object AvatarActor
- Source
- AvatarActor.scala
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- AvatarActor
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Type Members
- final case class ActivateImplant(implantType: ImplantType) extends Command with Product with Serializable
Activate an implant (must already be initialized)
- final case class AddFirstTimeEvent(event: String) extends Command with Product with Serializable
Add a first time event (help text)
- final case class AddShortcut(slot: Int, shortcut: Shortcut) extends Command with Product with Serializable
- final case class AvatarLoginResponse(avatar: Avatar) extends Product with Serializable
- final case class AvatarResponse(avatar: Avatar) extends Product with Serializable
- final case class AwardBep(bep: Long, modifier: ExperienceType) extends Command with Product with Serializable
Award battle experience points
- final case class AwardCep(bep: Long) extends Command with Product with Serializable
Award command experience points
- sealed trait Command extends AnyRef
- final case class ConsumeStamina(stamina: Int) extends Command with Product with Serializable
Consume up to the given stamina amount
- final case class CreateAvatar(name: String, head: Int, voice: types.CharacterVoice.Value, gender: CharacterSex, empire: types.PlanetSideEmpire.Value) extends Command with Product with Serializable
Create avatar
- final case class CreateImplants() extends Command with Product with Serializable
Send implants to client
- final case class DeactivateActiveImplants() extends Command with Product with Serializable
Deactivate all non-passive implants that are in use
- final case class DeactivateImplant(implantType: ImplantType) extends Command with Product with Serializable
Deactivate an implant
- final case class DeinitializeImplants() extends Command with Product with Serializable
Deinitialize implants (before zoning or respawning)
- final case class DeleteAvatar(charId: Int) extends Command with Product with Serializable
Delete avatar
- final case class DeleteLoadout(player: Player, loadoutType: types.LoadoutType.Value, number: Int) extends Command with Product with Serializable
Delete a loadout
- final case class InitialRefreshLoadouts() extends Command with Product with Serializable
Refresh the client's loadouts, excluding empty entries
- final case class InitializeImplants() extends Command with Product with Serializable
Start implant initialization timers (after zoning or respawn)
- final case class LearnCertification(terminalGuid: PlanetSideGUID, certification: Certification) extends Command with Product with Serializable
Add a certification using a terminal
- final case class LearnImplant(terminalGuid: PlanetSideGUID, definition: ImplantDefinition) extends Command with Product with Serializable
Add a implant using a terminal
- final case class LoginAvatar(replyTo: ActorRef[AvatarLoginResponse]) extends Command with Product with Serializable
Log in the currently selected avatar.
Log in the currently selected avatar. Must have first sent SelectAvatar.
- final case class MemberListRequest(action: types.MemberAction.Value, name: String) extends Command with Product with Serializable
- final case class RefreshLoadouts() extends Command with Product with Serializable
Refresh all of the client's loadouts
- final case class RefreshPurchaseTimes() extends Command with Product with Serializable
Force refresh the client's item purchase times
- final case class RemoveShortcut(slot: Int) extends Command with Product with Serializable
- final case class ReplaceAvatar(avatar: Avatar) extends Command with Product with Serializable
Replace avatar instance with the provided one
- final case class ResetImplant(implant: ImplantType) extends Command with Product with Serializable
Deinitialize a certain implant, then initialize it again
- final case class ResetImplants() extends Command with Product with Serializable
Shorthand for DeinitializeImplants and InitializeImplants
- final case class RestoreStamina(stamina: Int) extends Command with Product with Serializable
Restore up to the given stamina amount for some reason
- final case class SaveLoadout(player: Player, loadoutType: types.LoadoutType.Value, label: Option[String], number: Int) extends Command with Product with Serializable
Save a loadout
- final case class SaveLocker() extends Command with Product with Serializable
Take all the entries in the player's locker and write it to the database
- final case class SelectAvatar(charId: Int, replyTo: ActorRef[AvatarResponse]) extends Command with Product with Serializable
Load basic avatar info
- final case class SellCertification(terminalGuid: PlanetSideGUID, certification: Certification) extends Command with Product with Serializable
Remove a certification using a terminal
- final case class SellImplant(terminalGuid: PlanetSideGUID, definition: ImplantDefinition) extends Command with Product with Serializable
Remove a implant using a terminal
- final case class SetAccount(account: Account) extends Command with Product with Serializable
Set account this avatar belongs to.
