mirror of
https://github.com/psforever/PSF-LoginServer.git
synced 2026-01-20 02:54:46 +00:00
Members and Squads now deal with their own inherent availabilities; code to transfer knowledge of character squad association by color; old code
This commit is contained in:
parent
2a93e6a8be
commit
f7098618d7
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@ -79,14 +79,11 @@ class Member {
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Position
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}
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def Close() : Unit = {
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role = ""
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requirements = Set()
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//about the individual filling the position
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name = ""
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health = 0
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armor = 0
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zoneId = 0
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position = Vector3.Zero
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def isAvailable : Boolean = {
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charId == 0
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}
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def isAvailable(certs : Set[CertificationType.Value]) : Boolean = {
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isAvailable && certs.intersect(requirements) == requirements
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}
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}
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@ -3,7 +3,7 @@ package net.psforever.objects.teamwork
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import net.psforever.objects.entity.IdentifiableEntity
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import net.psforever.packet.game.PlanetSideGUID
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import net.psforever.types.PlanetSideEmpire
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import net.psforever.types.{CertificationType, PlanetSideEmpire}
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class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extends IdentifiableEntity {
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super.GUID_=(squadId)
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@ -53,6 +53,24 @@ class Squad(squadId : PlanetSideGUID, alignment : PlanetSideEmpire.Value) extend
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def Size : Int = membership.count(member => member.CharId != 0)
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def Capacity : Int = availability.count(open => open)
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def isAvailable(role : Int) : Boolean = {
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availability.lift(role) match {
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case Some(true) =>
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membership(role).isAvailable
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case _ =>
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false
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}
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}
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def isAvailable(role : Int, certs : Set[CertificationType.Value]) : Boolean = {
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availability.lift(role) match {
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case Some(true) =>
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membership(role).isAvailable(certs)
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case _ =>
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false
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}
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}
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}
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object Squad {
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@ -370,7 +370,7 @@ object SquadAction{
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* `28` - Auto-approve Requests for Invitation<br>
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* `29` - UNKNOWN<br>
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* `30` - UNKNOWN<br>
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* `31` - Location Follows Squad Lead<br>
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* `31` - Location Follows Squad Leader<br>
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* `Int`<br>
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* `10` - Select this Role for Yourself<br>
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* `11` - UNKNOWN<br>
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@ -452,10 +452,9 @@ object SquadDefinitionActionMessage extends Marshallable[SquadDefinitionActionMe
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case 39 => noSquadSearchResultsCodec
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case 40 => findLfsSoldiersForRoleCodec
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case 41 => cancelFindCodec
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case 2 | 6 | 11 |
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12 | 13 | 14 |
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18 | 29 | 30 | 32 | 33 |
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36 | 37 | 42 | 43 => unknownCodec(code)
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case 2 | 6 | 11 | 12 | 13 |
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14 | 18 | 29 | 30 | 32 |
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33 | 36 | 37 | 42 | 43 => unknownCodec(code)
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case _ => failureCodec(code)
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}).asInstanceOf[Codec[SquadAction]]
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}
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@ -477,48 +476,3 @@ object SquadDefinitionActionMessage extends Marshallable[SquadDefinitionActionMe
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}
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)
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}
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/*
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("change" specifically indicates the perspective is from the SL; "update" indicates squad members other than the oen who made the change
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("[#]" indicates the mode is detected but not properly parsed; the length of the combined fields may follow
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[0] - clicking on a squad listed in the "Find Squad" tab / cancel squad search (6 bits/pad?)
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[2] - ? (6 bits/pad?)
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[3] - save squad favorite (6 bits/pad?)
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[4] - load a squad definition favorite (6 bits/pad?)
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[6] - ? (6 bits/pad?)
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7 - ?
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[8] - list squad (6 bits/pad?)
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10 - select this role for yourself
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11 - ?
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12 - ?
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13 - ?
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14 - ?
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15 - ?
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[16] - ? (6 bits/pad?)
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[17] - ? (6 bits/pad?)
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[18] - ? (6 bits/pad?)
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19 - change purpose
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20 - change zone
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21 - change/close squad member position
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22 - change/add squad member position
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23 - change squad member req role
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24 - change squad member req detailed orders
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25 - change squad member req weapons
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[26] - reset all (6 bits/pad?)
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28 - auto-approve requests for invitation
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29 -
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30 -
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31 - location follows squad lead
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[32] - ? (6 bits/pad?)
