expanding Container functionality to include Fit tests; handling LootItemMessage packets

This commit is contained in:
FateJH 2018-05-10 19:41:31 -04:00
parent 0590b575d0
commit 65c8de0790
4 changed files with 192 additions and 116 deletions

View file

@ -18,8 +18,6 @@ class LockerContainer extends Equipment with Container {
def VisibleSlots : Set[Int] = Set.empty[Int]
def Fit(obj : Equipment) : Option[Int] = inventory.Fit(obj.Definition.Tile)
def Definition : EquipmentDefinition = GlobalDefinitions.locker_container
}

View file

@ -154,7 +154,7 @@ class Player(private val core : Avatar) extends PlanetSideGameObject with Factio
def Locker : LockerContainer = core.Locker
def Fit(obj : Equipment) : Option[Int] = {
override def Fit(obj : Equipment) : Option[Int] = {
recursiveHolsterFit(holsters.iterator, obj.Size) match {
case Some(index) =>
Some(index)

View file

@ -42,6 +42,10 @@ trait Container {
*/
def Find(guid : PlanetSideGUID) : Option[Int] = Inventory.Find(guid)
def Fit(obj : Equipment) : Option[Int] = Fit(obj.Definition.Tile)
def Fit(tile : InventoryTile) : Option[Int] = Inventory.Fit(tile)
/**
* A(n imperfect) reference to a generalized pool of the contained objects.<br>
* <br>

