object Players
- Source
- Players.scala
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- final def !=(arg0: Any): Boolean
- Definition Classes
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- final def ##: Int
- Definition Classes
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- final def ==(arg0: Any): Boolean
- Definition Classes
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- def CertificationToUseExoSuit(player: Player, exosuit: types.ExoSuitType.Value, subtype: Int): Boolean
The player may don this exo-suit if the exo-suit has no requirements or if the player has fulfilled the requirements of the exo-suit.
The player may don this exo-suit if the exo-suit has no requirements or if the player has fulfilled the requirements of the exo-suit. The "requirements" are certification purchases.
- player
the player
- exosuit
the exo-suit the player is trying to wear
- subtype
the variant of this exo-suit type; matters for mechanized assault exo-suits, mainly
- returns
true
, if the player and the exo-suit are compatible;false
, otherwise
- def FinishRevivingPlayer(target: Player, medic: Player, item: Tool)(): Unit
na
na
- target
the player being revived
- medic
the name of the player doing the reviving
- item
the tool being used to revive the target player
- See also
AvatarAction.Revive
AvatarResponse.Revive
- def RevivingTickAction(target: Player, user: Player, item: Tool)(progress: Float): Boolean
Evaluate the progress of the user applying a tool to modify some other server object.
Evaluate the progress of the user applying a tool to modify some other server object. This action is using the medical applicator to revive a fallen (dead but not released) ally.
- target
the player being affected by the revive action
- user
the player performing the revive action
- item
the tool being used to revive the target player
- progress
the current progress value
- returns
true
, if the next cycle of progress should occur;false
, otherwise
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- def buildCooldownReset(zone: Zone, channel: String, obj: Deployable): Unit
Common actions related to constructing a new
Deployable
object in the game environment.Common actions related to constructing a new
Deployable
object in the game environment.- zone
in which zone these messages apply
- channel
to whom to send the messages
- obj
the
Deployable
object
- def clearHolsters(iter: Iterator[EquipmentSlot], index: Int = 0, list: List[InventoryItem] = Nil): List[InventoryItem]
Iterate over a group of
EquipmentSlot
s, some of which may be occupied with an item.Iterate over a group of
EquipmentSlot
s, some of which may be occupied with an item. Remove any encountered items and add them to an outputList
.- iter
the
Iterator
ofEquipmentSlot
s- index
a number that equals the "current" holster slot (
EquipmentSlot
)- list
a persistent
List
ofEquipment
in the holster slots- returns
a
List
ofEquipment
in the holster slots
- Annotations
- @tailrec()
- def clone(): AnyRef
- Attributes
- protected[lang]
- Definition Classes
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- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- def commonDestroyConstructionItem(player: Player, tool: ConstructionItem, index: Int): Unit
Destroy a
ConstructionItem
object that can be found in the indexed slot.Destroy a
ConstructionItem
object that can be found in the indexed slot.- tool
the
ConstructionItem
object currently in the slot (checked)- index
the slot index
- See also
Player.Find
- def deployableWithinBuildLimits(player: Player, obj: Deployable): Boolean
Test whether this deployable can be constructed by this given player.
Test whether this deployable can be constructed by this given player. The test actually involves a number of checks against numerical limits for supporting the deployable (the first of which is whether there is any limit at all). Depending on the result against limits successfully, various status messages can be dispatched to the client and the deployable will be considered permitted to be constructed.
The first placement limit is the actual number of a specific type of deployable. The second placement limit is the actual number of a specific group (category) of deployables. Depending on which limit is encountered, an "oldest entry" is struck from the list to make space. This generates the first message - "@*OldestDestroyed." Another message is generated if the number of that specific type of deployable or the number of deployables available in its category matches against the maximum count allowed. This generates the second message - "@*LimitReached." These messages are mutually exclusive, with "@*OldestDestroyed" taking priority over "@*LimitReached."
