package zones
- Alphabetic
- Public
- Protected
Type Members
- class ActivityReport extends AnyRef
Information about interactions in respect to a given denomination in the game world.
Information about interactions in respect to a given denomination in the game world. In terms of hotspots, the "denomination" are the factions. While a given report of activity will only be valid from the time or arrival for a given amount of time, subsequent activity reporting before this duration concludes will cause the lifespan to artificially increase.
- class HotSpotInfo extends AnyRef
Information necessary to determine if a hotspot should be displayed.
Information necessary to determine if a hotspot should be displayed. Hotspots are used on the zone maps to indicate activity. Each of the factions will view different hotspot configurations but one faction may encounter hotspots in the same places as another faction with information referring to the same encounter.
- trait InteractsWithZone extends PlanetSideServerObject
- sealed abstract class MapInfo extends StringEnumEntry
- final case class MapScale(width: Float, height: Float) extends Product with Serializable
An object representing the dimensions of the zone map as its maximum coordinates.
An object representing the dimensions of the zone map as its maximum coordinates.
- width
the longitudinal span of the map
- height
the latitudinal span of the map
- See also
InventoryTile
- class SphereOfInfluenceActor extends Actor
- class Zone extends AnyRef
A server object representing the one-landmass planets as well as the individual subterranean caverns.
The concept of a "zone" is synonymous to the common vernacular "continent," commonly referred by names such as Hossin or Ishundar and internally identified as c2 and c7, respectively.A server object representing the one-landmass planets as well as the individual subterranean caverns.
The concept of a "zone" is synonymous to the common vernacular "continent," commonly referred by names such as Hossin or Ishundar and internally identified as c2 and c7, respectively. AZone
is composed of the abstracted concept of all the information pertinent for the simulation of the environment. That is, "everything about the continent." Physically, server objects and dynamic game objects are maintained through a local unique identifier system. Static server objects originate from theZoneMap
. Dynamic game objects originate from player characters. (Write more later.)- See also
ZoneMap
LoadMapMessage
LivePlayerList
- trait ZoneAware extends AnyRef
The entity must be able to recall on which of the defined game worlds (zones) that it exists on command.
The entity must be able to recall on which of the defined game worlds (zones) that it exists on command. The game world identifier string produced should be equivalent to a
Zone.Id
string for some equivalentZone
object. The identifier "nowhere" is recommended as the default invalid location.- See also
InterstellarCluster
WorldEntity
Zone
- class ZoneDeployableActor extends Actor
na
- class ZoneGroundActor extends Actor
na
- class ZoneHotSpotDisplay extends Actor
Manage hotspot information for a given zone, keeping track of aggressive faction interactions, and maintaining the visibility state of the hotspots that alert of the location of that activity.
Initializes two internal devices to manage the hotspot activity reported by the zone.Manage hotspot information for a given zone, keeping track of aggressive faction interactions, and maintaining the visibility state of the hotspots that alert of the location of that activity.
Initializes two internal devices to manage the hotspot activity reported by the zone. The first device - "projector" - keeps track of any hotspots that are currently being displayed on the zone map. The second device - "backup" - is designed to maintain a much longer record of the same hostpot activity that was displayed by the projector. Messages sent to this device are sent automatically to each internal device. The internal devices do not have to be messaged separately.- See also
ZoneHotSpotProjector
ZoneHotSpotHistory
- class ZoneHotSpotHistory extends ZoneHotSpotProjector
Manage hotspot information for a given zone, keeping track of aggressive faction interactions, and maintaining the visibility state of the hotspots that alert of the location of that activity.
Manage hotspot information for a given zone, keeping track of aggressive faction interactions, and maintaining the visibility state of the hotspots that alert of the location of that activity. One of the internal devices controlled by the
ZoneHotSpotDisplay
, this is the "backup" component that is intended to retain reported activity for a longer period of time.- See also
ZoneHotSpotDisplay
ZoneHotSpotProjector
- class ZoneHotSpotProjector extends Actor
Manage hotspot information for a given zone, keeping track of aggressive faction interactions, and maintaining the visibility state of the hotspots that alert of the location of that activity.
Manage hotspot information for a given zone, keeping track of aggressive faction interactions, and maintaining the visibility state of the hotspots that alert of the location of that activity. One of the internal devices controlled by the
ZoneHotSpotDisplay
, this is the "projector" component that actually displays hotspots onto the zone's map.- See also
ZoneHotSpotDisplay
- sealed abstract class ZoneInfo extends IntEnumEntry
- trait ZoneInteraction extends AnyRef
The basic behavior of an entity in a zone.
The basic behavior of an entity in a zone.
- See also
InteractsWithZone
Zone
- trait ZoneInteractionType extends AnyRef
- class ZoneMap extends AnyRef
The fixed instantiation and relation of a series of server objects.
Asides from aList
of server objects to be built, the operation between any server objects and the connected functionality emerging from more complex data structures is codified by this object.The fixed instantiation and relation of a series of server objects.
Asides from aList
of server objects to be built, the operation between any server objects and the connected functionality emerging from more complex data structures is codified by this object. In the former case, allTerminal
server objects for aZone
are to be defined herein. In the latter case, the arrangement of server objects into groups called facilities is also to be defined herein. Much like aBasicDefinition
to an object,ZoneMap
should not maintain mutable information for the companionZone
. Use it as a blueprint.
The "training zones" are the best example of the difference between aZoneMap
and aZone.
("Course" will be used as an unofficial location and layout descriptor.)tzdrtr
is the Terran Republic driving course.tzdrvs
is the Vanu Sovereignty driving course. While each course can have different objects and object states, i.e., aZone
, both of these courses utilize the same basic server object layout because they are built from the same blueprint, i.e., aZoneMap
.- See also
ServerObjectBuilder
LoadMapMessage
- class ZonePopulationActor extends Actor
A support
Actor
that sequences adding and removingAvatar
andPlayer
objects to mappings and lists.A support
Actor
that sequences adding and removingAvatar
andPlayer
objects to mappings and lists. The former mapping is considered to represent every user connect to thezone
(as Avatar
objects) and their current representation (asPlayer
objects). The latter list keeps track of a group of former user representations. - class ZoneProjectileActor extends Actor
Synchronize management of the list of some
Projectile
s maintained by a zone. - class ZoneVehicleActor extends Actor
Synchronize management of the list of
Vehicles
maintained by someZone
.
Value Members
- object MapEnvironment
- case object MapInfo extends StringEnum[MapInfo] with Product with Serializable
- object MapScale extends Serializable
- object SOI
- object Zone
- object ZoneDeployableActor
- object ZoneHotSpotProjector
- case object ZoneInfo extends IntEnum[ZoneInfo] with Product with Serializable
- object ZonePopulationActor
- object ZoneProjectile
- object ZoneVehicleActor
- object Zoning