object Zone
- Source
- Zone.scala
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- Zone
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Type Members
- final case class ClientInitialization(zone: Zone) extends Product with Serializable
Message to report the packet messages that initialize the client.
Message to report the packet messages that initialize the client.
- zone
a
Zone
to have its buildings and continental parameters turned into packet data
- See also
Zone.ClientInitialization()
InterstallarCluster
Value Members
- final def !=(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
- final def ##: Int
- Definition Classes
- AnyRef → Any
- final def ==(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
- final val Nowhere: Zone
Default value, non-zone area.
- def apply(id: String, map: ZoneMap, number: Int): Zone
Overloaded constructor.
Overloaded constructor.
- id
the privileged name that can be used as the second parameter in the packet
LoadMapMessage
- map
the map of server objects upon which this
Zone
is based- number
the numerical index of the
Zone
as it is recognized in a variety of packets- returns
a
Zone
object
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- def clone(): AnyRef
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- def distanceCheck(g1: VolumetricGeometry, g2: VolumetricGeometry): Float
Two game entities are considered "near" each other if they are within a certain distance of one another.
Two game entities are considered "near" each other if they are within a certain distance of one another.
- g1
the geometric representation of a game entity
- g2
the geometric representation of a game entity
- returns
the crude distance between the two geometric representations
- See also
PrimitiveGeometry.pointOnOutside
Vector3.DistanceSquared
Vector3.neg
Vector3.Unit
- def distanceCheck(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float): Boolean
Two game entities are considered "near" each other if they are within a certain distance of one another.
Two game entities are considered "near" each other if they are within a certain distance of one another. A default function literal mainly used for
serverSideDamage
.- obj1
a game entity, should be the source of the damage
- obj2
a game entity, should be the target of the damage
- maxDistance
the square of the maximum distance permissible between game entities before they are no longer considered "near"
- returns
true
, if the two entities are near enough to each other;false
, otherwise
- See also
ObjectDefinition.Geometry
serverSideDamage
- final def eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- def equals(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef → Any
- def explosionDamage(instigation: Option[DamageResult], explosionPosition: Vector3)(source: PlanetSideGameObject with FactionAffinity with Vitality, target: PlanetSideGameObject with FactionAffinity with Vitality): DamageInteraction
na
na
- instigation
what previous event happened, if any, that caused this explosion
- explosionPosition
the coordinates of the detected explosion
- source
a game object that represents the source of the explosion
- target
a game object that is affected by the explosion
- returns
a
DamageInteraction
object
- def explosionDamage(instigation: Option[DamageResult])(source: PlanetSideGameObject with FactionAffinity with Vitality, target: PlanetSideGameObject with FactionAffinity with Vitality): DamageInteraction
na
na
- instigation
what previous event happened, if any, that caused this explosion
- source
a game object that represents the source of the explosion
- target
a game object that is affected by the explosion
- returns
a
DamageInteraction
object
- def finalize(): Unit
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.Throwable])
- def findAllTargets(zone: Zone, sourcePosition: Vector3, damagePropertiesBySource: DamageWithPosition): List[PlanetSideServerObject with Vitality]
na
na
- zone
the zone in which the explosion should occur
- sourcePosition
a position that is used as the origin of the explosion
- damagePropertiesBySource
information about the effect/damage
- returns
a list of affected entities
- See also
DamageWithPosition
Zone.blockMap.sector
- def findAllTargets(sourcePosition: Vector3)(zone: Zone, source: PlanetSideGameObject with Vitality, damagePropertiesBySource: DamageWithPosition): List[PlanetSideServerObject with Vitality]
na
na
- sourcePosition
a custom position that is used as the origin of the explosion; not necessarily related to source
- zone
the zone in which the explosion should occur
- source
a game entity that is treated as the origin and is excluded from results
- damagePropertiesBySource
information about the effect/damage
- returns
a list of affected entities
- See also
DamageWithPosition
Zone.blockMap.sector
- def findAllTargets(zone: Zone, source: PlanetSideGameObject with Vitality, damagePropertiesBySource: DamageWithPosition): List[PlanetSideServerObject with Vitality]
na
na
- zone
the zone in which the explosion should occur
- source
a game entity that is treated as the origin and is excluded from results
- damagePropertiesBySource
information about the effect/damage
- returns
a list of affected entities
- See also
DamageWithPosition
Zone.blockMap.sector
- def findConnectedCavernFacility(building: Building): Option[Building]
Starting from an overworld zone facility, find a lattice connected cavern facility that is the same faction as this starting building.
