class ShieldGeneratorControl extends Actor with DeployableBehavior with JammableBehavior with DamageableEntity with RepairableEntity
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- ShieldGeneratorControl
- RepairableEntity
- Repairable
- DamageableEntity
- Damageable
- JammableBehavior
- DeployableBehavior
- Actor
- AnyRef
- Any
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Instance Constructors
- new ShieldGeneratorControl(gen: ShieldGeneratorDeployable)
Type Members
- type Receive = PartialFunction[Any, Unit]
- Definition Classes
- Actor
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 CanBeRepairedByNanoDispenser(player: Player, item: Tool): Unit
The shield generator has two upgrade paths - blocking projectiles, and providing ammunition like a terminal.
The shield generator has two upgrade paths - blocking projectiles, and providing ammunition like a terminal. Both upgrade paths are possible using the nano dispenser with an armor canister, and can only be started when the generator is undamaged.
- player
the user of the nano dispenser tool
- item
the nano dispenser tool
- Definition Classes
- ShieldGeneratorControl → RepairableEntity → Repairable
- See also
PlanetSideGameObject.CanRepair
RepairableEntity.CanPerformRepairs
- def CanPerformRepairs(target: Target, player: Player, item: Tool): Boolean
Test the combination of target entity, equipment user, and the equipment to determine if the repair process attempt would be permitted.
Test the combination of target entity, equipment user, and the equipment to determine if the repair process attempt would be permitted. It is not necessary to check that the tool and its ammunition are correct types; that test was already performed.
The target entity must be repairable and have less than full health and, if it is destroyed, must have an object attribute that permits it to be repaired after being destroyed.
The user must have the same faction affinity as the target entity or be neutral.
The equipment must have some ammunition.
The user must be alive and be within a certain distance of the target entity.- target
the entity being repaired
- player
the user of the nano dispenser tool
- item
the nano dispenser tool
- returns
true
, if the target entity can be repaired;false
, otherwise
- Attributes
- protected
- Definition Classes
- RepairableEntity
- See also
org.log4s.getLogger
PlanetSideEmpire
Vector3.Distance
VitalityDefinition
- def CancelJammeredSound(target: Any): Unit
Deactivate a distinctive buzzing sound effect.
Deactivate a distinctive buzzing sound effect. Due to considerations of the object that is the target, this is left to be implemented by a subclass. We merely stop the timer.
- target
an object that can be affected by the jammered status
- Definition Classes
- ShieldGeneratorControl → JammableBehavior
- def CancelJammeredStatus(target: Any): Unit
Deactivate the effects of the jammered status.
Deactivate the effects of the jammered status. Due to considerations of the object that is the target, this is left to be implemented by a subclass. We merely stop the timer.
- target
an object that can be affected by the jammered status
- Definition Classes
- ShieldGeneratorControl → JammableBehavior
- def DamageAwareness(target: Target, cause: DamageResult, amount: Any): Unit
What happens when damage is sustained but the target does not get destroyed.
What happens when damage is sustained but the target does not get destroyed.
- target
the entity being damaged
- cause
historical information about the damage
- amount
the amount of damage
- Attributes
- protected
- Definition Classes
- ShieldGeneratorControl → DamageableEntity
- def DamageLog(target: Target, msg: String): Unit
Log a damage message with a decorator for this target.
Log a damage message with a decorator for this target. The decorator is constructed by the
Actor
name of the entity, sliced after the last forward/slash. For example, for "foo/bar/name", the decorator is just "name".- target
the entity to be used for the decorator
- msg
the message for the damage log
- Attributes
- protected
- Definition Classes
- DamageableEntity
- See also
PlanetSideServerObject
- def DamageLog(msg: String): Unit
Log a damage message.
Log a damage message.
- msg
the message for the damage log
- Attributes
- protected
- Definition Classes
- DamageableEntity
- def DamageableObject: ShieldGeneratorDeployable
Contextual access to the object being the target of this damage.
Contextual access to the object being the target of this damage. Needs declaration in lowest implementing code.
