object Deployables
- Source
- Deployables.scala
- Alphabetic
- By Inheritance
- Deployables
- AnyRef
- Any
- Hide All
- Show All
- Public
- Protected
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 AnnounceDestroyDeployable(target: Deployable): Unit
Distribute information that a deployable has been destroyed.
Distribute information that a deployable has been destroyed. The deployable may not have yet been eliminated from the game world (client or server), but its health is zero and it has entered the conditions where it is nearly irrelevant.
The typical use case of this function involves destruction via weapon fire, attributed to a particular player. Contrast this to simply destroying a deployable by being the deployable's owner and using the map icon controls. This function eventually invokes the same routine but mainly goes into effect when the deployable has been destroyed and may still leave a physical component in the game world to be cleaned up later.- target
the deployable that is destroyed
- See also
DeployableInfo
DeploymentAction
LocalAction.DeployableMapIcon
- def AnnounceDestroyDeployable(target: Deployable, time: Option[FiniteDuration]): Unit
Distribute information that a deployable has been destroyed.
Distribute information that a deployable has been destroyed. Additionally, since the player who destroyed the deployable isn't necessarily the owner, and the real owner will still be aware of the existence of the deployable, that player must be informed of the loss of the deployable directly.
- target
the deployable that is destroyed
- time
length of time that the deployable is allowed to exist in the game world;
None
indicates the normal un-owned existence time (180 seconds)
- See also
AnnounceDestroyDeployable(Deployable)
Deployable.Deconstruct
- def Disown(zone: Zone, avatar: Avatar, replyTo: ActorRef): List[Deployable]
Collect all deployables previously owned by the player, dissociate the avatar's globally unique identifier to remove turnover ownership, and, on top of performing the above manipulations, dispose of any boomers discovered.
Collect all deployables previously owned by the player, dissociate the avatar's globally unique identifier to remove turnover ownership, and, on top of performing the above manipulations, dispose of any boomers discovered. (
BoomerTrigger
objects, the companions of the boomers, should be handled by an external implementation if they had not already been handled by the time this function is executed.)- returns
all previously-owned deployables after they have been processed; boomers are listed before all other deployable types
- def InitializeDeployableQuantities(avatar: Avatar): Boolean
Initialize the deployables backend information.
Initialize the deployables backend information.
- avatar
the player's core
- def InitializeDeployableUIElements(avatar: Avatar): List[(Int, Int, Int, Int)]
Initialize the UI elements for deployables.
Initialize the UI elements for deployables.
- avatar
the player's core
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- def clone(): AnyRef
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- def constructionItemPermissionComparison(sample: Set[Certification], test: Set[Certification]): Boolean
Compare sets of certifications to determine if the requested
Engineering
-like certification requirements of the one group can be found in a another group.Compare sets of certifications to determine if the requested
Engineering
-like certification requirements of the one group can be found in a another group.- sample
the certifications to be compared against
- test
the desired certifications
- returns
true
, if the desired certification requirements are met;false
, otherwise
- See also
CertificationType
- final def eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- def equals(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef → Any
- def finalize(): Unit
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.Throwable])
- final def getClass(): Class[_ <: AnyRef]
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- def hashCode(): Int
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- def initializeConstructionItem(certs: Set[Certification], obj: ConstructionItem): Boolean
If the default ammunition mode for the
ConstructionTool
is not supported by the given certifications, find a suitable ammunition mode and switch to it internally.If the default ammunition mode for the
ConstructionTool
is not supported by the given certifications, find a suitable ammunition mode and switch to it internally. No special complaint is raised if theConstructionItem
itself is completely unsupported. The search function will explore every ammo option for every fire mode option and will stop when it finds either a valid option or when arrives back at the original fire mode.- certs
the certification baseline being compared against
- obj
the
ConstructionItem
entity- returns
true
, if the firemode and ammunition mode of the item is valid;false
, otherwise
- final def isInstanceOf[T0]: Boolean
- Definition Classes
- Any
- 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 performConstructionItemAmmoChange(certs: Set[Certification], obj: ConstructionItem, originalAmmoIndex: Int): Boolean
The custom behavior responding to the packet
ChangeAmmoMessage
forConstructionItem
game objects.The custom behavior responding to the packet
ChangeAmmoMessage
forConstructionItem
game objects. Iterate through sub-modes corresponding to a type of "deployable" as ammunition for this fire mode and check each of these sub-modes for their certification requirements to be met before they can be used. Additional effort is exerted to ensure that the requirements for the given ammunition are satisfied. If no satisfactory combination is achieved, the original state will be restored.- certs
the certification baseline being compared against
- obj
the
ConstructionItem
entity- originalAmmoIndex
the starting point ammunition type mode index
- returns
true
, if the ammunition mode of the item has been changed;false
, otherwise
- See also
Certification
ChangeAmmoMessage
ConstructionItem.ModePermissions
Deployables.constructionItemPermissionComparison
- def performConstructionItemFireModeChange(certs: Set[Certification], obj: ConstructionItem, originalModeIndex: Int): Boolean
The custom behavior responding to the message
ChangeFireModeMessage
forConstructionItem
game objects.The custom behavior responding to the message
ChangeFireModeMessage
forConstructionItem
game objects. Each fire mode has sub-modes corresponding to a type of "deployable" as ammunition and each of these sub-modes have certification requirements that must be met before they can be used. Additional effort is exerted to ensure that the requirements for the given mode and given sub-mode are satisfied. If no satisfactory combination is achieved, the original state will be restored.- certs
the certification baseline being compared against
- obj
the
ConstructionItem
entity- originalModeIndex
the starting point fire mode index
- returns
true
, if the ammunition mode of the item has been changed;false
, otherwise
- See also
Deployables.constructionItemPermissionComparison
Deployables.performConstructionItemAmmoChange
FireModeSwitch.NextFireMode
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
- AnyRef
- 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()
- object Make