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33 -
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34 - search for squads with a particular role
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36 -
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37 -
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38 -
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[39] - ? (?)
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40 - find LFS soldiers that meet the requirements for this role
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[41] - cancel search for LFS soldiers (6 bits)
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[42] - ? (6 bits/pad?)
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[43] - ? (6 bits/pad?)
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*/
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@ -16,7 +16,6 @@ object SquadResponse {
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final case class AssociateWithSquad(squad_guid : PlanetSideGUID) extends Response
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final case class SetListSquad(squad_guid : PlanetSideGUID) extends Response
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final case class Unknown17(squad : Squad, char_id : Long) extends Response
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final case class Membership(request_type : SquadResponseType.Value, unk1 : Int, unk2 : Int, unk3 : Long, unk4 : Option[Long], player_name : String, unk5 : Boolean, unk6 : Option[Option[String]]) extends Response //see SquadMembershipResponse
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final case class Invite(from_char_id : Long, to_char_id : Long, name : String) extends Response
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@ -55,7 +55,7 @@ class SquadService extends Actor {
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*/
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private val queuedInvites : mutable.LongMap[List[Invitation]] = mutable.LongMap[List[Invitation]]()
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/**
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* The gien player has refused participation into this other player's sqaud.<br>
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* The given player has refused participation into this other player's squad.<br>
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* key - a unique character identifier number; value - a list of unique character identifier numbers
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*/
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private val refused : mutable.LongMap[List[Long]] = mutable.LongMap[List[Long]]()
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@ -65,9 +65,10 @@ class SquadService extends Actor {
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*/
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private val continueToMonitorDetails : mutable.LongMap[PlanetSideGUID] = mutable.LongMap[PlanetSideGUID]()
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/**
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* A placeholder for an absent active invite that has not (yet) been accepted or rejected, equal to the then-current active invite.
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* A placeholder for an absent active invite that has not (yet) been accepted or rejected,
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* equal to the then-current active invite.
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* Created when removing an active invite.
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* Checked when trying to add a new invite (if found, the invite is queued).
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* Checked when trying to add a new invite (if found, the new invite is queued).
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* Cleared when the next queued invite becomes active.<br>
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* key - unique character identifier number; value, unique character identifier number
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*/
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@ -91,10 +92,10 @@ class SquadService extends Actor {
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*/
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private val SquadEvents = new GenericEventBus[SquadServiceResponse]
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/**
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* This collection contains the message-sending contact reference for individuals who may become squad members.
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* This collection contains the message-sending contact reference for individuals.
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* When the user joins the `SquadService` with a `Service.Join` message
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* that includes their unique character identifier,
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* the origin `ActorRef` is added as a subscription.
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* and the origin `ActorRef` is added as a subscription.
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* It is maintained until they disconnect entirely.
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* The subscription is anticipated to belong to an instance of `WorldSessionActor`.<br>
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* key - unique character identifier number; value - `ActorRef` reference for that character
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@ -688,7 +689,7 @@ class SquadService extends Actor {
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if(squad.Size < squad.Capacity) {
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val positions = (for {
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(member, index) <- squad.Membership.zipWithIndex
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if ValidOpenSquadPosition(squad, index, member, tplayer.Certifications)
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if squad.isAvailable(index, tplayer.Certifications)
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} yield (index, member.Requirements.size))
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.toList
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.sortBy({ case (_, reqs) => reqs })
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@ -814,7 +815,7 @@ class SquadService extends Actor {
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}
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(None, None)
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case Some(RequestRole(candidate, guid, _))
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case Some(RequestRole(_, guid, _))
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if squadFeatures.get(guid).nonEmpty && squadFeatures(guid).Squad.Leader.CharId == rejectingPlayer =>
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//rejectingPlayer is the squad leader; candidate is the would-be squad member who was rejected
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val features = squadFeatures(guid)
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@ -1024,7 +1025,6 @@ class SquadService extends Actor {
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if(memberPosition.CharId > 0) {
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LeaveSquad(memberPosition.CharId, squad)
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}
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memberPosition.Close()
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UpdateSquadListWhenListed(squadFeatures(squad.GUID), SquadInfo().Capacity(squad.Capacity))
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UpdateSquadDetail(
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squad.GUID,
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@ -1232,11 +1232,11 @@ class SquadService extends Actor {
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position.Requirements = Set()
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})
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val features = squadFeatures(squad.GUID)
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features.LocationFollowsSquadLead = false
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features.AutoApproveInvitationRequests = false
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features.LocationFollowsSquadLead = true