- returns
the entity controlled by this actor
- Definition Classes
- ShieldGeneratorControl → Damageable
- def DeployableObject: ShieldGeneratorDeployable
- Definition Classes
- ShieldGeneratorControl → DeployableBehavior
- def DestructionAwareness(target: Target, cause: DamageResult): Unit
What happens when the target sustains too much damage and is destroyed.
What happens when the target sustains too much damage and is destroyed.
- target
the entity being destroyed
- cause
historical information about the damage
- Attributes
- protected
- Definition Classes
- ShieldGeneratorControl → DamageableEntity
- See also
Damageable.DestructionAwareness
- def HandleDamage(target: Target, cause: DamageResult, damage: Any): Unit
Select between mere damage reception or target destruction.
Select between mere damage reception or target destruction.
- target
the entity being damaged
- cause
historical information about the damage
- damage
the amount of damage
- Attributes
- protected
- Definition Classes
- DamageableEntity
- See also
VitalDefinition.DamageDestroysAt
- def JammableObject: ShieldGeneratorDeployable
ZoneAware
is used for callback to the event systemsZoneAware
is used for callback to the event systems- Definition Classes
- ShieldGeneratorControl → JammableBehavior
- def PerformDamage(target: Target, applyDamageTo: Output): Unit
Assess the vital statistics of the target, apply the damage, and determine if any of those statistics changed.
Assess the vital statistics of the target, apply the damage, and determine if any of those statistics changed. By default, only take an interest in the change of "health". If implementing custom
DamageableAmenity
with no new message handling, choose to override this method.- target
the entity to be damaged
- applyDamageTo
the function that applies the damage to the target in a target-tailored fashion
- Attributes
- protected
- Definition Classes
- ShieldGeneratorControl → DamageableEntity → Damageable
- See also
DamageableAmenity.TakesDamage
ResolutionCalculations.Output
Vitality.Health
- def PerformRepairs(target: Target, amount: Int): Int
- Attributes
- protected
- Definition Classes
- RepairableEntity
- def PerformRepairs(target: Target, player: Player, item: Tool): Unit
Calculate the health points change and enact that repair action if the targets are stationary.
Calculate the health points change and enact that repair action if the targets are stationary. Restore the target entity to a not destroyed state if applicable. Always show the repair progress bar window by using the appropriate packet.
- target
the entity being repaired
- player
the user of the nano dispenser tool
- item
the nano dispenser tool
- Attributes
- protected
- Definition Classes
- RepairableEntity
- See also
AvatarAction.PlanetsideAttributeToAll
AvatarAction.SendResponse
AvatarService
InventoryStateMessage
PlanetSideGameObject.isMoving
RepairMessage
Service.defaultPlayerGUID
Tool.Discharge
Zone.AvatarEvents
- def RepairToolValue(item: Tool): Float
The amount of repair that any specific tool provides.
The amount of repair that any specific tool provides.
- item
the tool in question
- returns
an amount to add to the repair attempt progress
- Definition Classes
- Repairable
- See also
Repairable.Quality
- def RepairableObject: ShieldGeneratorDeployable
Contextual access to the object being the target of this damage.
Contextual access to the object being the target of this damage. Needs declaration in lowest implementing code.
- returns
the entity controlled by this actor
- Definition Classes
- ShieldGeneratorControl → Repairable
- def Restoration(obj: Target): Unit
The entity is no longer destroyed.
- def StartJammeredSound(target: Any, dur: Int): Unit
Activate a distinctive buzzing sound effect.
Activate a distinctive buzzing sound effect. Due to considerations of the object that is the target, this is left to be implemented by a subclass. We merely start the timer.
- target
an object that can be affected by the jammered status
- dur
the duration of the timer, in milliseconds; by default, 30000
- Definition Classes
- ShieldGeneratorControl → JammableBehavior
- def StartJammeredStatus(target: Any, dur: Int): Unit
Deactivate the effects of the jammered status.
Deactivate the effects of the jammered status. Due to considerations of the object that is the target, this is left to be implemented by a subclass. We merely stop the timer.
- target
an object that can be affected by the jammered status
- dur
the duration of the timer, in milliseconds
- Definition Classes
- ShieldGeneratorControl → JammableBehavior
- def TryJammerEffectActivate(target: Any, cause: DamageResult): Unit
If the target can be validated against, affect it with the jammered status.
