net.psforever.objects.serverobject.terminals
ProximityTerminalControl
Companion class ProximityTerminalControl
object ProximityTerminalControl
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- def ArmorRepairAction(terminal: Terminal, target: Player, repairAmount: Int): Boolean
Restore, at most, a specific amount of personal armor points on a player.
Restore, at most, a specific amount of personal armor points on a player. Send messages to connected client and to events system.
- terminal
na
- target
that which will accept the repair
- repairAmount
armor value to be given to the target
- returns
whether the target can be repaired any further
- def HealAction(terminal: Terminal, target: PlanetSideGameObject with Vitality with ZoneAware, healAmount: Int, updateFunc: (PlanetSideGameObject with Vitality with ZoneAware) => Unit): Boolean
Restore, at most, a specific amount of health points on a player.
Restore, at most, a specific amount of health points on a player. Send messages to connected client and to events system.
- terminal
na
- target
that which will accept the health
- healAmount
health value to be given to the target
- updateFunc
callback to update the UI
- returns
whether the target can be healed any further
- def HealthAndArmorTerminal(unit: Terminal with ProximityUnit, target: Player): Boolean
When standing on the platform of a(n advanced) medical terminal, restore the player's health and armor points (when they need their health and armor points restored).
When standing on the platform of a(n advanced) medical terminal, restore the player's health and armor points (when they need their health and armor points restored). If the player is both fully healed and fully repaired, stop using the terminal.
- unit
the medical terminal
- target
the player being healed
- def PlayerHealthCallback(target: PlanetSideGameObject with Vitality with ZoneAware): Unit
- def VehicleHealthCallback(target: PlanetSideGameObject with Vitality with ZoneAware): Unit
- def VehicleRepairTerminal(unit: Terminal with ProximityUnit, target: Vehicle): Boolean
When driving a vehicle close to a rearm/repair silo, restore the vehicle's health points.
When driving a vehicle close to a rearm/repair silo, restore the vehicle's health points. If the vehicle is fully repaired, stop using the terminal.
- unit
the terminal
- target
the vehicle being repaired
- def WeaponAmmoRecharge(ammoAdded: Int, slots: List[FireModeSlot]): List[FireModeSlot]
Collect all magazines from this weapon that need to have ammunition reloaded, and reload some ammunition into them.
Collect all magazines from this weapon that need to have ammunition reloaded, and reload some ammunition into them.
- ammoAdded
the amount of ammo to be added to a weapon
- slots
the vehicle with weapons being recharged
- returns
ammunition slots that were affected
- def WeaponRechargeTerminal(unit: Terminal with ProximityUnit, target: Vehicle): Boolean
When driving close to a rearm/repair silo whose facility is under the influence of an Ancient Weapon Module benefit, and the vehicle is an Ancient vehicle with mounted weaponry whose magazine(s) is not full, restore some ammunition to the magazine(s).
When driving close to a rearm/repair silo whose facility is under the influence of an Ancient Weapon Module benefit, and the vehicle is an Ancient vehicle with mounted weaponry whose magazine(s) is not full, restore some ammunition to the magazine(s). If no valid weapons are discovered or the discovered valid weapons have full magazines, stop using the terminal.
- unit
the terminal
- target
the vehicle with weapons being recharged
- def WeaponRechargeTerminal(unit: Terminal with ProximityUnit, target: Player): Boolean
When standing in a friendly SOI whose facility is under the influence of an Ancient Weapon Module benefit, and the player is in possession of Ancient weaponnry whose magazine is not full, restore some ammunition to its magazine.
When standing in a friendly SOI whose facility is under the influence of an Ancient Weapon Module benefit, and the player is in possession of Ancient weaponnry whose magazine is not full, restore some ammunition to its magazine. If no valid weapons are discovered or the discovered valid weapons have full magazines, stop using the terminal.
- unit
the terminal
- target
the player with weapons being recharged
- def WeaponsBeingRechargedWithSomeAmmunition(ammoAdded: Int, equipment: Iterable[Equipment]): Iterable[(Tool, Iterable[FireModeSlot])]
Collect all weapons with magazines that need to have ammunition reloaded, and reload some ammunition into them.
Collect all weapons with magazines that need to have ammunition reloaded, and reload some ammunition into them.
- ammoAdded
the amount of ammo to be added to a weapon
- equipment
the equipment being considered; weapons whose ammo will be increased will be isolated
- returns
na
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- def selectAndTryProximityUnitBehavior(callback: ActorRef, terminal: Terminal with ProximityUnit, target: PlanetSideGameObject): Boolean
Determine which functionality to pursue by a generic proximity-functional unit given the target for its activity.
Determine which functionality to pursue by a generic proximity-functional unit given the target for its activity.
- terminal
the proximity-based unit
- target
the object being affected by the unit
- See also
VehicleService:receive, ProximityUnit.Action
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