Set account this avatar belongs to. Required for handling most other messages.
- final case class SetBep(bep: Long) extends Command with Product with Serializable
Set total battle experience points
- final case class SetCep(bep: Long) extends Command with Product with Serializable
Set total command experience points
- final case class SetCertifications(certifications: Set[Certification]) extends Command with Product with Serializable
Force-set certifications
- final case class SetCosmetics(personalStyles: Set[Cosmetic]) extends Command with Product with Serializable
Set cosmetics.
Set cosmetics. Only allowed for BR24 or higher.
- final case class SetLookingForSquad(lfs: Boolean) extends Command with Product with Serializable
Set the avatar's lookingForSquad
- final case class SetRibbon(ribbon: types.MeritCommendation.Value, bar: packet.game.RibbonBarSlot.Value) extends Command with Product with Serializable
- final case class SetSession(session: Session) extends Command with Product with Serializable
- final case class SetStamina(stamina: Int) extends Command with Product with Serializable
- final case class SetVehicle(vehicle: Option[PlanetSideGUID]) extends Command with Product with Serializable
Set vehicle
- final case class Subscribe(actor: ActorRef[Avatar]) extends Command with Product with Serializable
Subscribe to avatar updates
- final case class SuspendStaminaRegeneration(duration: FiniteDuration) extends Command with Product with Serializable
Suspend stamina regeneration for a given time
- final case class Unsubscribe(actor: ActorRef[Avatar]) extends Command with Product with Serializable
Unsubscribe from avatar updates
- final case class UpdatePurchaseTime(definition: BasicDefinition, time: LocalDateTime = LocalDateTime.now()) extends Command with Product with Serializable
Set purchase time for the use of calculating cooldowns
- final case class UpdateToolDischarge(stat: EquipmentStat) extends Command with Product with Serializable
- final case class UpdateUseTime(definition: BasicDefinition, time: LocalDateTime = LocalDateTime.now()) extends Command with Product with Serializable
Set use time for the use of calculating cooldowns
Value Members
- final def !=(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
- final def ##: Int
- Definition Classes
- AnyRef → Any
- final def ==(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
- def apply(sessionActor: ActorRef[SessionActor.Command]): Behavior[Command]
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- def buildClobFromPlayerLoadout(owner: Player): String
A player loadout represents all of the items in the player's hands (equipment slots) and all of the items in the player's backpack (inventory) with items separated by meaningful punctuation marks.
A player loadout represents all of the items in the player's hands (equipment slots) and all of the items in the player's backpack (inventory) with items separated by meaningful punctuation marks. The CLOB - character large object - is a string of such item data that can be translated back into the original items and placed back in the same places in the inventory from which they were extracted. Together, these are occasionally referred to as an "inventory".
- owner
the player whose inventory is being transcribed
- returns
the resulting text data that represents an inventory
- def buildClobfromCooldowns(cooldowns: Map[String, LocalDateTime]): String
Transform the proper object to proper time references into encoded object to time data in a string format and filter out mappings that have exceeded the current time.
Transform the proper object to proper time references into encoded object to time data in a string format and filter out mappings that have exceeded the current time.
- cooldowns
a base reference for entity to time comparison
- returns
the resulting map that represents object to time string data
- def buildContainedEquipmentFromClob(container: Container, clob: String, log: Logger, restoreAmmo: Boolean = false): Unit
Transform from encoded inventory data as a CLOB - character large object - into individual items.
Transform from encoded inventory data as a CLOB - character large object - into individual items. Install those items into positions in a target container in the same positions in which they were previously recorded.
