temporary interference for vehicles that are going to transition to deployed eventually and block other deploying vehicles

This commit is contained in:
Fate-JH 2024-04-24 01:13:55 -04:00
parent 52e5cb558b
commit 780fbb5280

View file

@ -3,10 +3,11 @@ package net.psforever.objects.zones
import akka.actor.Actor
import net.psforever.actors.zone.ZoneActor
import net.psforever.objects.definition.VehicleDefinition
import net.psforever.objects.serverobject.deploy.{Deployment, Interference}
import net.psforever.objects.vital.InGameHistory
import net.psforever.objects.{Default, Vehicle}
import net.psforever.types.{DriveState, Vector3}
import net.psforever.types.{DriveState, PlanetSideEmpire, Vector3}
import scala.annotation.tailrec
import scala.collection.mutable
@ -14,27 +15,12 @@ import scala.collection.mutable
/**
* Synchronize management of the list of `Vehicles` maintained by some `Zone`.
*/
//COMMENTS IMPORTED FROM FORMER VehicleContextActor:
/*
* Provide a context for a `Vehicle` `Actor` - the `VehicleControl`.<br>
* <br>
* A vehicle can be passed between different zones and, therefore, does not belong to the zone.
* A vehicle cna be given to different players and can persist and change though players have gone.
* Therefore, also does not belong to `WorldSessionActor`.
* A vehicle must anchored to something that exists outside of the `InterstellarCluster` and its agents.<br>
* <br>
* The only purpose of this `Actor` is to allow vehicles to borrow a context for the purpose of `Actor` creation.
* It is also be allowed to be responsible for cleaning up that context.
* (In reality, it can be cleaned up anywhere a `PoisonPill` can be sent.)<br>
* <br>
* This `Actor` is intended to sit on top of the event system that handles broadcast messaging.
*/
class ZoneVehicleActor(
zone: Zone,
vehicleList: mutable.ListBuffer[Vehicle],
turretToMount: mutable.HashMap[Int, Int]
) extends Actor {
//private[this] val log = org.log4s.getLogger
private var temporaryInterference: Seq[(Vector3, PlanetSideEmpire.Value, VehicleDefinition)] = Seq()
def receive: Receive = {
case Zone.Vehicle.Spawn(vehicle) =>
@ -79,9 +65,23 @@ class ZoneVehicleActor(
}
case Zone.Vehicle.TryDeploymentChange(vehicle, toDeployState)
if toDeployState > DriveState.Undeploying && Interference.Test(zone, vehicle).nonEmpty =>
if toDeployState == DriveState.Deploying &&
(ZoneVehicleActor.temporaryInterferenceTest(vehicle,temporaryInterference) || Interference.Test(zone, vehicle).nonEmpty) =>
sender() ! Zone.Vehicle.CanNotDeploy(zone, vehicle, toDeployState, "blocked by a nearby entity")
case Zone.Vehicle.TryDeploymentChange(vehicle, toDeployState)
if toDeployState == DriveState.Deploying =>
import scala.concurrent.duration._
import scala.concurrent.ExecutionContext.Implicits.global
val position = vehicle.Position
temporaryInterference = temporaryInterference :+ (position, vehicle.Faction, vehicle.Definition)
context.system.scheduler.scheduleOnce(
vehicle.Definition.DeployTime.milliseconds,
self,
ZoneVehicleActor.ClearInterference(position)
)
vehicle.Actor.tell(Deployment.TryDeploymentChange(toDeployState), sender())
case Zone.Vehicle.TryDeploymentChange(vehicle, toDeployState) =>
vehicle.Actor.tell(Deployment.TryDeploymentChange(toDeployState), sender())
@ -89,13 +89,20 @@ class ZoneVehicleActor(
case Zone.Vehicle.CanNotDespawn(_, _, _) => ()
case Zone.Vehicle.CanNotDeploy(_, _, _, _) => ()
case Zone.Vehicle.CanNotDeploy(_, vehicle, _, _) => ()
val pos = vehicle.Position
temporaryInterference = temporaryInterference.filterNot(_._1 == pos)
case ZoneVehicleActor.ClearInterference(pos) =>
temporaryInterference = temporaryInterference.filterNot(_._1 == pos)
case _ => ()
}
}
object ZoneVehicleActor {
private case class ClearInterference(pos: Vector3)
@tailrec final def recursiveFindVehicle(iter: Iterator[Vehicle], target: Vehicle, index: Int = 0): Option[Int] = {
if (!iter.hasNext) {
None
@ -107,4 +114,22 @@ object ZoneVehicleActor {
}
}
}
private def temporaryInterferenceTest(
vehicle: Vehicle,
existingInterferences: Seq[(Vector3, PlanetSideEmpire.Value, VehicleDefinition)]
): Boolean = {
val vPosition = vehicle.Position
val vFaction = vehicle.Faction
val vDefinition = vehicle.Definition
existingInterferences
.collect { case (p, faction, d) if faction == vFaction => (p, d) }
.exists { case (position, definition) =>
val interference = definition.interference
(interference ne Interference.AllowAll) && {
lazy val distanceSq = Vector3.DistanceSquared(position, vPosition)
definition == vDefinition && distanceSq < interference.main * interference.main
}
}
}
}