final case class PlayerData(pos: Option[PlacementData], basic_appearance: CharacterAppearanceData, character_data: CharacterData, inventory: Option[InventoryData], drawn_slot: DrawnSlot.Value)(position_defined: Boolean) extends ConstructorData with Product with Serializable
A representation of another player's character for the ObjectCreateMessage packet.
In general, this packet is used to describe other players.
Divisions exist to make the data more manageable.
The first division defines the player's location within the game coordinate system.
The second division defines features of the character
that are shared by both the ObjectCreateDetailedMessage version of a controlled player character
and the ObjectCreateMessage version of a player character (this).
The third field provides further information on the appearance of the player character, albeit condensed.
The fourth field involves the player's Equipment holsters and their inventory.
The hand that the player has exposed is last.
One of the most compact forms of a player character description is transcribed using this information.
The presence or absence of position data as the first division creates a cascading effect
causing all of fields in the other two divisions to gain offset values.
These offsets exist in the form of String and List padding.
- pos
the optional position of the character in the world environment
- basic_appearance
common fields regarding the the character's appearance
- character_data
the class-specific data that explains about the character
- inventory
the player's inventory; typically, only the tools and weapons in the equipment holster slots
- drawn_slot
the holster that is initially drawn
- position_defined
used by the
Codecto seed the state of the optionalposfield
- Source
- PlayerData.scala
- See also
CharacterData
InventoryData
DrawnSlot
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Instance Constructors
- new PlayerData(pos: Option[PlacementData], basic_appearance: CharacterAppearanceData, character_data: CharacterData, inventory: Option[InventoryData], drawn_slot: DrawnSlot.Value)(position_defined: Boolean)
- pos
the optional position of the character in the world environment
- basic_appearance
common fields regarding the the character's appearance
- character_data
the class-specific data that explains about the character
- inventory
the player's inventory; typically, only the tools and weapons in the equipment holster slots
- drawn_slot
the holster that is initially drawn
- position_defined
used by the
Codecto seed the state of the optionalposfield
Value Members
- final def !=(arg0: Any): Boolean
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- val basic_appearance: CharacterAppearanceData
- def bitsize: Long
Performs a "sizeof()" analysis of the given object.
The calculation reflects thescodec Codecdefinition rather than the explicit parameter fields.Performs a "sizeof()" analysis of the given object.
The calculation reflects thescodec Codecdefinition rather than the explicit parameter fields. For example, a traditionalIntis normally a 32-bit number, often rendered as a32unumber. When parsed with auintL(7), it's length will be considered 7 bits (7u). (Note: being permanently signed, anscodecvalue of32uor longer must fit into aLongtype.)- returns
the number of bits necessary to measure an object of this class; defaults to
0L
- Definition Classes
- PlayerData → StreamBitSize
- val character_data: CharacterData
- def clone(): AnyRef
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- val drawn_slot: DrawnSlot.Value
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- val inventory: Option[InventoryData]
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- val pos: Option[PlacementData]
- def productElementNames: Iterator[String]
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