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object Deployables

Source
Deployables.scala
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  1. final def !=(arg0: Any): Boolean
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  2. final def ##: Int
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  3. final def ==(arg0: Any): Boolean
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  4. 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

  5. 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

  6. 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

  7. def InitializeDeployableQuantities(avatar: Avatar): Boolean

    Initialize the deployables backend information.

    Initialize the deployables backend information.

    avatar

    the player's core

  8. 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

  9. final def asInstanceOf[T0]: T0
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  10. def clone(): AnyRef
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    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  11. 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

  12. final def eq(arg0: AnyRef): Boolean
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  13. def equals(arg0: AnyRef): Boolean
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  14. def finalize(): Unit
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  15. final def getClass(): Class[_ <: AnyRef]
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  16. def hashCode(): Int
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    @native()
  17. 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 the ConstructionItem 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

  18. final def isInstanceOf[T0]: Boolean
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  19. final def ne(arg0: AnyRef): Boolean
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  20. final def notify(): Unit
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  21. final def notifyAll(): Unit
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  22. def performConstructionItemAmmoChange(certs: Set[Certification], obj: ConstructionItem, originalAmmoIndex: Int): Boolean

    The custom behavior responding to the packet ChangeAmmoMessage for ConstructionItem game objects.

    The custom behavior responding to the packet ChangeAmmoMessage for ConstructionItem 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

  23. def performConstructionItemFireModeChange(certs: Set[Certification], obj: ConstructionItem, originalModeIndex: Int): Boolean

    The custom behavior responding to the message ChangeFireModeMessage for ConstructionItem game objects.

    The custom behavior responding to the message ChangeFireModeMessage for ConstructionItem 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

  24. final def synchronized[T0](arg0: => T0): T0
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  25. def toString(): String
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  26. final def wait(): Unit
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  27. final def wait(arg0: Long, arg1: Int): Unit
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  28. final def wait(arg0: Long): Unit
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    @throws(classOf[java.lang.InterruptedException]) @native()
  29. object Make

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