case object MajorFacilityLogic extends BuildingLogic with Product with Serializable
The logic that governs "major facilities" in the overworld - those bases that have lattice connectivity and individual nanite resource stockpiles.
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- MajorFacilityLogic.scala
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- MajorFacilityLogic
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- Product
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- BuildingLogic
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- def alertToFactionChange(details: BuildingWrapper, building: Building): Behavior[Command]
A facility that influences this facility has changed its faction affiliation.
A facility that influences this facility has changed its faction affiliation. Update all related subsystems and statuses of this facility.
- details
package class that conveys the important information
- building
the neighbor facility that has had its faction changed
- returns
the next behavior for this control agency messaging system
- Definition Classes
- MajorFacilityLogic → BuildingLogic
- def amenityStateChange(details: BuildingWrapper, entity: Amenity, data: Option[Any]): Behavior[Command]
The power structure of major facilities has to be statused on the continental map via the state of its nanite-to-energy generator, and those facilities can be captured and controlled by a particular empire.
The power structure of major facilities has to be statused on the continental map via the state of its nanite-to-energy generator, and those facilities can be captured and controlled by a particular empire.
- details
package class that conveys the important information
- entity
the installed
Amenity
entity- data
optional information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- MajorFacilityLogic → BuildingLogic
- final def asInstanceOf[T0]: T0
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- def checkForceDomeStatus(building: Building): Option[Boolean]
If this building is a capitol major facility, use the faction affinity, the generator status, and the resource silo's capacitance level to determine if the capitol force dome should be active.
If this building is a capitol major facility, use the faction affinity, the generator status, and the resource silo's capacitance level to determine if the capitol force dome should be active.
- building
the building being evaluated
- returns
the condition of the capitol force dome;
None
, if the facility is not a capitol building;Some(true|false)
to indicate the state of the force dome
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- def log(details: BuildingWrapper): Logger
Produce a log that borrows from the building name.
Produce a log that borrows from the building name.
- details
package class that conveys the important information
- returns
the custom log
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- protected
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- BuildingLogic
- final def ne(arg0: AnyRef): Boolean
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- def ntu(details: BuildingWrapper, msg: Command): Behavior[Command]
Major facilities have individual nanite reservoirs that are depleted as other installed components require.
Major facilities have individual nanite reservoirs that are depleted as other installed components require. The main internal use of nanite resources is for auto-repair but various nefarious implements can be used to drain nanite resources from the facility directly.
- details
package class that conveys the important information
- msg
the original message that instigated this upoate
- returns
the next behavior for this control agency messaging system
- Definition Classes
- MajorFacilityLogic → BuildingLogic
- def ntuDepleted(details: BuildingWrapper): Behavior[Command]
Running out of nanites is a huge deal.
Running out of nanites is a huge deal. Without a supply of nanites, not only does the power go out but the faction affiliation of the facility is wiped away and it is rendered neutral.
- details
package class that conveys the important information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- MajorFacilityLogic → BuildingLogic
- def powerOff(details: BuildingWrapper): Behavior[Command]
Power has been severed.
Power has been severed. All installed amenities are distributed a
PowerOff
message and are instructed to display their "unpowered" model. Additionally, the facility is now rendered unspawnable regardless of its player spawning amenities.- details
package class that conveys the important information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- MajorFacilityLogic → BuildingLogic
- def powerOn(details: BuildingWrapper): Behavior[Command]
Power has been restored.
Power has been restored. All installed amenities are distributed a
PowerOn
message and are instructed to display their "powered" model. Additionally, the facility is now rendered spawnable if its player spawning amenities are online.- details
package class that conveys the important information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- MajorFacilityLogic → BuildingLogic
- def productElementName(n: Int): String
- Definition Classes
- Product
- def productElementNames: Iterator[String]
- Definition Classes
- Product
- def setFactionTo(details: BuildingWrapper, faction: types.PlanetSideEmpire.Value): Behavior[Command]
The facility will change its faction affiliation.
The facility will change its faction affiliation. Update all related subsystems and statuses.
- details
package class that conveys the important information
- faction
the faction affiliation to which the facility will update
- returns
the next behavior for this control agency messaging system
- Definition Classes
- MajorFacilityLogic → BuildingLogic
- def suppliedWithNtu(details: BuildingWrapper): Behavior[Command]
Running out of nanites is a huge deal.
Running out of nanites is a huge deal. Once a supply of nanites has been provided, however, the power may be restored if the facility generator is operational.
- details
package class that conveys the important information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- MajorFacilityLogic → BuildingLogic
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- def wrapper(building: Building, context: ActorContext[Command], details: BuildingControlDetails): BuildingWrapper
Produce an appropriate representation of the facility for the given logic implementation.
Produce an appropriate representation of the facility for the given logic implementation.
- building
building entity
- context
message-passing reference
- details
temporary storage to retain still-allocating reousces during facility startup
- returns
the representation of the building and assorted connecting and reporting outlets
- Definition Classes
- MajorFacilityLogic → BuildingLogic