View file

@ -2113,117 +2113,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
false //abort when too many items at destination or other failure case
}
} && indexSlot.Equipment.contains(item)) {
log.info(s"MoveItem: $item_guid moved from $source_guid @ $index to $destination_guid @ $dest")
val player_guid = player.GUID
val sourceIsNotDestination : Boolean = source != destination //if source is destination, OCDM style is not required
//remove item from source
indexSlot.Equipment = None
source match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item_guid))
case obj : Player =>
if(obj.isBackpack || source.VisibleSlots.contains(index)) { //corpse being looted, or item was in hands
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, item_guid))
}
case _ => ;
}
destItemEntry match { //do we have a swap item in the destination slot?
case Some(InventoryItem(item2, destIndex)) => //yes, swap
//cleanly shuffle items around to avoid losing icons
//the next ObjectDetachMessage is necessary to avoid icons being lost, but only as part of this swap
sendResponse(ObjectDetachMessage(source_guid, item_guid, Vector3.Zero, 0f, 0f, 0f))
val item2_guid = item2.GUID
destination.Slot(destIndex).Equipment = None //remove the swap item from destination
(indexSlot.Equipment = item2) match {
case Some(_) => //item and item2 swapped places successfully
log.info(s"MoveItem: $item2_guid swapped to $source_guid @ $index")
//remove item2 from destination
sendResponse(ObjectDetachMessage(destination_guid, item2_guid, Vector3.Zero, 0f, 0f, 0f))
destination match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item2_guid))
case obj : Player =>
if(obj.isBackpack || destination.VisibleSlots.contains(dest)) { //corpse being looted, or item was in hands
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, item2_guid))
}
case _ => ;
}
//display item2 in source
if(sourceIsNotDestination && player == source) {
val objDef = item2.Definition
sendResponse(
ObjectCreateDetailedMessage(
objDef.ObjectId,
item2_guid,
ObjectCreateMessageParent(source_guid, index),
objDef.Packet.DetailedConstructorData(item2).get
)
)
}
else {
sendResponse(ObjectAttachMessage(source_guid, item2_guid, index))
}
source match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.StowEquipment(player_guid, source_guid, index, item2))
case obj : Player =>
if(source.VisibleSlots.contains(index)) { //item is put in hands
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentInHand(player_guid, source_guid, index, item2))
}
else if(obj.isBackpack) { //corpse being given item
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.StowEquipment(player_guid, source_guid, index, item2))
}
case _ => ;
}
case None => //item2 does not fit; drop on ground
log.info(s"MoveItem: $item2_guid can not fit in swap location; dropping on ground @ ${source.Position}")
val pos = source.Position
val sourceOrientZ = source.Orientation.z
val orient : Vector3 = Vector3(0f, 0f, sourceOrientZ)
continent.Actor ! Zone.DropItemOnGround(item2, pos, orient)
sendResponse(ObjectDetachMessage(destination_guid, item2_guid, pos, 0f, 0f, sourceOrientZ)) //ground
val objDef = item2.Definition
destination match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item2_guid))
case _ => ;
//Player does not require special case; the act of dropping forces the item and icon to change
}
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentOnGround(player_guid, pos, orient, objDef.ObjectId, item2_guid, objDef.Packet.ConstructorData(item2).get))
}
case None => ;
}
//move item into destination slot
destination.Slot(dest).Equipment = item
if(sourceIsNotDestination && player == destination) {
val objDef = item.Definition
sendResponse(
ObjectCreateDetailedMessage(
objDef.ObjectId,
item_guid,
ObjectCreateMessageParent(destination_guid, dest),
objDef.Packet.DetailedConstructorData(item).get
)
)
}
else {
sendResponse(ObjectAttachMessage(destination_guid, item_guid, dest))
}
destination match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.StowEquipment(player_guid, destination_guid, dest, item))
case obj : Player =>
if(destination.VisibleSlots.contains(dest)) { //item is put in hands
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentInHand(player_guid, destination_guid, dest, item))
}
else if(obj.isBackpack) { //corpse being given item
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.StowEquipment(player_guid, destination_guid, dest, item))
}
case _ => ;
}
PerformMoveItem(item, source, index, destination, dest, destItemEntry)
}
else if(!indexSlot.Equipment.contains(item)) {
log.error(s"MoveItem: wanted to move $item_guid, but found unexpected ${indexSlot.Equipment.get} at source location")
@ -2250,7 +2140,39 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
case msg @ LootItemMessage(item_guid, target_guid) =>
log.info("LootItem: " + msg)
log.info(s"LootItem: $msg")
(continent.GUID(item_guid), continent.GUID(target_guid)) match {
case (Some(item : Equipment), Some(target : Container)) =>
//figure out the source
(
{
val findFunc : PlanetSideGameObject with Container => Option[(PlanetSideGameObject with Container, Option[Int])] = FindInLocalContainer(item_guid)
findFunc(player.Locker)
.orElse(findFunc(player))
.orElse(accessedContainer match {
case Some(parent) =>
findFunc(parent)
case None =>
None
}
)
}, target.Fit(item)) match {
case (Some((source, Some(index))), Some(dest)) =>
PerformMoveItem(item, source, index, target, dest, None)
case (None, _) =>
log.error(s"LootItem: can not find where $item is put currently")
case (_, None) =>
log.error(s"LootItem: can not find somwhere to put $item in $target")
case _ =>
log.error(s"LootItem: wanted to move $item_guid to $target_guid, but multiple problems were encountered")
}
case (Some(obj), _) =>
log.warn(s"LootItem: item $obj is (probably) not lootable")
case (None, _) =>
log.warn(s"LootItem: can not find $item_guid")
case (_, None) =>
log.warn(s"LootItem: can not find where to put $item_guid")
}
case msg @ AvatarImplantMessage(_, _, _, _) => //(player_guid, unk1, unk2, implant) =>
log.info("AvatarImplantMessage: " + msg)
@ -2286,6 +2208,13 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
}
case Some(obj : Player) =>
if(obj.isBackpack) {
log.info(s"UseItem: $player looting the corpse of $obj")
sendResponse(UseItemMessage(avatar_guid, unk1, object_guid, unk2, unk3, unk4, unk5, unk6, unk7, unk8, itemType))
accessedContainer = Some(obj)
}
case Some(obj : Locker) =>
