object SpecialEmp
Information and functions useful for the construction of a server-side electromagnetic pulse (not intigated by any specific thing the client does).
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- SpecialEmp.scala
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- def createEmpInteraction(empEffect: DamageWithPosition, position: Vector3)(source: PlanetSideGameObject with FactionAffinity with Vitality, target: PlanetSideGameObject with FactionAffinity with Vitality): DamageInteraction
The damage interaction for an electromagnetic pulse effect.
The damage interaction for an electromagnetic pulse effect.
- empEffect
information about the effect
- position
where the effect occurs
- source
a game object that represents the source of the EMP
- target
a game object that is affected by the EMP
- returns
a
DamageInteractionobject
- def distanceCheck(proxy: PlanetSideGameObject)(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float): Boolean
The "within affected distance" test for special electromagnetic pulses is not necessarily centered around a game object as the source of that EMP.
The "within affected distance" test for special electromagnetic pulses is not necessarily centered around a game object as the source of that EMP. A proxy entity is provided to perform the measurements and is given token information that connects it with another object for the proper attribution.
- obj1
a game entity, should be the source of the damage
- obj2
a game entity, should be the target of the damage
- maxDistance
the square of the maximum distance permissible between game entities before they are no longer considered "near"
- returns
true, if the two entities are near enough to each other;false, otherwise
- See also
Zone.distanceCheck
- final val emp: DamageWithPosition
A defaulted emp definition.
A defaulted emp definition. Any projectile definition can be used.
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- def findAllBoomers(range: Float)(zone: Zone, obj: PlanetSideGameObject with FactionAffinity with Vitality, properties: DamageWithPosition): List[PlanetSideServerObject with Vitality]
A sort of
SpecialEmpthat only affects deployed boomer explosives must find affected deployed boomer explosive entities.A sort of
SpecialEmpthat only affects deployed boomer explosives must find affected deployed boomer explosive entities.- range
the distance to search for applicable sector
- zone
the zone in which to search
- obj
a game entity that is excluded from results
- properties
information about the effect/damage
- returns
two lists of objects with different characteristics; the first list is
PlanetSideServerObjectentities withVitality; since only boomer explosives are returned, this second list can be ignored
- See also
BoomerDeployable
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- def prepareDistanceCheck(owner: PlanetSideGameObject, position: Vector3, faction: types.PlanetSideEmpire.Value): (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean
The "within affected distance" test for special electromagnetic pulses is not necessarily centered around a game object as the source of that EMP.
The "within affected distance" test for special electromagnetic pulses is not necessarily centered around a game object as the source of that EMP. A proxy entity is generated to perform the measurements and is given token information that connects it with another object for the proper attribution.
- owner
the formal entity to which the EMP is attributed
- position
the coordinate location of the EMP
- faction
the affinity of the EMP
- returns
a function that determines if two game entities are near enough to each other
- See also
OwnableByPlayerPlanetSideServerObjectSpecialEmp.distanceCheck
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