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object ResolutionCalculations

Source
ResolutionCalculations.scala
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Type Members

  1. type Form = (Selector, Format, DamageInteraction) => Output
  2. type Output = (PlanetSideGameObject with FactionAffinity) => DamageResult

Value Members

  1. final def !=(arg0: Any): Boolean
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  2. final def ##: Int
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  4. def BfrApplication(damage: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
  5. def ComplexDeployableApplication(damage: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
  6. def DamageToHealthOnly(currentHP: Int)(damages: Int, resistance: Int): (Int, Int)
  7. 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)

  8. def InfantryDamage(data: DamageInteraction): (Int, Int) => (Int, Int)
  9. def InfantryDamageAfterResist(currentHP: Int, currentArmor: Int)(damages: Int, resistance: Int): (Int, Int)
  10. def MaxDamage(data: DamageInteraction): (Int, Int) => (Int, Int)
  11. def MaxDamageAfterResist(currentHP: Int, currentArmor: Int)(damages: Int, resistance: Int): (Int, Int)
  12. def NoApplication(damageValue: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
  13. def NoDamage(data: DamageInteraction)(a: Int, b: Int): Int
  14. def SimpleApplication(damage: Int, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
  15. def SubtractWithRemainder(current: Int, damage: Int): (Int, Int)
  16. 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)

  17. def VehicleDamageAfterResist(damages: Int, resistance: Int): Int
  18. def VehicleDamageAfterResist(data: DamageInteraction): (Int, Int) => Int

    Unlike with Infantry* and with Max*'s, VehicleDamageAfterResist does not necessarily need to validate its target object.

    Unlike with Infantry* and with Max*'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

  19. def WildcardApplication(damage: Any, data: DamageInteraction)(target: PlanetSideGameObject with FactionAffinity): DamageResult
  20. def WildcardCalculations(data: DamageInteraction): (Int, Int) => Any
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  34. def vehicleDamageAfterShieldTest(vehicle: Vehicle, damage: Int, ignoreShieldsDamage: Boolean): Unit
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  37. final def wait(arg0: Long): Unit
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