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features.AutoApproveInvitationRequests = true
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UpdateSquadListWhenListed(features, SquadInfo().Task("").ZoneId(None).Capacity(squad.Capacity))
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UpdateSquadDetail(squad)
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Publish(sender, SquadResponse.AssociateWithSquad(PlanetSideGUID(0)))
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InitialAssociation(squad)
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squadFeatures(guid).InitialAssociation = true
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//do not unlist an already listed squad
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case Some(squad) =>
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@ -1248,13 +1248,13 @@ class SquadService extends Actor {
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case _ =>
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(pSquadOpt, action) match {
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//the following action can be performed by the squad leader and maybe an unaffiliated player
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case (Some(squad), SelectRoleForYourself(position)) =>
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case (Some(_), SelectRoleForYourself(_)) =>
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//TODO should be possible, but doesn't work correctly due to UI squad cards not updating as expected
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// if(squad.Leader.CharId == tplayer.CharId) {
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// //squad leader currently disallowed
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// } else
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// //the squad leader may swap to any open position; a normal member has to validate against requirements
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// if(squad.Leader.CharId == tplayer.CharId || ValidOpenSquadPosition(squad, position, tplayer.Certifications)) {
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// if(squad.Leader.CharId == tplayer.CharId || squad.isAvailable(position, tplayer.Certifications)) {
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// squad.Membership.zipWithIndex.find { case (member, _) => member.CharId == tplayer.CharId } match {
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// case Some((fromMember, fromIndex)) =>
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// SwapMemberPosition(squad.Membership(position), fromMember)
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@ -1273,7 +1273,7 @@ class SquadService extends Actor {
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//not a member of any squad, but we might become a member of this one
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GetSquad(guid) match {
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case Some(squad) =>
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if(ValidOpenSquadPosition(squad, position, tplayer.Certifications)) {
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if(squad.isAvailable(position, tplayer.Certifications)) {
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//we could join but we may need permission from the squad leader first
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AddInviteAndRespond(
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squad.Leader.CharId,
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@ -1940,7 +1940,7 @@ class SquadService extends Actor {
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* @param list a list of players to squads with expected entry redundancy
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*/
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def RemoveProximityInvites(list : Iterable[(Long, PlanetSideGUID)]) : Unit = {
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val (ids, squads) = list.unzip
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val (_, squads) = list.unzip
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squads.toSeq.distinct.foreach { squad =>
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squadFeatures.get(squad) match {
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case Some(features) =>
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@ -2039,7 +2039,6 @@ class SquadService extends Actor {
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* @see `IndirectInvite`
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* @see `SquadFeatures::AutoApproveInvitationRequests`
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* @see `VacancyInvite`
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* @see `ValidOpenSquadPosition`
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* @param squad the squad
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* @param invitedPlayer the unique character identifier for the player being invited
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* @param invitingPlayer the unique character identifier for the player who invited the former
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@ -2049,8 +2048,8 @@ class SquadService extends Actor {
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*/
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def HandleVacancyInvite(squad : Squad, invitedPlayer : Long, invitingPlayer : Long, recruit : Player) : Option[(Squad, Int)] = {
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//accepted an invitation to join an existing squad
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squad.Membership.zipWithIndex.find({ case (member, index) =>
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ValidOpenSquadPosition(squad, index, member, recruit.Certifications)
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squad.Membership.zipWithIndex.find({ case (_, index) =>
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squad.isAvailable(index, recruit.Certifications)
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}) match {
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case Some((_, line)) =>
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//position in squad found
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@ -2206,7 +2205,6 @@ class SquadService extends Actor {
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* @see `SquadResponse.Join`
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* @see `StatConverter.Health`
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* @see `UpdateSquadListWhenListed`
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* @see `ValidOpenSquadPosition`
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* @param player the new squad member;
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* this player is NOT the squad leader
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* @param squad the squad the player is joining
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@ -2217,7 +2215,7 @@ class SquadService extends Actor {
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def JoinSquad(player : Player, squad : Squad, position : Int) : Boolean = {
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val charId = player.CharId
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val role = squad.Membership(position)
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if(UserEvents.get(charId).nonEmpty && squad.Leader.CharId != charId && ValidOpenSquadPosition(squad, position, role, player.Certifications)) {
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if(UserEvents.get(charId).nonEmpty && squad.Leader.CharId != charId && squad.isAvailable(position, player.Certifications)) {
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role.Name = player.Name
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role.CharId = charId
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role.Health = StatConverter.Health(player.Health, player.MaxHealth, min=1, max=64)
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@ -2616,19 +2614,6 @@ class SquadService extends Actor {
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SquadEvents.unsubscribe(sender) //just to make certain
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}
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/**
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* Dispatch a message entailing the composition of this squad
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* and focus on any specific aspects of it, purported as being changed recently.
