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