Starting from an overworld zone facility, find a lattice connected cavern facility that is the same faction as this starting building. Except for the necessary examination of the major facility on the other side of a warp gate pair, do not let the search escape the current zone into another. If we start in a cavern zone, do not continue a fruitless search; just fail.
- returns
the discovered faction-aligned cavern facility
- final def getClass(): Class[_ <: AnyRef]
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- def hashCode(): Int
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- final def isInstanceOf[T0]: Boolean
- Definition Classes
- Any
- final def ne(arg0: AnyRef): Boolean
- Definition Classes
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- final def notify(): Unit
- Definition Classes
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- Annotations
- @native()
- final def notifyAll(): Unit
- Definition Classes
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- Annotations
- @native()
- def serverSideDamage(zone: Zone, source: PlanetSideGameObject with FactionAffinity with Vitality, properties: DamageWithPosition, createInteraction: (PlanetSideGameObject with FactionAffinity with Vitality, PlanetSideGameObject with FactionAffinity with Vitality) => DamageInteraction, testTargetsFromZone: (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean, acquireTargetsFromZone: (Zone, PlanetSideGameObject with FactionAffinity with Vitality, DamageWithPosition) => List[PlanetSideServerObject with Vitality]): List[PlanetSideServerObject]
Allocates
Damageable
targets within the vicinity of server-prepared damage dealing and informs those entities that they have affected by the aforementioned damage.Allocates
Damageable
targets within the vicinity of server-prepared damage dealing and informs those entities that they have affected by the aforementioned damage. Usually, this is considered an "explosion;" but, the application can be utilized for a variety of unbound damage.- zone
the zone in which the damage should occur
- source
the entity that embodies the damage (information)
- createInteraction
how the interaction for this damage is to prepared
- testTargetsFromZone
a custom test for determining whether the allocated targets are affected by the damage
- acquireTargetsFromZone
the main target-collecting algorithm
- returns
a list of affected entities; only mostly complete due to the exclusion of objects whose damage resolution is different than usual
- See also
DamageInteraction
DamageResult
DamageWithPosition
Vitality.Damage
Vitality.DamageOn
VitalityDefinition
VitalityDefinition.innateDamage
Zone.LocalEvents
- def serverSideDamage(zone: Zone, source: PlanetSideGameObject with FactionAffinity with Vitality, createInteraction: (PlanetSideGameObject with FactionAffinity with Vitality, PlanetSideGameObject with FactionAffinity with Vitality) => DamageInteraction, testTargetsFromZone: (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean = distanceCheck, acquireTargetsFromZone: (Zone, PlanetSideGameObject with FactionAffinity with Vitality, DamageWithPosition) => List[PlanetSideServerObject with Vitality] = findAllTargets): List[PlanetSideServerObject]
Allocates
Damageable
targets within the vicinity of server-prepared damage dealing and informs those entities that they have affected by the aforementioned damage.Allocates
Damageable
targets within the vicinity of server-prepared damage dealing and informs those entities that they have affected by the aforementioned damage. Usually, this is considered an "explosion;" but, the application can be utilized for a variety of unbound damage.- zone
the zone in which the damage should occur
- source
the entity that embodies the damage (information)
- createInteraction
how the interaction for this damage is to prepared
- testTargetsFromZone
a custom test for determining whether the allocated targets are affected by the damage
- acquireTargetsFromZone
the main target-collecting algorithm
- returns
a list of affected entities; only mostly complete due to the exclusion of objects whose damage resolution is different than usual
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
- AnyRef
- def toString(): String
- Definition Classes
- AnyRef → Any
- final def wait(): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long, arg1: Int): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException]) @native()
- object Corpse
- object Deployable
- object EquipmentIs
- object Ground
- object HotSpot
- object Population
- object Vehicle