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* @see `SquadInfo`
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* @see `UpdateSquadList(Squad, Option[SquadInfo])`
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* @param squad the squad
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* @param changes the highlighted aspects of the squad;
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* these "changes" do not have to reflect the actual squad but are related to the contents of the message
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*/
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private def UpdateSquadList(squad : Squad, changes : SquadInfo) : Unit = {
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UpdateSquadList(squad, Some(changes))
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}
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/**
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* Dispatch a message entailing the composition of this squad when that squad is publicly available
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* and focus on any specific aspects of it, purported as being changed recently.
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@ -2989,63 +2974,4 @@ object SquadService {
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member.Requirements = position.requirements
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}
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}
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/**
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* Determine if the indicated squad role can be used for a player trying to join the squad.
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* @see `ValidOpenSquadPosition`
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* @param squad the squad
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* @param position the position of the squad role being tested
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* @param certs the certifications being offered for comparison testing
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* @return `true`, if the squad role may accept the player with the given certification permissions;
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* `false`, otherwise
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*/
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def ValidOpenSquadPosition(squad : Squad, position : Int, certs : Set[CertificationType.Value]) : Boolean = {
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squad.Membership.lift(position) match {
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case Some(member) =>
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ValidOpenSquadPosition(squad, position, member, certs)
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case None =>
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false
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}
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}
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/**
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* Determine if the indicated squad role can be used for a player trying to join the squad.
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* @see `AvailableSquadPosition`
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* @param squad the squad
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* @param position the position of the squad role being tested
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* @param member the squad role being tested
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* @param certs the certifications being offered for comparison testing
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* @return `true`, if the squad role may accept the player with the given certification permissions;
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* `false`, otherwise
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*/
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def ValidOpenSquadPosition(squad : Squad, position : Int, member : Member, certs : Set[CertificationType.Value]) : Boolean = {
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AvailableSquadPosition(squad, position, member) && certs.intersect(member.Requirements) == member.Requirements
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}
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/**
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* Determine if the indicated squad role is unoccupied but is also capable of being occupied.
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* @see `AvailableSquadPosition(Squad, Int, Member)`
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* @param squad the squad
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* @param position the position of the squad role being tested
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* @return `true`, if the squad role is unoccupied;
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* `false`, otherwise
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*/
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def AvailableSquadPosition(squad : Squad, position : Int) : Boolean = squad.Membership.lift(position) match {
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case Some(member) =>
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AvailableSquadPosition(squad, position, member)
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case None =>
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false
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}
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/**
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* Determine if the indicated squad role is unoccupied but is also capable of being occupied.
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* @param squad the squad
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* @param position the position of the squad role being tested
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* @param member the squad role being tested
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* @return `true`, if the squad role is unoccupied;
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* `false`, otherwise
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*/
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def AvailableSquadPosition(squad : Squad, position : Int, member : Member) : Boolean = {
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squad.Availability(position) && member.CharId == 0
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}
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}
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@ -119,7 +119,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
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*/
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var interstellarFerryTopLevelGUID : Option[PlanetSideGUID] = None
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val squadUI : LongMap[SquadUIElement] = new LongMap[SquadUIElement]()
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val squad_supplement_id : Int = 11
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var squad_supplement_id : Int = 0
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/**
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* `AvatarConverter` can only rely on the `Avatar`-local Looking For Squad variable.
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* When joining or creating a squad, the original state of the avatar's local LFS variable is blanked.