if(player.Faction == obj.Faction) {
log.info(s"UseItem: $player accessing a locker")
@ -2385,7 +2314,8 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
case msg @ UnuseItemMessage(player_guid, object_guid) =>
log.info("UnuseItem: " + msg)
log.info(s"UnuseItem: $msg")
//TODO check for existing accessedContainer value?
continent.GUID(object_guid) match {
case Some(obj : Vehicle) =>
if(obj.AccessingTrunk.contains(player.GUID)) {
@ -3485,6 +3415,150 @@ class WorldSessionActor extends Actor with MDCContextAware {
)
}
/**
* Given an item, and two places, one where the item currently is and one where the item will be moved,
* perform a controlled transfer of the item.
* If something exists at the `destination` side of the transfer in the position that `item` will occupy,
* resolve its location as well by swapping it with where `item` originally was positioned.<br>
* <br>
* Parameter checks will not be performed.
* Do perform checks before sending data to this function.
* Do not call with incorrect or unverified data, e.g., `item` not actually being at `source` @ `index`.
* @param item the item being moved
* @param source the container in which `item` is currently located
* @param index the index position in `source` where `item` is currently located
* @param destination the container where `item` is being moved
* @param dest the index position in `destination` where `item` is being moved
* @param destinationCollisionEntry information about the contents in an area of `destination` starting at index `dest`
*/
private def PerformMoveItem(item : Equipment,
source : PlanetSideGameObject with Container,
index : Int,
destination : PlanetSideGameObject with Container,
dest : Int,
destinationCollisionEntry : Option[InventoryItem]) : Unit = {
val item_guid = item.GUID
val source_guid = source.GUID
val destination_guid = destination.GUID
val indexSlot = source.Slot(index)
val player_guid = player.GUID
val sourceIsNotDestination : Boolean = source != destination //if source is destination, OCDM style is not required
if(sourceIsNotDestination) {
log.info(s"MoveItem: $item moved from $source @ $index to $destination @ $dest")
}
else {
log.info(s"MoveItem: $item moved from $index to $dest in $source")
}
//remove item from source
indexSlot.Equipment = None
source match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item_guid))
case obj : Player =>
if(obj.isBackpack || source.VisibleSlots.contains(index)) { //corpse being looted, or item was in hands
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, item_guid))
}
case _ => ;
}
destinationCollisionEntry match { //do we have a swap item in the destination slot?
case Some(InventoryItem(item2, destIndex)) => //yes, swap
//cleanly shuffle items around to avoid losing icons
//the next ObjectDetachMessage is necessary to avoid icons being lost, but only as part of this swap
sendResponse(ObjectDetachMessage(source_guid, item_guid, Vector3.Zero, 0f, 0f, 0f))
val item2_guid = item2.GUID
destination.Slot(destIndex).Equipment = None //remove the swap item from destination
(indexSlot.Equipment = item2) match {
case Some(_) => //item and item2 swapped places successfully
log.info(s"MoveItem: $item2 swapped to $source @ $index")
//remove item2 from destination
sendResponse(ObjectDetachMessage(destination_guid, item2_guid, Vector3.Zero, 0f, 0f, 0f))
destination match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item2_guid))
case obj : Player =>
if(obj.isBackpack || destination.VisibleSlots.contains(dest)) { //corpse being looted, or item was in hands
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.ObjectDelete(player_guid, item2_guid))
}
case _ => ;
}
//display item2 in source
if(sourceIsNotDestination && player == source) {
val objDef = item2.Definition
sendResponse(
ObjectCreateDetailedMessage(
objDef.ObjectId,
item2_guid,
ObjectCreateMessageParent(source_guid, index),
objDef.Packet.DetailedConstructorData(item2).get
)
)
}
else {
sendResponse(ObjectAttachMessage(source_guid, item2_guid, index))
}
source match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.StowEquipment(player_guid, source_guid, index, item2))
case obj : Player =>
if(source.VisibleSlots.contains(index)) { //item is put in hands
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentInHand(player_guid, source_guid, index, item2))
}
else if(obj.isBackpack) { //corpse being given item
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.StowEquipment(player_guid, source_guid, index, item2))
}
case _ => ;
}
case None => //item2 does not fit; drop on ground
log.info(s"MoveItem: $item2 can not fit in swap location; dropping on ground @ ${source.Position}")
val pos = source.Position
val sourceOrientZ = source.Orientation.z
val orient : Vector3 = Vector3(0f, 0f, sourceOrientZ)
continent.Actor ! Zone.DropItemOnGround(item2, pos, orient)
sendResponse(ObjectDetachMessage(destination_guid, item2_guid, pos, 0f, 0f, sourceOrientZ)) //ground
val objDef = item2.Definition
destination match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.UnstowEquipment(player_guid, item2_guid))
case _ => ;
//Player does not require special case; the act of dropping forces the item and icon to change
}
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentOnGround(player_guid, pos, orient, objDef.ObjectId, item2_guid, objDef.Packet.ConstructorData(item2).get))
}
case None => ;
}
//move item into destination slot
destination.Slot(dest).Equipment = item
if(sourceIsNotDestination && player == destination) {
val objDef = item.Definition
sendResponse(
ObjectCreateDetailedMessage(
objDef.ObjectId,
item_guid,
ObjectCreateMessageParent(destination_guid, dest),
objDef.Packet.DetailedConstructorData(item).get
)
)
}
else {
sendResponse(ObjectAttachMessage(destination_guid, item_guid, dest))
}
destination match {
case obj : Vehicle =>
vehicleService ! VehicleServiceMessage(s"${obj.Actor}", VehicleAction.StowEquipment(player_guid, destination_guid, dest, item))
case obj : Player =>
if(destination.VisibleSlots.contains(dest)) { //item is put in hands
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.EquipmentInHand(player_guid, destination_guid, dest, item))
}
else if(obj.isBackpack) { //corpse being given item
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.StowEquipment(player_guid, destination_guid, dest, item))
}
case _ => ;
}
}
/**
* After a weapon has finished shooting, determine if it needs to be sorted in a special way.
* @param tool a weapon