net.psforever.objects.vital.resolution
ResolutionCalculations
Companion trait ResolutionCalculations
object ResolutionCalculations
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- type Form = (Selector, Format, DamageInteraction) => Output
- type Output = (PlanetSideGameObject with FactionAffinity) => DamageResult
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- def BfrApplication(damage: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
- def ComplexDeployableApplication(damage: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
- def DamageToHealthOnly(currentHP: Int)(damages: Int, resistance: Int): (Int, Int)
- def InfantryApplication(damageValues: (Int, Int), data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
The expanded
(Any)=>Unit
function for infantry.The expanded
(Any)=>Unit
function for infantry. Apply the damage values to the capacitor (if shielded NC max), health field and personal armor field for an infantry target.- damageValues
a tuple containing damage values for: health, personal armor
- data
the historical damage information
- target
the
Player
object to be affected by these damage values (at some point)
- def InfantryDamage(data: DamageInteraction): (Int, Int) => (Int, Int)
- def InfantryDamageAfterResist(currentHP: Int, currentArmor: Int)(damages: Int, resistance: Int): (Int, Int)
- def MaxDamage(data: DamageInteraction): (Int, Int) => (Int, Int)
- def MaxDamageAfterResist(currentHP: Int, currentArmor: Int)(damages: Int, resistance: Int): (Int, Int)
- def NoApplication(damageValue: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
- def NoDamage(data: DamageInteraction)(a: Int, b: Int): Int
- def SimpleApplication(damage: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
- def SubtractWithRemainder(current: Int, damage: Int): (Int, Int)
- def VehicleApplication(damage: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
The expanded
(Any)=>Unit
function for vehicles.The expanded
(Any)=>Unit
function for vehicles. Apply the damage value to the shield field and then the health field (that order) for a vehicle target.- damage
the raw damage
- data
the historical damage information
- target
the
Vehicle
object to be affected by these damage values (at some point)
- def VehicleDamageAfterResist(damages: Int, resistance: Int): Int
- def VehicleDamageAfterResist(data: DamageInteraction): (Int, Int) => Int
Unlike with
Infantry*
and withMax*
's,VehicleDamageAfterResist
does not necessarily need to validate its target object.Unlike with
Infantry*
and withMax*
's,VehicleDamageAfterResist
does not necessarily need to validate its target object. The required input is sufficient.- data
the historical damage information
- returns
a function literal for dealing with damage values and resistance values together
- def WildcardApplication(damage: Any, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
- def WildcardCalculations(data: DamageInteraction): (Int, Int) => Any
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- def vehicleDamageAfterShieldTest(vehicle: Vehicle, damage: Int, ignoreShieldsDamage: Boolean): Unit
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