making the comments in ObjectAttach less Infantry-centric

This commit is contained in:
FateJH 2017-01-22 02:09:34 -05:00
parent 1bf189b34f
commit a31ad6ffd3

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@ -6,39 +6,39 @@ import scodec.Codec
import scodec.codecs._
/**
* Change the location of an item within the game's inventory system.<br>
* Change the location of an object - the child - within the inventory system for another object - the parent.
* (Where the child object was before it was moved is not specified or important.)<br>
* <br>
* The data portion of this packet defines a player, an item, and a destination.
* After the packet is received by the client, the item will be guaranteed to be within the player's inventory in the codified location.
* The "inventory" in this case includes both the player's literal grid inventory and their available equipment slots.
* Where the item was before it was moved is not specified.<br>
* The data portion of this packet defines a parent object, a child object to-be, and a destination.
* After the packet is delivered, the child object will be expected to be a possession of the parent object in the codified inventory location.
* The "inventory" of the parent object is a generalization of that object's containment or installation positions.
* The inventory is has different referral words for these positions depending on the target parent;
* but, it is generally "seats" or "mounting points" for vehicles;
* and, it is generally "holsters" or "grid inventory positions" for players.
* For players, "holsters" and "grid inventory positions" have 1:1 numerical mapping.
* For vehicles, however, "seats" and "mounting points" are not consistently mapped and are much more context sensitive.
* For that reason, this installation position will hitherto be referred to as a generic "slot."<br>
* <br>
* This packet is a complementary packet that simulates a lazy TCP-like approach to coordinating item manipulation.
* In some cases, the client will (appear to) proceed with what it intended to do without waiting for the server to confirm.
* For example, grabbing an item from an inventory position will generate a `MoveItemMessage` that defines "the player's cursor" as a destination.
* The client will "attach to the player's cursor" without waiting for an `ObjectAttachMessage` from the server which echoes the destination.
* The change is observable.
* Inversely, the client is blocked from detaching the item from "the player's cursor" and putting it back into the inventory on its own.
* It waits until it receives an `ObjectAttachMessage` in confirmation.<br>
* Both the client and the server can send and receive this packet.
* Its interplay with other packets simulate a lazy TCP-like approach to object manipulation.
* If the client sends this packet, it will generally have already done what it was going to do.
* If the server sends this packet, the client will have been waiting on confirmation of an action it previously requested.<br>
* <br>
* Destination codes:<br>
* `0x80` - pistol slot 1<br>
* `0x81` - pistol slot 2<br>
* `0x82` - rifle slot 1<br>
* `0x83` - rifle slot 2<br>
* `0x84` - melee/knife slot<br>
* `0x85` - mystery slot<br>
* `0x86` - grid inventory (1,1)<br>
* `0x00FA` is a special dest/extra code that "attaches the item to the player's cursor"
* @param player_guid the player
* @param item_guid the item
* @param slot a codified location within an inventory, and overlapping the player's holsters if need be;
* 8u (0 - 127 or `0x80 - 0xFF`) or
* 16u (128 - 32767 or `0x0080 - 0x7FFF`)
* @see `MoveItemMessage`, `objectcreate\ObjectClass.SLOT_BLOCKER`
* Player inventory slots:<br>
* `0x80` - 0 - pistol holster 1<br>
* `0x81` - 1 - pistol holster 2<br>
* `0x82` - 2 - rifle holster 1<br>
* `0x83` - 3 - rifle holster 2<br>
* `0x84` - 4 - knife holster<br>
* `0x86` - 6 - grid (1,1)<br>
* `0x00FA` - 250 - is a special dest/extra code that "attaches the item to the player's cursor"
* @param parent_guid the parent object
* @param child_guid the child object
* @param slot a codified location within the parent object's inventory;
* 8u (0 - 127 or `0x80 - 0xFF`) or 16u (128 - 32767 or `0x0080 - 0x7FFF`)
*/
final case class ObjectAttachMessage(player_guid : PlanetSideGUID,
item_guid : PlanetSideGUID,
final case class ObjectAttachMessage(parent_guid : PlanetSideGUID,
child_guid : PlanetSideGUID,
slot : Int)
extends PlanetSideGamePacket {
type Packet = ObjectAttachMessage
@ -48,8 +48,8 @@ final case class ObjectAttachMessage(player_guid : PlanetSideGUID,
object ObjectAttachMessage extends Marshallable[ObjectAttachMessage] {
implicit val codec : Codec[ObjectAttachMessage] = (
("player_guid" | PlanetSideGUID.codec) ::
("item_guid" | PlanetSideGUID.codec) ::
("parent_guid" | PlanetSideGUID.codec) ::
("child_guid" | PlanetSideGUID.codec) ::
("slot" | PacketHelpers.encodedStringSize)
).as[ObjectAttachMessage]
}