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@ -396,11 +396,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
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case SquadResponse.SetListSquad(squad_guid) =>
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sendResponse(SquadDefinitionActionMessage(squad_guid, 0, SquadAction.SetListSquad()))
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case SquadResponse.Unknown17(squad, char_id) =>
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sendResponse(
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SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(33))
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)
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case SquadResponse.Membership(request_type, unk1, unk2, char_id, opt_char_id, player_name, unk5, unk6) =>
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val name = request_type match {
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case SquadResponseType.Invite if unk5 =>
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@ -433,27 +428,31 @@ class WorldSessionActor extends Actor with MDCContextAware {
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val membershipPositions = squad.Membership
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.zipWithIndex
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.filter { case (_, index ) => positionsToUpdate.contains(index) }
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StartBundlingPackets()
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membershipPositions.find({ case(member, _) => member.CharId == avatar.CharId }) match {
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case Some((ourMember, ourIndex)) =>
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//we are joining the squad
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//load each member's entry (our own too)
|
||||
squad_supplement_id = squad.GUID.guid + 1
|
||||
membershipPositions.foreach { case(member, index) =>
|
||||
sendResponse(SquadMemberEvent.Add(squad_supplement_id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
|
||||
squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
|
||||
}
|
||||
//repeat our entry
|
||||
sendResponse(SquadMemberEvent.Add(squad_supplement_id, ourMember.CharId, ourIndex, ourMember.Name, ourMember.ZoneId, unk7 = 0)) //repeat of our entry
|
||||
val playerGuid = player.GUID
|
||||
//turn lfs off
|
||||
val factionOnContinentChannel = s"${continent.Id}/${player.Faction}"
|
||||
if(avatar.LFS) {
|
||||
avatar.LFS = false
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 53, 0))
|
||||
avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
|
||||
sendResponse(PlanetsideAttributeMessage(playerGuid, 53, 0))
|
||||
avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(playerGuid, 53, 0))
|
||||
}
|
||||
//squad colors
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
|
||||
avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(player.GUID, 31, squad_supplement_id))
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourIndex)) //associate with member position in squad
|
||||
GiveSquadColorsInZone()
|
||||
avatarService ! AvatarServiceMessage(factionOnContinentChannel, AvatarAction.PlanetsideAttribute(playerGuid, 31, squad_supplement_id))
|
||||
//associate with member position in squad
|
||||
sendResponse(PlanetsideAttributeMessage(playerGuid, 32, ourIndex))
|
||||
//a finalization? what does this do?
|
||||
sendResponse(SquadDefinitionActionMessage(squad.GUID, 0, SquadAction.Unknown(18)))
|
||||
updateSquad = UpdatesWhenEnrolledInSquad
|
||||
|
|
@ -461,11 +460,16 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
case _ =>
|
||||
//other player is joining our squad
|
||||
//load each member's entry
|
||||
membershipPositions.foreach { case(member, index) =>
|
||||
sendResponse(SquadMemberEvent.Add(squad_supplement_id, member.CharId, index, member.Name, member.ZoneId, unk7 = 0))
|
||||
squadUI(member.CharId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
|
||||
}
|
||||
GiveSquadColorsInZone(
|
||||
membershipPositions.map { case(member, index) =>
|
||||
val charId = member.CharId
|
||||
sendResponse(SquadMemberEvent.Add(squad_supplement_id, charId, index, member.Name, member.ZoneId, unk7 = 0))
|
||||
squadUI(charId) = SquadUIElement(member.Name, index, member.ZoneId, member.Health, member.Armor, member.Position)
|
||||
charId
|
||||
}
|
||||
)
|
||||
}
|
||||
StopBundlingPackets()
|
||||
//send an initial dummy update for map icon(s)
|
||||
sendResponse(SquadState(PlanetSideGUID(squad_supplement_id),
|
||||
membershipPositions
|
||||
|
|
@ -475,6 +479,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
))
|
||||
|
||||
case SquadResponse.Leave(squad, positionsToUpdate) =>
|
||||
StartBundlingPackets()
|
||||
positionsToUpdate.find({ case(member, _) => member == avatar.CharId }) match {
|
||||
case Some((ourMember, ourIndex)) =>
|
||||
//we are leaving the squad
|
||||
|
|
@ -484,10 +489,12 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
squadUI.remove(member)
|
||||
}
|
||||
//uninitialize
|
||||
val playerGuid = player.GUID
|
||||
sendResponse(SquadMemberEvent.Remove(squad_supplement_id, ourMember, ourIndex)) //repeat of our entry
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 31, 0)) //disassociate with squad?
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, 0)) //disassociate with member position in squad?
