node-insim
Version:
An InSim library for NodeJS with TypeScript support
115 lines (113 loc) • 4.99 kB
JavaScript
;
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
if (typeof b !== "function" && b !== null)
throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.JRRAction = exports.IS_JRR = void 0;
var decorators_1 = require("../decorators");
var base_1 = require("./base");
var enums_1 = require("./enums");
var structs_1 = require("./structs");
/**
* Join Request Reply - send one of these back to LFS in response to a join request
*
* Set the {@link ISF_REQ_JOIN} flag in the {@link IS_ISI} to receive join requests
* A join request is seen as an {@link IS_NPL} packet with ZERO in the NumP field
* An immediate response (e.g. within 1 second) is required using an {@link IS_JRR} packet
*
* In this case, PLID must be zero and {@link JRRAction} must be {@link JRR_REJECT} or
* {@link JRR_SPAWN}.
* If you allow the join and it is successful you will then get a normal {@link IS_NPL} with
* NumP set.
* You can also specify the start position of the car using the StartPos structure.
*
* {@link IS_JRR} can also be used to move an existing car to a different location.
* In this case, {@link PLID} must be set, {@link JRRAction} must be {@link JRR_RESET} or
* higher and StartPos must be set.
*/
var IS_JRR = /** @class */ (function (_super) {
__extends(IS_JRR, _super);
function IS_JRR(data) {
var _this = _super.call(this) || this;
_this.Size = 16;
_this.Type = enums_1.PacketType.ISP_JRR;
_this.ReqI = 0;
/** ZERO when this is a reply to a join request - SET to move a car */
_this.PLID = 0;
/** Set when this is a reply to a join request - ignored when moving a car */
_this.UCID = 0;
/** 1 - allow / 0 - reject (should send message to user) */
_this.JRRAction = 0;
_this.Sp2 = 0;
_this.Sp3 = 0;
/**
* 0: use default start point / Flags = 0x80: set start point
*
* To use default start point, StartPos should be filled with zero values.
*
* To specify a start point, StartPos X, Y, Zbyte and Heading should be filled like
* an autocross start position, Flags should be 0x80 and Index should be zero
*/
_this.StartPos = new structs_1.ObjectInfo();
_this.initialize(data);
return _this;
}
__decorate([
(0, decorators_1.byte)()
], IS_JRR.prototype, "Size", void 0);
__decorate([
(0, decorators_1.byte)()
], IS_JRR.prototype, "Type", void 0);
__decorate([
(0, decorators_1.byte)()
], IS_JRR.prototype, "ReqI", void 0);
__decorate([
(0, decorators_1.byte)()
], IS_JRR.prototype, "PLID", void 0);
__decorate([
(0, decorators_1.byte)()
], IS_JRR.prototype, "UCID", void 0);
__decorate([
(0, decorators_1.byte)()
], IS_JRR.prototype, "JRRAction", void 0);
__decorate([
(0, decorators_1.byte)()
], IS_JRR.prototype, "Sp2", void 0);
__decorate([
(0, decorators_1.byte)()
], IS_JRR.prototype, "Sp3", void 0);
__decorate([
(0, decorators_1.struct)(structs_1.ObjectInfo)
], IS_JRR.prototype, "StartPos", void 0);
return IS_JRR;
}(base_1.SendablePacket));
exports.IS_JRR = IS_JRR;
var JRRAction;
(function (JRRAction) {
/** Reject new player */
JRRAction[JRRAction["JRR_REJECT"] = 0] = "JRR_REJECT";
/** Allow new player */
JRRAction[JRRAction["JRR_SPAWN"] = 1] = "JRR_SPAWN";
/** Reset player's car */
JRRAction[JRRAction["JRR_RESET"] = 4] = "JRR_RESET";
/** Reset player's car without repairing damage */
JRRAction[JRRAction["JRR_RESET_NO_REPAIR"] = 5] = "JRR_RESET_NO_REPAIR";
})(JRRAction || (exports.JRRAction = JRRAction = {}));