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object AvatarActor

Source
AvatarActor.scala
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Type Members

  1. final case class ActivateImplant(implantType: ImplantType) extends Command with Product with Serializable

    Activate an implant (must already be initialized)

  2. final case class AddFirstTimeEvent(event: String) extends Command with Product with Serializable

    Add a first time event (help text)

  3. final case class AddShortcut(slot: Int, shortcut: Shortcut) extends Command with Product with Serializable
  4. final case class AvatarLoginResponse(avatar: Avatar) extends Product with Serializable
  5. final case class AvatarResponse(avatar: Avatar) extends Product with Serializable
  6. final case class AwardBep(bep: Long, modifier: ExperienceType) extends Command with Product with Serializable

    Award battle experience points

  7. final case class AwardCep(bep: Long) extends Command with Product with Serializable

    Award command experience points

  8. sealed trait Command extends AnyRef
  9. final case class ConsumeStamina(stamina: Int) extends Command with Product with Serializable

    Consume up to the given stamina amount

  10. 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

  11. final case class CreateImplants() extends Command with Product with Serializable

    Send implants to client

  12. final case class DeactivateActiveImplants() extends Command with Product with Serializable

    Deactivate all non-passive implants that are in use

  13. final case class DeactivateImplant(implantType: ImplantType) extends Command with Product with Serializable

    Deactivate an implant

  14. final case class DeinitializeImplants() extends Command with Product with Serializable

    Deinitialize implants (before zoning or respawning)

  15. final case class DeleteAvatar(charId: Int) extends Command with Product with Serializable

    Delete avatar

  16. final case class DeleteLoadout(player: Player, loadoutType: types.LoadoutType.Value, number: Int) extends Command with Product with Serializable

    Delete a loadout

  17. final case class InitialRefreshLoadouts() extends Command with Product with Serializable

    Refresh the client's loadouts, excluding empty entries

  18. final case class InitializeImplants() extends Command with Product with Serializable

    Start implant initialization timers (after zoning or respawn)

  19. final case class LearnCertification(terminalGuid: PlanetSideGUID, certification: Certification) extends Command with Product with Serializable

    Add a certification using a terminal

  20. final case class LearnImplant(terminalGuid: PlanetSideGUID, definition: ImplantDefinition) extends Command with Product with Serializable

    Add a implant using a terminal

  21. 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.

  22. final case class MemberListRequest(action: types.MemberAction.Value, name: String) extends Command with Product with Serializable
  23. final case class RefreshLoadouts() extends Command with Product with Serializable

    Refresh all of the client's loadouts

  24. final case class RefreshPurchaseTimes() extends Command with Product with Serializable

    Force refresh the client's item purchase times

  25. final case class RemoveShortcut(slot: Int) extends Command with Product with Serializable
  26. final case class ReplaceAvatar(avatar: Avatar) extends Command with Product with Serializable

    Replace avatar instance with the provided one

  27. final case class ResetImplant(implant: ImplantType) extends Command with Product with Serializable

    Deinitialize a certain implant, then initialize it again

  28. final case class ResetImplants() extends Command with Product with Serializable

    Shorthand for DeinitializeImplants and InitializeImplants

  29. final case class RestoreStamina(stamina: Int) extends Command with Product with Serializable

    Restore up to the given stamina amount for some reason

  30. final case class SaveLoadout(player: Player, loadoutType: types.LoadoutType.Value, label: Option[String], number: Int) extends Command with Product with Serializable

    Save a loadout

  31. 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

  32. final case class SelectAvatar(charId: Int, replyTo: ActorRef[AvatarResponse]) extends Command with Product with Serializable

    Load basic avatar info

  33. final case class SellCertification(terminalGuid: PlanetSideGUID, certification: Certification) extends Command with Product with Serializable

    Remove a certification using a terminal

  34. final case class SellImplant(terminalGuid: PlanetSideGUID, definition: ImplantDefinition) extends Command with Product with Serializable

    Remove a implant using a terminal

  35. 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.

  36. final case class SetBep(bep: Long) extends Command with Product with Serializable

    Set total battle experience points

  37. final case class SetCep(bep: Long) extends Command with Product with Serializable

    Set total command experience points

  38. final case class SetCertifications(certifications: Set[Certification]) extends Command with Product with Serializable

    Force-set certifications

  39. final case class SetCosmetics(personalStyles: Set[Cosmetic]) extends Command with Product with Serializable

    Set cosmetics.

    Set cosmetics. Only allowed for BR24 or higher.

  40. final case class SetLookingForSquad(lfs: Boolean) extends Command with Product with Serializable

    Set the avatar's lookingForSquad

  41. final case class SetRibbon(ribbon: types.MeritCommendation.Value, bar: packet.game.RibbonBarSlot.Value) extends Command with Product with Serializable
  42. final case class SetSession(session: Session) extends Command with Product with Serializable
  43. final case class SetStamina(stamina: Int) extends Command with Product with Serializable
  44. final case class SetVehicle(vehicle: Option[PlanetSideGUID]) extends Command with Product with Serializable

    Set vehicle

  45. final case class Subscribe(actor: ActorRef[Avatar]) extends Command with Product with Serializable

    Subscribe to avatar updates

  46. final case class SuspendStaminaRegeneration(duration: FiniteDuration) extends Command with Product with Serializable

    Suspend stamina regeneration for a given time

  47. final case class Unsubscribe(actor: ActorRef[Avatar]) extends Command with Product with Serializable

    Unsubscribe from avatar updates

  48. 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

  49. final case class UpdateToolDischarge(stat: EquipmentStat) extends Command with Product with Serializable
  50. 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

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. def apply(sessionActor: ActorRef[SessionActor.Command]): Behavior[Command]
  5. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  6. 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

  7. 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

  8. 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; if true, load the last saved ammunition count for all ammunition boxes and for all tools

  9. 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

  10. def changeRibbons(ribbons: RibbonBars, ribbon: types.MeritCommendation.Value, bar: packet.game.RibbonBarSlot.Value): RibbonBars
  11. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  12. def displayLookingForSquad(session: Session, state: Int): Unit
  13. def encodeLoadoutClobFragment(equipment: Equipment, index: Int): String
  14. def encodeLockerClob(container: Container): String
  15. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  16. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  17. 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

  18. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  19. 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

  20. 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)

  21. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  22. 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

  23. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  24. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  25. 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

  26. 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

  27. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  28. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  29. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  30. 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

  31. 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 other false, otherwise

  32. 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

  33. 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 other false, otherwise

  34. def resolvePurchaseTimeName(faction: types.PlanetSideEmpire.Value, item: BasicDefinition): (BasicDefinition, String)
  35. def resolveSharedPurchaseTimeNames(pair: (BasicDefinition, String)): Seq[(BasicDefinition, String)]
  36. 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

  37. 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

  38. 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

  39. 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

  40. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  41. def toAvatar(avatar: Avatar): Avatar
  42. def toString(): String
    Definition Classes
    AnyRef → Any
  43. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  44. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  45. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

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