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 34, 4294967295L)) //unknown, perhaps unrelated?
|
||||
sendResponse(PlanetsideAttributeMessage(playerGuid, 31, 0)) //disassociate with squad?
|
||||
avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(playerGuid, 31, 0))
|
||||
sendResponse(PlanetsideAttributeMessage(playerGuid, 32, 0)) //disassociate with member position in squad?
|
||||
sendResponse(PlanetsideAttributeMessage(playerGuid, 34, 4294967295L)) //unknown, perhaps unrelated?
|
||||
lfs = false
|
||||
//a finalization? what does this do?
|
||||
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
|
||||
|
|
@ -495,11 +502,17 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
squadChannel = None
|
||||
case _ =>
|
||||
//remove each member's entry
|
||||
positionsToUpdate.foreach { case(member, index) =>
|
||||
sendResponse(SquadMemberEvent.Remove(squad_supplement_id, member, index))
|
||||
squadUI.remove(member)
|
||||
}
|
||||
GiveSquadColorsInZone(
|
||||
positionsToUpdate.map { case(member, index) =>
|
||||
sendResponse(SquadMemberEvent.Remove(squad_supplement_id, member, index))
|
||||
squadUI.remove(member)
|
||||
member
|
||||
},
|
||||
value = 0
|
||||
)
|
||||
}
|
||||
StopBundlingPackets()
|
||||
squad_supplement_id = 0
|
||||
|
||||
case SquadResponse.AssignMember(squad, from_index, to_index) =>
|
||||
//we've already swapped position internally; now we swap the cards
|
||||
|
|
@ -3045,10 +3058,6 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
deadState = DeadState.Alive
|
||||
sendResponse(AvatarDeadStateMessage(DeadState.Alive, 0, 0, tplayer.Position, player.Faction, true))
|
||||
//looking for squad (members)
|
||||
if(squadUI.nonEmpty && squadUI(avatar.CharId).index == 0) {
|
||||
sendResponse(PlanetsideAttributeMessage(guid, 31, 1))
|
||||
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(guid, 31, 1))
|
||||
}
|
||||
if(tplayer.LFS || lfs) {
|
||||
sendResponse(PlanetsideAttributeMessage(guid, 53, 1))
|
||||
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(guid, 53, 1))
|
||||
|
|
@ -3103,30 +3112,97 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* These messages are dispatched when first starting up the client and connecting to the server for the first time.
|
||||
* While many of thee messages will be reused for other situations, they appear in this order only during startup.
|
||||
*/
|
||||
def FirstTimeSquadSetup() : Unit = {
|
||||
sendResponse(SquadDetailDefinitionUpdateMessage.Init)
|
||||
sendResponse(ReplicationStreamMessage(5, Some(6), Vector.empty)) //clear squad list
|
||||
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(6)))
|
||||
//only need to load these once
|
||||
//only need to load these once - they persist between zone transfers and respawns
|
||||
avatar.SquadLoadouts.Loadouts.foreach {
|
||||
case (index, loadout : SquadLoadout) =>
|
||||
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), index, SquadAction.ListSquadFavorite(loadout.task)))
|
||||
}
|
||||
//non-squad GUID-0 counts as the settings when not joined with a squad
|
||||
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.AssociateWithSquad()))
|
||||
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.SetListSquad()))
|
||||
sendResponse(SquadDefinitionActionMessage(PlanetSideGUID(0), 0, SquadAction.Unknown(18)))
|
||||
squadService ! SquadServiceMessage(player, continent, SquadServiceAction.InitSquadList())
|
||||
squadService ! SquadServiceMessage(player, continent, SquadServiceAction.InitCharId())
|
||||
squadSetup = SubsequentSpawnSquadSetup
|
||||
squadSetup = RespawnSquadSetup
|
||||
}
|
||||
|
||||
def SubsequentSpawnSquadSetup() : Unit = {
|
||||
/**
|
||||
* These messages are used during each subsequent respawn to reset the squad colors on player nameplates and marquees.
|
||||
* By using `squadUI` to maintain relevant information about squad members,
|
||||
* especially the unique character identifier number,
|
||||
* only the zone-specific squad members will receive the important messages about their squad member's spawn.
