object PlayerData extends Marshallable[PlayerData] with Serializable
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- PlayerData.scala
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- def ByteAlignmentPadding(length: Long): Int
Find the number of trailing bits that need to be added to make the current value perfectly divisible by eight.
Find the number of trailing bits that need to be added to make the current value perfectly divisible by eight.
- length
the current length of a stream
- returns
the number of bits needed to pad it
- def PaddingOffset(pos: Option[PlacementData]): Int
Determine the padding offset for a subsequent field given the existence of
PlacementData
.Determine the padding offset for a subsequent field given the existence of
PlacementData
. With thePlacementData
objects, a question of the optional velocity field also exists.
With justPlacementData
, the bit distance to the name field is 164 (padding: 4 bits). WithPlacementData
with velocity, the bit distance to the name field is 206 (padding: 2 bits). WithoutPlacementData
, the distance to the name field is either 107 or 115 (padding: 5 bits). The padding will always be a number 0-7.- pos
the optional
PlacementData
object that creates the shift in bits- returns
the pad length in bits
- See also
PlacementData
- def apply(pos: PlacementData, basic_appearance: (Int) => CharacterAppearanceData, character_data: (Boolean, Boolean) => CharacterData, drawn_slot: Type): PlayerData
Overloaded constructor that includes the coordinate information but ignores the inventory.
Overloaded constructor that includes the coordinate information but ignores the inventory. It passes information between the three major divisions for the purposes of offset calculations. This constructor should be used for players that are standing apart from other containers.
- pos
the optional position of the character in the world environment
- basic_appearance
a curried function for the common fields regarding the the character's appearance
- character_data
a curried function for the class-specific data that explains about the character
- drawn_slot
the holster that is initially drawn
- returns
a
PlayerData
object
- def apply(pos: PlacementData, basic_appearance: (Int) => CharacterAppearanceData, character_data: (Boolean, Boolean) => CharacterData, inventory: InventoryData, drawn_slot: Type): PlayerData
Overloaded constructor that includes the coordinate information and the inventory.
Overloaded constructor that includes the coordinate information and the inventory. It passes information between the three major divisions for the purposes of offset calculations. This constructor should be used for players that are standing apart from other containers.
- pos
the optional position of the character in the world environment
- basic_appearance
a curried function for the common fields regarding the the character's appearance
- character_data
a curried function for the class-specific data that explains about the character
- inventory
the player's inventory
- drawn_slot
the holster that is initially drawn
- returns
a
PlayerData
object
- def apply(basic_appearance: (Int) => CharacterAppearanceData, character_data: (Boolean, Boolean) => CharacterData, drawn_slot: Type): PlayerData
Overloaded constructor that ignores the coordinate information and the inventory.
Overloaded constructor that ignores the coordinate information and the inventory. It passes information between the three major divisions for the purposes of offset calculations. This constructor should be used for players that are mounted.
- basic_appearance
a curried function for the common fields regarding the the character's appearance
- character_data
a curried function for the class-specific data that explains about the character
- drawn_slot
the holster that is initially drawn; technically, always
DrawnSlot.None
, but the field is preserved to maintain similarity- returns
a
PlayerData
object
- def apply(basic_appearance: (Int) => CharacterAppearanceData, character_data: (Boolean, Boolean) => CharacterData, inventory: InventoryData, drawn_slot: Type): PlayerData
Overloaded constructor that ignores the coordinate information but includes the inventory.
Overloaded constructor that ignores the coordinate information but includes the inventory. It passes information between the three major divisions for the purposes of offset calculations. This constructor should be used for players that are mounted.
- basic_appearance
a curried function for the common fields regarding the the character's appearance
- character_data
a curried function for the class-specific data that explains about the character
- inventory
the player's inventory
- drawn_slot
the holster that is initially drawn; technically, always
DrawnSlot.None
, but the field is preserved to maintain similarity- returns
a
PlayerData
object
- final def asInstanceOf[T0]: T0
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- def codec(offset: Int): Codec[PlayerData]
This
Codec
is exclusively for translating aPlayer
object while thatPlayer
object is encountered in the process of translating its mounting object.This
Codec
is exclusively for translating aPlayer
object while thatPlayer
object is encountered in the process of translating its mounting object. In other words, the player is "seated" or "mounted."- offset
the padding for the player's name field
- returns
a
Codec
that translates aPlayerData
object
- See also
CharacterAppearanceData.codec
- def codec(position_defined: Boolean): Codec[PlayerData]
This
Codec
is generic.This
Codec
is generic. However, it should not be used to translate aPlayer
object in the middle of translating thatPlayer
's mounting object. The offset value is calculated internally.- position_defined
this entry has
PlacementData
that defines position, orientation, and, optionally, motion- returns
a
Codec
that translates aPlayerData
object
- implicit val codec: Codec[PlayerData]
- Definition Classes
- PlayerData → Marshallable
- def decode(a: BitVector): Attempt[DecodeResult[PlayerData]]
- Definition Classes
- Marshallable
- def encode(a: PlayerData): Attempt[BitVector]
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- Marshallable
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