transferred control of dropping and collecting objects to the Continent scope; solve a bug that had to do with collecting dropped equipment

This commit is contained in:
FateJH 2017-09-16 02:04:34 -04:00
parent 99b019714b
commit ce8d61a4d3
3 changed files with 43 additions and 95 deletions

View file

@ -51,7 +51,7 @@ object Continent {
final case class GetItemOnGround(player : Player, item_guid : PlanetSideGUID)
final case class GiveItemFromGround(player : Player, item : Equipment)
final case class ItemFromGround(player : Player, item : Equipment)
def apply(zoneId : String, map : String) : Continent = {
new Continent(zoneId, map)

View file

@ -20,7 +20,7 @@ class ContinentActor(continent : Continent) extends Actor {
case GetItemOnGround(player, item_guid) =>
FindItemOnGround(item_guid) match {
case Some(item) =>
sender ! GiveItemFromGround(player, item)
sender ! ItemFromGround(player, item)
case None =>
log.warn(s"item on ground $item_guid was requested by $player for pickup but was not found")
}

View file

@ -477,26 +477,33 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(PacketCoding.CreateGamePacket(0, CreateShortcutMessage(guid, 1, 0, true, Shortcut.MEDKIT)))
//temporary location
case Continent_GiveItemFromGround(tplayer, item) =>
item match {
case Some(obj) =>
val obj_guid = obj.GUID
tplayer.Fit(obj) match {
case Some(slot) =>
PickupItemFromGround(obj_guid)
tplayer.Slot(slot).Equipment = item
sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(tplayer.GUID, obj_guid, slot)))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(tplayer.GUID, obj_guid))
if(-1 < slot && slot < 5) {
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.EquipmentInHand(tplayer.GUID, slot, obj))
}
case None =>
DropItemOnGround(obj, obj.Position, obj.Orientation) //restore
case Continent.ItemFromGround(tplayer, item) =>
val obj_guid = item.GUID
val player_guid = tplayer.GUID
tplayer.Fit(item) match {
case Some(slot) =>
tplayer.Slot(slot).Equipment = item
//sendResponse(PacketCoding.CreateGamePacket(0, ObjectAttachMessage(tplayer.GUID, obj_guid, slot)))
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.ObjectDelete(player_guid, obj_guid))
val definition = item.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(
definition.ObjectId,
obj_guid,
ObjectCreateMessageParent(player_guid, slot),
definition.Packet.DetailedConstructorData(item).get
)
)
)
if(-1 < slot && slot < 5) {
avatarService ! AvatarServiceMessage(tplayer.Continent, AvatarAction.EquipmentInHand(player_guid, slot, item))
}
case None => ;
case None =>
continent.Actor ! Continent.DropItemOnGround(item, item.Position, item.Orientation) //restore
}
case WorldSessionActor.ResponseToSelf(pkt) =>
case ResponseToSelf(pkt) =>
log.info(s"Received a direct message: $pkt")
sendResponse(pkt)
@ -705,17 +712,17 @@ class WorldSessionActor extends Actor with MDCContextAware {
sendResponse(PacketCoding.CreateGamePacket(0, ReplicationStreamMessage(5, Some(6), Vector(SquadListing())))) //clear squad list
//all players are part of the same zone right now, so don't expect much
val continent = player.Continent
val playerContinent = player.Continent
val player_guid = player.GUID
LivePlayerList.WorldPopulation({ case (_, char : Player) => char.Continent == continent && char.HasGUID && char.GUID != player_guid}).foreach(char => {
LivePlayerList.WorldPopulation({ case (_, char : Player) => char.Continent == playerContinent && char.HasGUID && char.GUID != player_guid}).foreach(char => {
sendResponse(
PacketCoding.CreateGamePacket(0,
ObjectCreateMessage(ObjectClass.avatar, char.GUID, char.Definition.Packet.ConstructorData(char).get)
)
)
})
//all items are part of a single zone right now, so don't expect much
WorldSessionActor.equipmentOnGround.foreach(item => {
//render Equipment that was dropped into world before player arrived
continent.EquipmentOnGround.toList.foreach(item => {
val definition = item.Definition
sendResponse(
PacketCoding.CreateGamePacket(0,
@ -728,7 +735,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
)
})
avatarService ! Join("home3")
avatarService ! Join(playerContinent)
self ! SetCurrentAvatar(player)
case msg @ PlayerStateMessageUpstream(avatar_guid, pos, vel, yaw, pitch, yaw_upper, seq_time, unk3, is_crouching, is_jumping, unk4, is_cloaking, unk5, unk6) =>
@ -800,10 +807,11 @@ class WorldSessionActor extends Actor with MDCContextAware {
player.FreeHand.Equipment match {
case Some(item) =>
if(item.GUID == item_guid) {
val orient : Vector3 = Vector3(0f, 0f, player.Orientation.z)
player.FreeHand.Equipment = None
DropItemOnGround(item, player.Position, player.Orientation)
continent.Actor ! Continent.DropItemOnGround(item, player.Position, orient) //TODO do I need to wait for callback?
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDetachMessage(player.GUID, item.GUID, player.Position, 0f, 0f, player.Orientation.z)))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.EquipmentOnGround(player.GUID, player.Position, player.Orientation, item))
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.EquipmentOnGround(player.GUID, player.Position, orient, item))
}
else {
log.warn(s"item in hand was ${item.GUID} but trying to drop $item_guid; nothing will be dropped")