If the target can be validated against, affect it with the jammered status.
- target
the objects to be determined if affected by the source's jammering
- cause
the source of the "jammered" status
- Definition Classes
- JammableBehavior
- def WillAffectTarget(target: Target, damage: Int, cause: DamageResult): Boolean
Does the damage or the projectile that caused the damage offer any reason to execute the reminder of damage resolution considerations? The projectile causing additional affects, e.g., jamming, should be tested here, when applicable.
Does the damage or the projectile that caused the damage offer any reason to execute the reminder of damage resolution considerations? The projectile causing additional affects, e.g., jamming, should be tested here, when applicable. Contrast with
Vitality.CanDamage
. The damage value tested against should be the total value of all meaningful vital statistics affected.- target
the entity to be damaged
- damage
the amount of damage
- cause
historical information about the damage
- returns
true
, if damage resolution is to be evaluated;false
, otherwise
- Attributes
- protected
- Definition Classes
- DamageableEntity
- See also
Damageable.CanDamageOrJammer
PerformDamage
- def aroundPostRestart(reason: Throwable): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- def aroundPostStop(): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- def aroundPreStart(): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit
- Attributes
- protected[akka]
- Definition Classes
- Actor
- Annotations
- @InternalApi()
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- final val canBeRepairedByNanoDispenser: akka.actor.Actor.Receive
The official mixin hook;
orElse
onto the "control"Actor
receive
; catch the expected repair message and apply initial checks to the itemThe official mixin hook;
orElse
onto the "control"Actor
receive
; catch the expected repair message and apply initial checks to the item- Definition Classes
- Repairable
- See also
Ammo
CanBeRepairedByNanoDispenser
CommonMessages.Use
GlobalDefinitions
Tool.AmmoType
- def clone(): AnyRef
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- implicit val context: ActorContext
- Definition Classes
- Actor
- val decay: Cancellable
the timer for the deconstruction process
the timer for the deconstruction process
- Definition Classes
- DeployableBehavior
- def deconstructDeployable(time: Option[FiniteDuration]): Unit
The first stage of the deployable dismissal process, to put the formal process in motion.
The first stage of the deployable dismissal process, to put the formal process in motion.
- time
an optional duration that overrides the deployable's usual duration
- Definition Classes
- DeployableBehavior
- val deletionType: Int
a value that is utilized by the
ObjectDeleteMessage
packet, affecting animationa value that is utilized by the
ObjectDeleteMessage
packet, affecting animation- Definition Classes
- DeployableBehavior
- val deployableBehavior: Receive
- Definition Classes
- DeployableBehavior
- def deployableBehaviorPostStop(): Unit
- Definition Classes
- DeployableBehavior
- def dismissDeployable(): Unit
The second stage of the deployable build process, to complete the formal process.
The second stage of the deployable build process, to complete the formal process. Queue up final deployable unregistering, separate from the zone's deployable governance, and instruct all clients in this zone that the deployable is to be deconstructed.
- Definition Classes
- DeployableBehavior
- 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])
- def finalizeDeployable(callback: ActorRef): Unit
The second stage of the deployable build process, to complete the formal process.
The second stage of the deployable build process, to complete the formal process. If no owner is assigned, the deployable must immediately begin suffering decay. Nothing dangerous happens if it does not begin to decay, but, because it is not under a player's management, the deployable will not properly transition to a decay state for another reason and can linger in the zone ownerless for as long as it is not destroyed.