Finally, the player needs to actually manage the deployable. Once that responsibility is proven, all tests are considered passed.- player
the player that would manage the deployable
- obj
the deployable
- returns
true
, if the deployable can be constructed under the control of and be supported by the player;false
, otherwise
- See also
ChatMsg
DeployableToolbox
DeployableToolbox.Add
DeployableToolbox.Available
DeployableToolbox.CountDeployable
DeployableToolbox.DisplaceFirst
Deployable.Deconstruct
Deployable.Ownership
gainDeployableOwnership
ObjectDeployedMessage
PlayerControl.sendResponse
- final def eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- def equals(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef → Any
- def fillEmptyHolsters(iter: Iterator[EquipmentSlot], list: List[InventoryItem]): List[InventoryItem]
Iterate over a group of
EquipmentSlot
s, some of which may be occupied with an item.Iterate over a group of
EquipmentSlot
s, some of which may be occupied with an item. For any slots that are not yet occupied by an item, search through theList
and find an item that fits in that slot. Add that item to the slot and remove it from the list.- iter
the
Iterator
ofEquipmentSlot
s- list
a
List
of allEquipment
that is not yet assigned to a holster slot or an inventory slot- returns
the
List
of allEquipment
not yet assigned to a holster slot or an inventory slot
- Annotations
- @tailrec()
- def finalize(): Unit
- Attributes
- protected[lang]
- Definition Classes
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- Annotations
- @throws(classOf[java.lang.Throwable])
- def findReplacementConstructionItem(player: Player, tool: ConstructionItem, index: Int): Unit
Find a
ConstructionItem
object in player's inventory that is the same type as a targetConstructionItem
object and transfer it into the designated slot index, usually a holster.Find a
ConstructionItem
object in player's inventory that is the same type as a targetConstructionItem
object and transfer it into the designated slot index, usually a holster. Draw that holster. After being transferred, the replacement should be reconfigured to match the fire mode of the original. The primary use of this operation is following the successful manifestation of a deployable in the game world.
As this function should be used in response to some other action such as actually placing a deployable, do not instigate bundling from within the function's scope.- tool
the
ConstructionItem
object to match- index
where to put the discovered replacement
- See also
WorldSessionActor.FinalizeDeployable
FindEquipmentStock
- def gainDeployableOwnership(player: Player, obj: Deployable, addFunc: (Deployable) => Boolean): Boolean
Grant ownership over a deployable to a player and calls for an update to the UI for that deployable.
Grant ownership over a deployable to a player and calls for an update to the UI for that deployable. Although the formal the ownership change is delayed slightly by messaging protocol, the outcome of this function is reliant more on the function parameter used to append the deployable to the management system of the to-be-owning player. The difference is between technical ownership and indirect knowledge of ownership and how these ownership awareness states operate differently on management of the deployable.
- player
the player who would own the deployable
- obj
the deployable
- addFunc
the process for assigning management of the deployable to the player
- returns
true
, if the player was assignment management of the deployable;false
, otherwise
- See also
Deployable.Ownership
LocalAction.DeployableUIFor
- final def getClass(): Class[_ <: AnyRef]
- Definition Classes
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- Annotations
- @native()
- def hashCode(): Int
- Definition Classes
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- @native()
- final def isInstanceOf[T0]: Boolean
- Definition Classes
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- final def ne(arg0: AnyRef): Boolean
- Definition Classes
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- final def notify(): Unit
- Definition Classes
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- Annotations
- @native()
- final def notifyAll(): Unit
- Definition Classes
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- Annotations
- @native()
- def repairModifierLevel(player: Player): Int
For a given selection of certification, find the player's engineer level.
For a given selection of certification, find the player's engineer level. The level of a player with no engineering certification is 0. The certifications that matter are all related to the ability to repair damaged equipment and the ability to place combat support utilities - combat engineering (ce) deployables - in the game world.
- player
the player whose certifications are to be tested
- returns
the engineering level
- See also
Avatar.certifications
Certification
- def safelyRemoveConstructionItemFromSlot(player: Player, tool: ConstructionItem, index: Int, logDecorator: String = "SafelyRemoveConstructionItemFromSlot"): Boolean
Find the target
ConstructionTool
object, either at the suggested slot or wherever it is on theplayer
, and remove it from the game world visually.
Not finding the target object at its intended slot is an entirely recoverable situation as long as the target object is discovered to be somewhere else in the player's holsters or inventory space.Find the target
ConstructionTool
object, either at the suggested slot or wherever it is on theplayer
, and remove it from the game world visually.
Not finding the target object at its intended slot is an entirely recoverable situation as long as the target object is discovered to be somewhere else in the player's holsters or inventory space. If found after a more thorough search, merely log the discrepancy as a warning. If the discrepancy becomes common, the developer messed up the function call or he should not be using this function.- tool
the
ConstructionItem
object currently in the slot (checked)- index
the slot index
- logDecorator
what kind of designation to give any log entires originating from this function; defaults to its own function name
- returns
true
, if the target object was found and removed;false
, otherwise
- def successfulBuildActivity(zone: Zone, channel: String, obj: Deployable): Unit
Common actions related to constructing a new
Deployable
object in the game environment.Common actions related to constructing a new
Deployable
object in the game environment.- zone
in which zone these messages apply
- channel
to whom to send the messages
- obj
the
Deployable
object
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
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- def toString(): String
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- final def wait(): Unit
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- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long, arg1: Int): Unit
- Definition Classes
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- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long): Unit
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- @throws(classOf[java.lang.InterruptedException]) @native()