|
||||
*/
|
||||
def RespawnSquadSetup() : Unit = {
|
||||
if(squadUI.nonEmpty) {
|
||||
//sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
|
||||
val (_, ourCard) = squadUI.find { case (id, card) => id == player.CharId }.get
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, ourCard.index))
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 31, squad_supplement_id))
|
||||
avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 31, squad_supplement_id))
|
||||
sendResponse(PlanetsideAttributeMessage(player.GUID, 32, squadUI(player.CharId).index))
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* These messages are used during each subsequent respawn to reset the squad colors on player nameplates and marquees.
|
||||
* During a zone change,
|
||||
* on top of other squad mates in the zone needing to have their knowledge of this player's squad colors changed,
|
||||
* the player must also set squad colors for each other squad members.
|
||||
* Default respawn functionality may resume afterwards.
|
||||
*/
|
||||
def ZoneChangeSquadSetup() : Unit = {
|
||||
RespawnSquadSetup()
|
||||
GiveSquadColorsInZone()
|
||||
squadSetup = RespawnSquadSetup
|
||||
}
|
||||
|
||||
/**
|
||||
* Allocate all squad members in zone and give their nameplates and their marquees the appropriate squad color.
|
||||
*/
|
||||
def GiveSquadColorsInZone() : Unit = {
|
||||
GiveSquadColorsInZone(squadUI.keys, squad_supplement_id)
|
||||
}
|
||||
|
||||
/**
|
||||
* Allocate the listed squad members in zone and give their nameplates and their marquees the appropriate squad color.
|
||||
* @param members members of the squad to target
|
||||
*/
|
||||
def GiveSquadColorsInZone(members : Iterable[Long]) : Unit = {
|
||||
GiveSquadColorsInZone(members, squad_supplement_id)
|
||||
}
|
||||
|
||||
/**
|
||||
* Allocate the listed squad members in zone and give their nameplates and their marquees the appropriate squad color.
|
||||
* @see `PlanetsideAttributeMessage`
|
||||
* @param members members of the squad to target
|
||||
* @param value the assignment value
|
||||
*/
|
||||
def GiveSquadColorsInZone(members : Iterable[Long], value : Long) : Unit = {
|
||||
SquadMembersInZone(members).foreach {
|
||||
members => sendResponse(PlanetsideAttributeMessage(members.GUID, 31, value))
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* For the listed squad member unique character identifier numbers,
|
||||
* find and return all squad members in the current zone.
|
||||
* @param members members of the squad to target
|
||||
* @return a list of `Player` objects
|
||||
*/
|
||||
def SquadMembersInZone(members : Iterable[Long]) : Iterable[Player] = {
|
||||
val players = continent.LivePlayers
|
||||
for {
|
||||
charId <- members
|
||||
player = players.find { _.CharId == charId }
|
||||
if player.nonEmpty
|
||||
} yield player.get
|
||||
}
|
||||
|
||||
def handleControlPkt(pkt : PlanetSideControlPacket) = {
|
||||
pkt match {
|
||||
case sync @ ControlSync(diff, _, _, _, _, _, fa, fb) =>
|
||||
|
|
@ -4729,24 +4805,24 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
if(squadUI.nonEmpty) {
|
||||
if(!lfs && squadUI(player.CharId).index == 0) {
|
||||
lfs = true
|
||||
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
|
||||
avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
|
||||
}
|
||||
}
|
||||
else if(!avatar.LFS) {
|
||||
avatar.LFS = true
|
||||
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
|
||||
avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 53, 1))
|
||||
}
|
||||
}
|
||||
else if(action == 37) { //Looking For Squad OFF
|
||||
if(squadUI.nonEmpty) {
|
||||
if(lfs && squadUI(player.CharId).index == 0) {
|
||||
lfs = false
|
||||
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
|
||||
avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
|
||||
}
|
||||
}
|
||||
else if(avatar.LFS) {
|
||||
avatar.LFS = false
|
||||
avatarService ! AvatarServiceMessage(continent.Id, AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
|
||||
avatarService ! AvatarServiceMessage(s"${continent.Id}/${player.Faction}", AvatarAction.PlanetsideAttribute(player.GUID, 53, 0))
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -8739,6 +8815,7 @@ class WorldSessionActor extends Actor with MDCContextAware {
|
|||
})
|
||||
DisownDeployables()
|
||||
drawDeloyableIcon = RedrawDeployableIcons //important for when SetCurrentAvatar initializes the UI next zone
|
||||
squadSetup = ZoneChangeSquadSetup
|
||||
continent.Population ! Zone.Population.Leave(avatar)
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue