mirror of
https://github.com/psforever/PSF-LoginServer.git
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* fixed about half of the unworking tests, and commented out one * stubborn tests that pass on their own but don't tend to pass in clusters; also, a certain test that terminates an actor when a mostly unrelated entity has its propertries changed from default, just weird * reviewing logic and operations pairs to ensure that functionality should have been retained from parent structure; moving handling case from individual player modes to session actor, which makes it much closer to the pattern * while it's still a dice roll, all tests currently implemented are capable of passing * deployable vehicles should properly deploy again now that they don't have to fight with themselves for the ability to deploy * boomers are no longer owned if the trigger is dropped (how long has this been not working?) * redid DamageFeedbackMessage packet because I thought I could use it for something; didn't use it for anything; boomers are no longer responsive to explosive sympathy * redid combat engineering explosive logic * redid (cleaned-up) implant logic * implant initialization timers now saved to the database; uninitialized implants will appear as uninitialized when the character loads; passive initialized implants will always start as activate * renaming methods; progress bar calculations change * accounting for implants that are in the act of being initialized
125 lines
4.2 KiB
Scala
125 lines
4.2 KiB
Scala
// Copyright (c) 2017 PSForever
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package net.psforever.objects
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import akka.actor.{ActorContext, Props}
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import net.psforever.objects.ce.{Deployable, DeployedItem}
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import net.psforever.objects.guid.{GUIDTask, TaskWorkflow}
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import net.psforever.objects.serverobject.affinity.FactionAffinity
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import net.psforever.objects.serverobject.{CommonMessages, PlanetSideServerObject}
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import net.psforever.objects.sourcing.{PlayerSource, SourceEntry}
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import net.psforever.objects.vital.Vitality
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import net.psforever.objects.vital.etc.TriggerUsedReason
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import net.psforever.objects.vital.interaction.DamageInteraction
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import net.psforever.objects.zones.Zone
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import net.psforever.services.Service
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import net.psforever.services.avatar.{AvatarAction, AvatarServiceMessage}
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import net.psforever.types.PlanetSideEmpire
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import scala.annotation.unused
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class BoomerDeployable(cdef: ExplosiveDeployableDefinition)
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extends ExplosiveDeployable(cdef) {
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private var trigger: Option[BoomerTrigger] = None
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def Trigger: Option[BoomerTrigger] = trigger
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def Trigger_=(item: BoomerTrigger): Option[BoomerTrigger] = {
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if (trigger.isEmpty) { //can only set trigger once
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trigger = Some(item)
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}
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Trigger
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}
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def Trigger_=(item: Option[BoomerTrigger]): Option[BoomerTrigger] = {
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if (item.isEmpty) {
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trigger = None
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}
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Trigger
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}
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}
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class BoomerDeployableDefinition(private val objectId: Int)
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extends ExplosiveDeployableDefinition(objectId) {
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override def Initialize(obj: Deployable, context: ActorContext): Unit = {
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obj.Actor =
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context.actorOf(Props(classOf[BoomerDeployableControl], obj), PlanetSideServerObject.UniqueActorName(obj))
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}
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}
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object BoomerDeployableDefinition {
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def apply(dtype: DeployedItem.Value): BoomerDeployableDefinition = {
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new BoomerDeployableDefinition(dtype.id)
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}
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}
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class BoomerDeployableControl(mine: BoomerDeployable)
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extends ExplosiveDeployableControl(mine) {
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def receive: Receive =
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commonMineBehavior
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.orElse {
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case CommonMessages.Use(player, Some(trigger: BoomerTrigger)) if mine.Trigger.contains(trigger) =>
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// the trigger damages the mine, which sets it off, which causes an explosion
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// think of this as an initiator to the proper explosion
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HandleDamage(
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mine,
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DamageInteraction(
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SourceEntry(mine),
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TriggerUsedReason(PlayerSource(player), trigger.GUID),
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mine.Position
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).calculate()(mine),
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damage = 0
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)
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case _ => ()
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}
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def loseOwnership(@unused faction: PlanetSideEmpire.Value): Unit = {
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super.loseOwnership(mine, PlanetSideEmpire.NEUTRAL)
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val guid = mine.OwnerGuid
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mine.AssignOwnership(None)
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mine.OwnerGuid = guid
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}
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override def gainOwnership(player: Player): Unit = {
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mine.Faction = PlanetSideEmpire.NEUTRAL //force map icon redraw
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super.gainOwnership(player, player.Faction)
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}
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override def dismissDeployable() : Unit = {
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super.dismissDeployable()
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val zone = mine.Zone
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mine.Trigger match {
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case Some(trigger) =>
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mine.Trigger = None
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trigger.Companion = None
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val guid = trigger.GUID
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Zone.EquipmentIs.Where(trigger, guid, zone) match {
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case Some(Zone.EquipmentIs.InContainer(container, index)) =>
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container.Slot(index).Equipment = None
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case Some(Zone.EquipmentIs.OnGround()) =>
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zone.Ground ! Zone.Ground.RemoveItem(guid)
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case _ => ()
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}
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zone.AvatarEvents! AvatarServiceMessage(
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zone.id,
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AvatarAction.ObjectDelete(Service.defaultPlayerGUID, guid)
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)
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TaskWorkflow.execute(GUIDTask.unregisterObject(zone.GUID, trigger))
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case None => ()
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}
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}
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/**
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* Boomers are not bothered by explosive sympathy
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* but can still be affected by sources of jammering.
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* @param obj the entity being damaged
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* @param damage the amount of damage
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* @param data historical information about the damage
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* @return `true`, if the target can be affected;
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* `false`, otherwise
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*/
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override def CanDetonate(obj: Vitality with FactionAffinity, damage: Int, data: DamageInteraction): Boolean = {
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super.CanDetonate(obj, damage, data) || data.cause.isInstanceOf[TriggerUsedReason]
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}
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}
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