || originalArmor > toMaxArmor) {
tplayer.History(HealFromExoSuitChange(PlayerSource(tplayer), nextSuit))
tplayer.Armor = toMaxArmor
sendResponse(PlanetsideAttributeMessage(tplayer.GUID, 4, toMaxArmor))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.PlanetsideAttribute(tplayer.GUID, 4, toMaxArmor))
@ -1590,6 +1629,44 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(ObjectHeldMessage(tplayer.GUID, Player.HandsDownSlot, true))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectHeld(tplayer.GUID, tplayer.LastDrawnSlot))
}
//a change due to exo-suit permissions mismatch will result in (more) items being re-arranged and/or dropped
//dropped items can be forgotten safely
val (afterHolsters, afterInventory) = if(nextSuit == exosuit) {
(
holsters.filterNot(dropPred),
inventory.filterNot(dropPred)
)
}
else {
val newSuitDef = ExoSuitDefinition.Select(nextSuit)
val (afterInventory, extra) = GridInventory.recoverInventory(
inventory.filterNot(dropPred),
tplayer.Inventory
)
val afterHolsters = {
val preservedHolsters = if(exosuit == ExoSuitType.MAX) {
holsters.filter(_.start == 4) //melee slot perservation
}
else {
holsters
.filterNot(dropPred)
.collect {
case item @ InventoryItem(obj, index) if newSuitDef.Holster(index) == obj.Size => item
}
}
val size = newSuitDef.Holsters.size
val indexMap = preservedHolsters.map { entry => entry.start }
preservedHolsters ++ (extra.map { obj =>
tplayer.Fit(obj) match {
case Some(index : Int) if index < size && !indexMap.contains(index) =>
InventoryItem(obj, index)
case _ =>
InventoryItem(obj, -1)
}
}).filterNot(entry => entry.start == -1)
}
(afterHolsters, afterInventory)
}
//delete everything (not dropped)
beforeHolsters.foreach({ elem =>
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(tplayer.GUID, elem.obj.GUID))
@ -1599,9 +1676,9 @@ class WorldSessionActor extends Actor with MDCContextAware {
taskResolver ! GUIDTask.UnregisterEquipment(elem.obj)(continent.GUID)
})
//report change
sendResponse(ArmorChangedMessage(tplayer.GUID, exosuit, subtype))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ArmorChanged(tplayer.GUID, exosuit, subtype))
if(exosuit == ExoSuitType.MAX) {
sendResponse(ArmorChangedMessage(tplayer.GUID, nextSuit, nextSubtype))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ArmorChanged(tplayer.GUID, nextSuit, nextSubtype))
if(nextSuit == ExoSuitType.MAX) {
val (maxWeapons, otherWeapons) = afterHolsters.partition(entry => { entry.obj.Size == EquipmentSize.Max })
taskResolver ! DelayedObjectHeld(tplayer, 0, List(PutEquipmentInSlot(tplayer, maxWeapons.head.obj, 0)))
otherWeapons
@ -2622,7 +2699,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
val (inf, veh) = avatar.Loadouts.partition { case (index, _) => index < 10 }
inf.foreach {
case (index, loadout : InfantryLoadout) =>
sendResponse(FavoritesMessage(LoadoutType.Infantry, guid, index, loadout.label, loadout.exosuit.id + loadout.subtype))
sendResponse(FavoritesMessage(LoadoutType.Infantry, guid, index, loadout.label, InfantryLoadout.DetermineSubtypeB(loadout.exosuit, loadout.subtype)))
}
veh.foreach {
case (index, loadout : VehicleLoadout) =>
@ -5622,7 +5699,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
* @see `ChangeAmmoMessage`
* @param obj the `Container` object
* @param index an index in `obj`'s inventory
* @param item an `AmmoBox`
* @param item the `Equipment` item
* @return a `TaskResolver.GiveTask` chain that executes the action
*/
def StowNewEquipment(obj : PlanetSideGameObject with Container)(index : Int, item : Equipment) : TaskResolver.GiveTask = {
@ -5637,7 +5714,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
* @see `ChangeAmmoMessage`
* @param obj the `Container` object
* @param index an index in `obj`'s inventory
* @param item an `AmmoBox`
* @param item the `Equipment` item
* @return a `TaskResolver.GiveTask` chain that executes the action
*/
def StowNewEquipmentInVehicle(obj : Vehicle)(index : Int, item : Equipment) : TaskResolver.GiveTask = {