@ -814,7 +822,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
case msg @ PickupItemMessage(item_guid, player_guid, unk1, unk2) =>
log.info("PickupItem: " + msg)
self ! Continent_GiveItemFromGround(player, PickupItemFromGround(item_guid))
continent.Actor ! Continent.GetItemOnGround(player, item_guid)
case msg @ ReloadMessage(item_guid, ammo_clip, unk1) =>
log.info("Reload: " + msg)
@ -929,9 +937,10 @@ class WorldSessionActor extends Actor with MDCContextAware {
case None => //item2 does not fit; drop on ground
val pos = player.Position
val orient = player.Orientation
DropItemOnGround(item2, pos, player.Orientation)
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDetachMessage(player.GUID, item2.GUID, pos, 0f, 0f, orient.z))) //ground
val playerOrient = player.Orientation
val orient : Vector3 = Vector3(0f, 0f, playerOrient.z)
continent.Actor ! Continent.DropItemOnGround(item2, pos, orient)
sendResponse(PacketCoding.CreateGamePacket(0, ObjectDetachMessage(player.GUID, item2.GUID, pos, 0f, 0f, playerOrient.z))) //ground
avatarService ! AvatarServiceMessage(player.Continent, AvatarAction.EquipmentOnGround(player.GUID, pos, orient, item2))
}
@ -1270,7 +1279,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
override def onSuccess() : Unit = {
val definition = localObject.Definition
localAnnounce ! WorldSessionActor.ResponseToSelf(
localAnnounce ! ResponseToSelf(
PacketCoding.CreateGamePacket(0,
ObjectCreateDetailedMessage(
definition.ObjectId,
@ -1406,7 +1415,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
override def onSuccess() : Unit = {
localAnnounce ! WorldSessionActor.ResponseToSelf(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(localObjectGUID, 0)))
localAnnounce ! ResponseToSelf(PacketCoding.CreateGamePacket(0, ObjectDeleteMessage(localObjectGUID, 0)))
if(0 <= localIndex && localIndex < 5) {
avatarService ! AvatarServiceMessage(localTarget.Continent, AvatarAction.ObjectDelete(localTarget.GUID, localObjectGUID))
}
@ -1517,61 +1526,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
}
/**
* Add an object to the local `List` of objects on the ground.
* @param item the `Equipment` to be dropped
* @param pos where the `item` will be dropped
* @param orient in what direction the item will face when dropped
* @return the global unique identifier of the object
*/
private def DropItemOnGround(item : Equipment, pos : Vector3, orient : Vector3) : PlanetSideGUID = {
item.Position = pos
item.Orientation = orient
WorldSessionActor.equipmentOnGround += item
item.GUID
}
// private def FindItemOnGround(item_guid : PlanetSideGUID) : Option[Equipment] = {
// equipmentOnGround.find(item => item.GUID == item_guid)
// }
/**
* Remove an object from the local `List` of objects on the ground.
* @param item_guid the `Equipment` to be picked up
* @return the object being picked up
*/
private def PickupItemFromGround(item_guid : PlanetSideGUID) : Option[Equipment] = {
recursiveFindItemOnGround(WorldSessionActor.equipmentOnGround.iterator, item_guid) match {
case Some(index) =>
Some(WorldSessionActor.equipmentOnGround.remove(index))
case None =>
None
}
}
/**
* Shift through objects on the ground to find the location of a specific item.
* @param iter an `Iterator` of `Equipment`
* @param item_guid the global unique identifier of the piece of `Equipment` being sought
* @param index the current position in the array-list structure used to create the `Iterator`
* @return the index of the object matching `item_guid`, if found;
* `None`, otherwise
*/
@tailrec private def recursiveFindItemOnGround(iter : Iterator[Equipment], item_guid : PlanetSideGUID, index : Int = 0) : Option[Int] = {
if(!iter.hasNext) {
None
}
else {
val item : Equipment = iter.next
if(item.GUID == item_guid) {
Some(index)
}
else {
recursiveFindItemOnGround(iter, item_guid, index + 1)
}
}
}
def failWithError(error : String) = {
log.error(error)
sendResponse(PacketCoding.CreateControlPacket(ConnectionClose()))
@ -1593,15 +1547,15 @@ class WorldSessionActor extends Actor with MDCContextAware {
}
}
final case class ResponseToSelf(pkt : GamePacket)
object WorldSessionActor {
private final case class ResponseToSelf(pkt : GamePacket)
private final case class PokeClient()
private final case class ServerLoaded()
private final case class PlayerLoaded(tplayer : Player)
private final case class PlayerFailedToLoad(tplayer : Player)
private final case class ListAccountCharacters()
private final case class SetCurrentAvatar(tplayer : Player)
private final case class Continent_GiveItemFromGround(tplyaer : Player, item : Option[Equipment]) //TODO wrong place, move later
/**
* A placeholder `Cancellable` object.
@ -1611,12 +1565,6 @@ object WorldSessionActor {
def isCancelled() : Boolean = true
}
//TODO this is a temporary local system; replace it in the future
//in the future, items dropped on the ground will be managed by a data structure on an external Actor representing the continent
//like so: WSA -> /GetItemOnGround/ -> continent -> /GiveItemFromGround/ -> WSA
import scala.collection.mutable.ListBuffer
private val equipmentOnGround : ListBuffer[Equipment] = ListBuffer[Equipment]()
def Distance(pos1 : Vector3, pos2 : Vector3) : Float = {
math.sqrt(DistanceSquared(pos1, pos2)).toFloat
}