package environment
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Type Members
- final case class DeepCircularSurface(center: Vector3, radius: Float) extends EnvironmentCollision with Product with Serializable
From above, a circular region that is always perpendicular to world-up.
From above, a circular region that is always perpendicular to world-up. The modifier "deep" indicates that the valid area goes down from the altitude to the bottom of the world.
- center
the center of the geometry (height)
- radius
how large the circle is
- final case class DeepPlane(altitude: Float) extends EnvironmentCollision with Product with Serializable
A mathematical plane that is always perpendicular to world-up.
A mathematical plane that is always perpendicular to world-up. The modifier "deep" indicates that the valid area goes down from the altitude to the bottom of the world.
- altitude
the z-coordinate of the geometry (height)
- final case class DeepSquare(altitude: Float, north: Float, east: Float, south: Float, west: Float) extends EnvironmentCollision with Product with Serializable
From above, a rectangular region that is always perpendicular to world-up and whose sides align with the X-axis and Y-axis, respectively.
From above, a rectangular region that is always perpendicular to world-up and whose sides align with the X-axis and Y-axis, respectively. The modifier "deep" indicates that the valid area goes down from the altitude to the bottom of the world.
- altitude
the z-coordinate of the geometry (height)
- north
the y-coordinate of the greatest side
- east
the x-coordinate of the other greatest side
- south
the y-coordinate of the least side
- west
the x-coordinate of the other least side
- final case class DeepSurface(altitude: Float, north: Float, east: Float, south: Float, west: Float) extends EnvironmentCollision with Product with Serializable
Similar to
DeepRectangle
, from above, a rectangular region that is always perpendicular to world-up and whose sides align with the X-axis and Y-axis, respectively.Similar to
DeepRectangle
, from above, a rectangular region that is always perpendicular to world-up and whose sides align with the X-axis and Y-axis, respectively. The modifier "deep" indicates that the valid area goes down from the altitude to the bottom of the world. It is never subject to variable intersection depth during testing.- altitude
the z-coordinate of the geometry (height)
- north
the y-coordinate of the greatest side
- east
the x-coordinate of the other greatest side
- south
the y-coordinate of the least side
- west
the x-coordinate of the other least side
- trait EnvironmentCollision extends AnyRef
The coordinate representation of a feature of the game world that is not a formal game object, usually terrain, but can be used to represent any bounded region.
The coordinate representation of a feature of the game world that is not a formal game object, usually terrain, but can be used to represent any bounded region. Calling this "geometry" would be accurate yet still generous.
- sealed abstract class EnvironmentTrait extends EnumEntry
A general description of environment and its interactive possibilities.
- final case class EscapeFromEnvironment(obj: PlanetSideServerObject, environment: PieceOfEnvironment, mountedVehicle: Option[OxygenStateTarget]) extends Product with Serializable
The target has ceased to clip into a critical region of a piece of environment.
The target has ceased to clip into a critical region of a piece of environment.
- obj
the target
- environment
the previous terrain clipping region
- mountedVehicle
whether or not the target is mounted (specifically, if the target is a
Player
who is mounted in aVehicle
)
- final case class GantryDenialField(obbasemesh: PlanetSideGUID, mountPoint: Int, collision: EnvironmentCollision) extends PieceOfEnvironment with Product with Serializable
- final case class GeneralMovementField(triggerAction: (PlanetSideGameObject) => Unit, collision: EnvironmentCollision) extends PieceOfEnvironment with Product with Serializable
- class InteractWithEnvironment extends ZoneInteraction
This game entity may infrequently test whether it may interact with game world environment.
- final case class InteractingWithEnvironment(obj: PlanetSideServerObject, environment: PieceOfEnvironment, mountedVehicle: Option[OxygenStateTarget]) extends Product with Serializable
The target has clipped into a critical region of a piece of environment.
The target has clipped into a critical region of a piece of environment.
- obj
the target
- environment
the terrain clipping region
- mountedVehicle
whether or not the target is mounted (specifically, if the target is a
Player
who is mounted in aVehicle
)
- final case class OxygenStateTarget(guid: PlanetSideGUID, state: OxygenState, progress: Float) extends Product with Serializable
Related to the progress of interacting with a body of water deeper than you are tall or deeper than your vehicle is off the ground.
Related to the progress of interacting with a body of water deeper than you are tall or deeper than your vehicle is off the ground.
- guid
the target
- state
whether they are recovering or suffocating
- progress
the percentage of completion towards the state
- trait PieceOfEnvironment extends BlockMapEntity
The representation of a feature of the game world that is not a formal game object, usually terrain, but can be used to represent any bounded region.
- final case class Pool(attribute: EnvironmentTrait, collision: EnvironmentCollision) extends PieceOfEnvironment with Product with Serializable
A limited environment that spans no specific region.
A limited environment that spans no specific region.
- attribute
of what the environment is composed
- collision
a special representation of the region that qualifies as "this environment"
- final case class RecoveredFromEnvironmentInteraction() extends Product with Serializable
Completely reset any internal actions or processes related to environment clipping.
- trait RespondsToZoneEnvironment extends AnyRef
The mixin code for any server object that responds to environmental representations in the game world.
The mixin code for any server object that responds to environmental representations in the game world. Specific types of environmental region is bound by geometry, designated by attributes, and targets react when coming into contact with it. Ideally, the target under control instigates the responses towards the environment by independently re-evaluating the conditions of its interactions. Only one kind of environment can elicit a response at a time. While a reversal of this trigger scheme is possible, it is not ideal.
- See also
InteractsWithEnvironment
PieceOfEnvironment
- final case class SeaLevel(attribute: EnvironmentTrait, altitude: Float) extends PieceOfEnvironment with Product with Serializable
A planar environment that spans the whole of the game world and starts at and below a certain altitude.
A planar environment that spans the whole of the game world and starts at and below a certain altitude.
- attribute
of what the environment is composed
- altitude
how high the environment starts
Value Members
- object EnvironmentAttribute extends Enum[EnvironmentTrait]
- case object EnvironmentInteraction extends ZoneInteractionType with Product with Serializable
- object InteractWithEnvironment
- object PieceOfEnvironment
- object Pool extends Serializable
- object RespondsToZoneEnvironment
- object SeaLevel extends Serializable