There is no guarantee that the structure of the retained container data encoded in the CLOB will fit the current dimensions of the container. No tests are performed. A partial decompression of the CLOB may occur.- container
the container in which to place the pieces of equipment produced from the CLOB
- clob
the inventory data in string form
- log
a reference to a logging context
- restoreAmmo
by default, when
false
, use the maximum ammunition for all ammunition boixes and for all tools; iftrue
, load the last saved ammunition count for all ammunition boxes and for all tools
- def buildCooldownsFromClob(clob: String, cooldownDurations: Map[BasicDefinition, FiniteDuration], log: Logger): Map[String, LocalDateTime]
Transform the encoded object to time data into proper object to proper time references and filter out mappings that have exceeded the sample duration.
Transform the encoded object to time data into proper object to proper time references and filter out mappings that have exceeded the sample duration.
- clob
the entity to time data in string form
- cooldownDurations
a base reference for entity to time comparison
- log
a reference to a logging context
- returns
the resulting text data that represents object to time mappings
- def changeRibbons(ribbons: RibbonBars, ribbon: types.MeritCommendation.Value, bar: packet.game.RibbonBarSlot.Value): RibbonBars
- def clone(): AnyRef
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- def displayLookingForSquad(session: Session, state: Int): Unit
- def encodeLoadoutClobFragment(equipment: Equipment, index: Int): String
- def encodeLockerClob(container: Container): String
- final def eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- def equals(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef → Any
- def finalSavePlayerData(player: Player): Future[Int]
Query the database on information retained in regards to a certain character when that character had last logged out of the game.
Query the database on information retained in regards to a certain character when that character had last logged out of the game. If that character is found in the database, update the data for that character. Determine if the player's previous health information is valid by comparing historical information about the player character's campaign. (This ignored the official health value attached to the character.)
- player
the player character
- returns
when completed, return the number of rows updated
- def finalize(): Unit
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.Throwable])
- def formatForOtherFunc(func: (Long, String) => Unit)(charId: Long, name: String, faction: Int): Unit
Transform a
(Long, String, PlanetSideEmpire.Value)
function call into a(Long, String)
function call.Transform a
(Long, String, PlanetSideEmpire.Value)
function call into a(Long, String)
function call.- func
replacement
(Long, String)
function call- charId
unique account identifier
- name
unique character name
- faction
the faction affiliation
- def getAvatarForFunc(name: String, func: (Long, String, Int) => Unit): Option[(Avatar, Long, types.PlanetSideEmpire.Value)]
Check for an avatar existing the database of avatars by matching against their name.
Check for an avatar existing the database of avatars by matching against their name. If discovered, run a function based on the avatar's characteristics.
- name
name of a character being sought
- func
functionality that is called upon discovery of the character
- returns
if found online, the discovered avatar, the avatar's account id, and the avatar's faction affiliation; otherwise, always returns
None
as if no avatar was discovered (the query is probably still in progress)
- final def getClass(): Class[_ <: AnyRef]
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- def getLiveAvatarForFunc(name: String, func: (Long, String, Int) => Unit): Option[(Avatar, Long, types.PlanetSideEmpire.Value)]
Check for an avatar being online at the moment by matching against their name.
Check for an avatar being online at the moment by matching against their name. If discovered, run a function based on the avatar's characteristics.
- name
name of a character being sought
- func
functionality that is called upon discovery of the character
- returns
if found, the discovered avatar, the avatar's account id, and the avatar's faction affiliation
- def hashCode(): Int
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- final def isInstanceOf[T0]: Boolean
- Definition Classes
- Any
- def loadSavedAvatarData(avatarId: Long): Future[Savedavatar]
Query the database on information retained in regards to a certain player avatar when a character associated with the avatar had last logged out of the game.
Query the database on information retained in regards to a certain player avatar when a character associated with the avatar had last logged out of the game. If that player avatar is found in the database, recover the retained information. If no entries for that avatar are found, insert a new default-data entry and dummy an entry for use. Useful mainly for player avatar login evaluations.
