case object WarpGateLogic extends BuildingLogic with Product with Serializable
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- def alertToFactionChange(details: BuildingWrapper, building: Building): Behavior[Command]
When a building adjacent to this gate changes its faction affiliation, the empire-related broadcast settings of this warp gate also update.
When a building adjacent to this gate changes its faction affiliation, the empire-related broadcast settings of this warp gate also update.
- 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
- WarpGateLogic → BuildingLogic
- def amenityStateChange(details: BuildingWrapper, entity: Amenity, data: Option[Any]): Behavior[Command]
Update the status of the relationship between a component installed in a facility and the facility's status itself.
Update the status of the relationship between a component installed in a facility and the facility's status itself.
- 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
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- WarpGateLogic → BuildingLogic
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- def findNeighborhoodNormalBuilding(neighborhood: Iterable[Building]): Option[Building]
Do these buildings include any facility that is not a warp gate?
Do these buildings include any facility that is not a warp gate?
- neighborhood
a series of buildings of various types
- returns
the discovered warp gate
- def findNeighborhoodWarpGate(neighborhood: Iterable[Building]): Option[Building]
Do these buildings include a warp gate?
Do these buildings include a warp gate?
- neighborhood
a series of buildings of various types
- returns
the discovered warp gate
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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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- BuildingLogic
- final def ne(arg0: AnyRef): Boolean
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- final def notify(): Unit
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- final def notifyAll(): Unit
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- def ntu(details: BuildingWrapper, msg: Command): Behavior[Command]
Warp gates are limitless sources of nanite transfer units when they are active.
Warp gates are limitless sources of nanite transfer units when they are active. They will always provide the amount specified.
- 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
- WarpGateLogic → BuildingLogic
- def ntuDepleted(details: BuildingWrapper): Behavior[Command]
The facility has run out of nanite resources.
The facility has run out of nanite resources. Update all related subsystems and statuses.
- details
package class that conveys the important information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- WarpGateLogic → BuildingLogic
- def powerOff(details: BuildingWrapper): Behavior[Command]
The facility has lost power.
The facility has lost power. Update all related subsystems and statuses.
- details
package class that conveys the important information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- WarpGateLogic → BuildingLogic
- def powerOn(details: BuildingWrapper): Behavior[Command]
The facility has regained power.
The facility has regained power. Update all related subsystems and statuses.
- details
package class that conveys the important information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- WarpGateLogic → 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]
Setting the faction on a warp gate is dicey at best since the formal logic that controls warp gate faction affiliation is entirely dependent on connectivity.
Setting the faction on a warp gate is dicey at best since the formal logic that controls warp gate faction affiliation is entirely dependent on connectivity. The majority of warp gates are connected in pairs and both gates must possess the same faction affinity,
- 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
- WarpGateLogic → BuildingLogic
- def suppliedWithNtu(details: BuildingWrapper): Behavior[Command]
The facility has had its nanite resources restored, even if partially.
The facility has had its nanite resources restored, even if partially. Update all related subsystems and statuses.
- details
package class that conveys the important information
- returns
the next behavior for this control agency messaging system
- Definition Classes
- WarpGateLogic → BuildingLogic
- final def synchronized[T0](arg0: => T0): T0
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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
- BuildingLogic