Packages

c

net.psforever.objects

TrapDeployableControl

class TrapDeployableControl extends Actor with DeployableBehavior with DamageableEntity with RepairableEntity

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Inherited
  1. TrapDeployableControl
  2. RepairableEntity
  3. Repairable
  4. DamageableEntity
  5. Damageable
  6. DeployableBehavior
  7. Actor
  8. AnyRef
  9. Any
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Visibility
  1. Public
  2. Protected

Instance Constructors

  1. new TrapDeployableControl(trap: TrapDeployable)

Type Members

  1. type Receive = PartialFunction[Any, Unit]
    Definition Classes
    Actor

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. def CanBeRepairedByNanoDispenser(player: Player, item: Tool): Unit

    Catch the expected repair message and apply further checks to the combination of the target, the equipment, and tis user.

    Catch the expected repair message and apply further checks to the combination of the target, the equipment, and tis user. If the checks pass, perform the repair.

    player

    the user of the nano dispenser tool

    item

    the nano dispenser tool

    Definition Classes
    RepairableEntityRepairable
  5. 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

  6. 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
    DamageableEntity
  7. 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

  8. 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
  9. def DamageableObject: TrapDeployable

    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
    TrapDeployableControlDamageable
  10. def DeployableObject: TrapDeployable
  11. 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
    TrapDeployableControlDamageableEntity
    See also

    Damageable.DestructionAwareness

  12. 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

  13. 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
    DamageableEntityDamageable
    See also

    DamageableAmenity.TakesDamage

    ResolutionCalculations.Output

    Vitality.Health

  14. def PerformRepairs(target: Target, amount: Int): Int
    Attributes
    protected
    Definition Classes
    RepairableEntity
  15. 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

  16. 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

  17. def RepairableObject: TrapDeployable

    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
    TrapDeployableControlRepairable
  18. def Restoration(obj: Target): Unit

    The entity is no longer destroyed.

    The entity is no longer destroyed.

    obj

    the entity

    Definition Classes
    Repairable
  19. 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

  20. def aroundPostRestart(reason: Throwable): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  21. def aroundPostStop(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  22. def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  23. def aroundPreStart(): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  24. def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit
    Attributes
    protected[akka]
    Definition Classes
    Actor
    Annotations
    @InternalApi()
  25. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  26. 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 item

    The 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

  27. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  28. implicit val context: ActorContext
    Definition Classes
    Actor
  29. val decay: Cancellable

    the timer for the deconstruction process

    the timer for the deconstruction process

    Definition Classes
    DeployableBehavior
  30. 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
  31. val deletionType: Int

    a value that is utilized by the ObjectDeleteMessage packet, affecting animation

    a value that is utilized by the ObjectDeleteMessage packet, affecting animation

    Definition Classes
    DeployableBehavior
  32. val deployableBehavior: Receive
    Definition Classes
    DeployableBehavior
  33. def deployableBehaviorPostStop(): Unit
    Definition Classes
    DeployableBehavior
  34. 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
  35. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  36. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  37. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  38. 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

  39. 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
  40. 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)

  41. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  42. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  43. def isConstructed: Option[Boolean]
    Definition Classes
    DeployableBehavior
  44. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  45. 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
  46. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  47. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  48. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  49. 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
  50. def postRestart(reason: Throwable): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  51. def postStop(): Unit
    Definition Classes
    TrapDeployableControl → Actor
  52. def preRestart(reason: Throwable, message: Option[Any]): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  53. def preStart(): Unit
    Definition Classes
    Actor
    Annotations
    @throws(classOf[java.lang.Exception])
  54. def receive: Receive
    Definition Classes
    TrapDeployableControl → Actor
  55. implicit final val self: ActorRef
    Definition Classes
    Actor
  56. final def sender(): ActorRef
    Definition Classes
    Actor
  57. val setup: Cancellable

    the timer for the construction process

    the timer for the construction process

    Definition Classes
    DeployableBehavior
  58. 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

  59. def startOwnerlessDecay(): Unit
    Definition Classes
    DeployableBehavior
  60. def supervisorStrategy: SupervisorStrategy
    Definition Classes
    Actor
  61. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  62. val takesDamage: akka.actor.Actor.Receive

    the official mixin hook; orElse onto the "control" Actor receive; or, cite the originalTakesDamage protocol during inheritance overrides

    the official mixin hook; orElse onto the "control" Actor receive; or, cite the originalTakesDamage protocol during inheritance overrides

    Definition Classes
    Damageable
  63. def toString(): String
    Definition Classes
    AnyRef → Any
  64. def unhandled(message: Any): Unit
    Definition Classes
    Actor
  65. 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
  66. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  67. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  68. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from RepairableEntity

Inherited from Repairable

Inherited from DamageableEntity

Inherited from Damageable

Inherited from DeployableBehavior

Inherited from Actor

Inherited from AnyRef

Inherited from Any

Ungrouped