- avatarId
a unique identifier number associated with the player avatar
- returns
when completed, return the persisted data
- def loadSavedPlayerData(avatarId: Long): Future[Savedplayer]
Query the database on information retained in regards to a certain character when that character had last logged out of the game.
Query the database on information retained in regards to a certain character when that character had last logged out of the game. Dummy the data if no entries are found.
- avatarId
the unique character identifier number
- returns
when completed, a copy of data on that character from the database
- final def ne(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- final def notify(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
- final def notifyAll(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
- def onlineIfNotIgnored(onlinePlayer: Avatar, observedName: String): Boolean
Determine if one player is considered online to the other person.
Determine if one player is considered online to the other person. The question is whether first player is ignoring the other player.
- onlinePlayer
player who is online
- observedName
name of the player who may be seen
- returns
true
, if the other person is visible;false
, otherwise
- def onlineIfNotIgnored(onlinePlayerName: String, observerName: String): Boolean
Determine if one player considered online to the other person.
Determine if one player considered online to the other person.
- onlinePlayerName
name of a player to be determined if they are online
- observerName
name of a player who might see the former and be seen by the former
- returns
true
, if one player is visible to the otherfalse
, otherwise
- def onlineIfNotIgnoredEitherWay(onlinePlayer: Avatar, observer: Avatar): Boolean
Determine if one player considered online to the other person.
Determine if one player considered online to the other person. Neither player can be ignoring the other.
- onlinePlayer
player who is online
- observer
player who might see the former
- returns
true
, if the other person is not ignoring us;false
, otherwise
- def onlineIfNotIgnoredEitherWay(observer: Avatar, onlinePlayerName: String): Boolean
Determine if one player considered online to the other person.
Determine if one player considered online to the other person. Neither player can be ignoring the other.
- observer
player who might see the former and be seen by the former
- onlinePlayerName
name of a player to be determined if they are online
- returns
true
, if one player is visible to the otherfalse
, otherwise
- def resolvePurchaseTimeName(faction: types.PlanetSideEmpire.Value, item: BasicDefinition): (BasicDefinition, String)
- def resolveSharedPurchaseTimeNames(pair: (BasicDefinition, String)): Seq[(BasicDefinition, String)]
- def saveAvatarData(avatar: Avatar): Future[Int]
Query the database on information retained in regards to a certain player avatar when a character associated with the avatar had last logged out of the game.
Query the database on information retained in regards to a certain player avatar when a character associated with the avatar had last logged out of the game. If that player avatar is found in the database, update important information. Useful mainly for player avatar login evaluations.
- avatar
a unique player avatar
- returns
when completed, return the number of rows updated
- def savePlayerData(player: Player, health: Int): Future[Int]
Query the database on information retained in regards to a certain character when that character had last logged out of the game.
Query the database on information retained in regards to a certain character when that character had last logged out of the game. If that character is found in the database, update the data for that character. If no entries for that character are found, insert a new default-data entry.
- player
the player character
- health
a custom health value to assign the player character's information in the database
- returns
when completed, return the number of rows updated
- def savePlayerData(player: Player): Future[Int]
Query the database on information retained in regards to a certain character when that character had last logged out of the game.
Query the database on information retained in regards to a certain character when that character had last logged out of the game. If that character is found in the database, update the data for that character.
- player
the player character
- returns
when completed, return the number of rows updated
- def savePlayerLocation(player: Player): Future[Int]
Query the database on information retained in regards to a certain character when that character had last logged out of the game.
Query the database on information retained in regards to a certain character when that character had last logged out of the game. If that character is found in the database, update only specific fields for that character related to the character's physical location in the game world.
- player
the player character
- returns
when completed, return the number of rows updated
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
- AnyRef
- def toAvatar(avatar: Avatar): Avatar
- def toString(): String
- Definition Classes
- AnyRef → Any
- final def wait(): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long, arg1: Int): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException]) @native()