- callback
an
ActorRef
used for confirming the deployable's completion of the process
- Definition Classes
- DeployableBehavior
- See also
AvatarAction.DeployItem
DeploymentAction
DeployableInfo
LocalAction.DeployableMapIcon
Zone.Deployable.IsBuilt
- def gainOwnership(player: Player, toFaction: types.PlanetSideEmpire.Value): Unit
na
na
- player
the player being given ownership of this deployable
- toFaction
the faction to which the deployable is being assigned; usually matches the
player
's own faction
- Definition Classes
- DeployableBehavior
- def gainOwnership(player: Player): Unit
na
na
- player
the player being given ownership of this deployable
- Definition Classes
- DeployableBehavior
- See also
gainOwnership(Player, PlanetSideEmpire.Value)
- final def getClass(): Class[_ <: AnyRef]
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- def hashCode(): Int
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- def isConstructed: Option[Boolean]
- Definition Classes
- DeployableBehavior
- final def isInstanceOf[T0]: Boolean
- Definition Classes
- Any
- val jammableBehavior: Receive
- Definition Classes
- JammableBehavior
- val jammedSound: Boolean
flag for jammed sound
flag for jammed sound
- Attributes
- protected
- Definition Classes
- JammableBehavior
- val jammeredSoundTimer: Cancellable
the sound timer
the sound timer
- Attributes
- protected
- Definition Classes
- JammableBehavior
- val jammeredStatusTimer: Cancellable
the effect timer
the effect timer
- Attributes
- protected
- Definition Classes
- JammableBehavior
- def loseOwnership(toFaction: types.PlanetSideEmpire.Value): Unit
Losing ownership involves updating map screen UI, to remove management rights from the now-previous owner, and may involve concealing the deployable from the map screen for the entirety of the previous owner's faction.
Losing ownership involves updating map screen UI, to remove management rights from the now-previous owner, and may involve concealing the deployable from the map screen for the entirety of the previous owner's faction. Displaying the deployable on the map screen of another faction may be required.
- toFaction
the faction to which to set the deployable to be visualized on the map and in the game world; may also affect deployable operation
- Definition Classes
- DeployableBehavior
- 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()
- final val originalTakesDamage: akka.actor.Actor.Receive
a duplicate of the core implementation for the default mixin hook, for use in overriding
a duplicate of the core implementation for the default mixin hook, for use in overriding
- Definition Classes
- Damageable
- def postRestart(reason: Throwable): Unit
- Definition Classes
- Actor
- Annotations
- @throws(classOf[java.lang.Exception])
- def postStop(): Unit
- Definition Classes
- ShieldGeneratorControl → Actor
- def preRestart(reason: Throwable, message: Option[Any]): Unit
- Definition Classes
- Actor
- Annotations
- @throws(classOf[java.lang.Exception])
- def preStart(): Unit
- Definition Classes
- Actor
- Annotations
- @throws(classOf[java.lang.Exception])
- def receive: Receive
- Definition Classes
- ShieldGeneratorControl → Actor
- implicit final val self: ActorRef
- Definition Classes
- Actor
- final def sender(): ActorRef
- Definition Classes
- Actor
- val setup: Cancellable
the timer for the construction process
the timer for the construction process
- Definition Classes
- DeployableBehavior
- def setupDeployable(callback: ActorRef): Unit
The first stage of the deployable build process, to put the formal process in motion.
The first stage of the deployable build process, to put the formal process in motion. Deployables, upon construction, may display an animation effect. Parameters are required to be passed onto the next stage of the build process and are not used here.
- callback
an
ActorRef
used for confirming the deployable's completion of the process
- Definition Classes
- DeployableBehavior
- See also
DeployableDefinition.deployAnimation
DeployableDefinition.DeployTime
LocalAction.TriggerEffectLocation
- def startOwnerlessDecay(): Unit
- Definition Classes
- DeployableBehavior
- def supervisorStrategy: SupervisorStrategy
- Definition Classes
- Actor
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
- AnyRef
- val takesDamage: akka.actor.Actor.Receive
the official mixin hook;
orElse
onto the "control"Actor
receive
; or, cite theoriginalTakesDamage
protocol during inheritance overridesthe official mixin hook;
orElse
onto the "control"Actor
receive
; or, cite theoriginalTakesDamage
protocol during inheritance overrides- Definition Classes
- Damageable
- def toString(): String
- Definition Classes
- AnyRef → Any
- def unhandled(message: Any): Unit
- Definition Classes
- Actor
- def unregisterDeployable(obj: Deployable): Unit
The task for unregistering this deployable.
The task for unregistering this deployable. Most deployables are monolithic entities, requiring only a single unique identifier.
- obj
the deployable
- Definition Classes
- DeployableBehavior
- 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()