package collision
- Alphabetic
- Public
- Protected
Type Members
- trait CausedByColliding extends DamageReason
Common base for reporting damage for reasons of collisions.
- final case class CollisionReason(velocity: Vector3, fall: Float, damageModel: DamageAndResistance) extends CausedByColliding with Product with Serializable
A wrapper for a "damage source" in damage calculations that explains a collision.
A wrapper for a "damage source" in damage calculations that explains a collision.
- velocity
how fast the target is moving prior to the collision
- fall
ongoing vertical displacement since before the collision
- damageModel
the functionality that is necessary for interaction of a vital game object with the rest of the hostile game world
- final case class CollisionWithReason(cause: CollisionReason, collidedWith: SourceEntry) extends CausedByColliding with Product with Serializable
A wrapper for a "damage source" in damage calculations that augment collision information by providing information about a qualified target that was struck.
A wrapper for a "damage source" in damage calculations that augment collision information by providing information about a qualified target that was struck.
- cause
information about the collision
- collidedWith
information regarding the qualified target that was struck
- case class TrapCollisionDamageMultiplier(multiplier: Float) extends Mod with Product with Serializable
When the target collides with something, if the target is not faction related with the cause, the target takes multiplied damage.
When the target collides with something, if the target is not faction related with the cause, the target takes multiplied damage. The tactical resonance area protection is identified by never moving (has no velocity).
Value Members
- object CollisionDamageModifierFunctions
- object CollisionDamageModifiers
- object CollisionReason extends Serializable
- object CollisionWithDamageModifiers
- case object GroundImpact extends Mod with Product with Serializable
Falling damage is a product of the falling distance.
- case object GroundImpactWith extends Mod with Product with Serializable
Falling damage is a product of the falling distance.
- case object HeadonImpact extends Mod with Product with Serializable
The damage of a lateral collision is a product of how fast one is reported moving at the time of impact.
The damage of a lateral collision is a product of how fast one is reported moving at the time of impact. As per the format, moving velocity is translated into a throttle gear related to maximum forward speed. Driving at high velocity into an inelastic structure is bad for one's integrity.
- case object HeadonImpactWithEntity extends Mod with Product with Serializable
The damage of a lateral collision is a product of how fast one is reported moving at the time of impact.
The damage of a lateral collision is a product of how fast one is reported moving at the time of impact. Vehicles colliding with infantry is a special case as vehicles have a canned amount of damage just for that target. Deployables might be rigged for instant destruction the moment vehicles collide with them; in any case, check the deployable for damage handling. For all other targets, e.g., vehicles against other vehicles, damage is a function of the velocity turned into a percentage of full throttle matched against tiers of damage.