object PlayerData extends Marshallable[PlayerData] with Serializable

Source
PlayerData.scala
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  1. final def !=(arg0: Any): Boolean
    Definition Classes
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  2. final def ##: Int
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  3. final def ==(arg0: Any): Boolean
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  4. 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

  5. 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 the PlacementData objects, a question of the optional velocity field also exists.

    With just PlacementData, the bit distance to the name field is 164 (padding: 4 bits). With PlacementData with velocity, the bit distance to the name field is 206 (padding: 2 bits). Without PlacementData, 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. final def asInstanceOf[T0]: T0
    Definition Classes
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  11. def clone(): AnyRef
    Attributes
    protected[lang]
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    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  12. def codec(offset: Int): Codec[PlayerData]

    This Codec is exclusively for translating a Player object while that Player object is encountered in the process of translating its mounting object.

    This Codec is exclusively for translating a Player object while that Player 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 a PlayerData object

    See also

    CharacterAppearanceData.codec

  13. def codec(position_defined: Boolean): Codec[PlayerData]

    This Codec is generic.

    This Codec is generic. However, it should not be used to translate a Player object in the middle of translating that Player'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 a PlayerData object

  14. implicit val codec: Codec[PlayerData]
    Definition Classes
    PlayerDataMarshallable
  15. def decode(a: BitVector): Attempt[DecodeResult[PlayerData]]
    Definition Classes
    Marshallable
  16. def encode(a: PlayerData): Attempt[BitVector]
    Definition Classes
    Marshallable
  17. final def eq(arg0: AnyRef): Boolean
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    AnyRef
  18. def equals(arg0: AnyRef): Boolean
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  19. def finalize(): Unit
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  20. final def getClass(): Class[_ <: AnyRef]
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    @native()
  21. def hashCode(): Int
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  22. final def isInstanceOf[T0]: Boolean
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  23. final def ne(arg0: AnyRef): Boolean
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  24. final def notify(): Unit
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  25. final def notifyAll(): Unit
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  26. final def synchronized[T0](arg0: => T0): T0
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  27. def toString(): String
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  29. final def wait(arg0: Long, arg1: Int): Unit
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  30. final def wait(arg0: Long): Unit
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    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from Serializable

Inherited from Marshallable[PlayerData]

Inherited from AnyRef

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