the vehicle's definition entry;
stores and unloads pertinent information about the Vehicle
's configuration;
used in the initialization process (loadVehicleDefinition
)
Change which player has access to the trunk of this vehicle.
Change which player has access to the trunk of this vehicle. A player may only gain access to the trunk if no one else has access to the trunk at the moment.
the player who wishes to access the trunk
the player who is currently allowed to access the trunk
Retrieve a reference to the internal Actor
.
Retrieve a reference to the internal Actor
.
the internal ActorRef
Assign an Actor
to act for this server object.
Assign an Actor
to act for this server object.
This reference is only set once, that is, as long as the internal ActorRef
directs to Actor.noSender
(null
).
the Actor
whose functionality will govern this server object
the current internal ActorRef
na
na
Can this player
access the contents of this Vehicle
's Trunk
given its current access permissions?
Can this player
access the contents of this Vehicle
's Trunk
given its current access permissions?
a player attempting to access this Trunk
true
, if the player
is permitted access; false
, otherwise
Given a region of "searchable unit positions" considered as stowable,
determine if any previously stowed items are contained within that region.
Default usage, and recommended the continued inclusion of that use,
is defined in terms of Equipment
being stowed in a GridInventory
.
Given a region of "searchable unit positions" considered as stowable,
determine if any previously stowed items are contained within that region.
Default usage, and recommended the continued inclusion of that use,
is defined in terms of Equipment
being stowed in a GridInventory
.
Where the Equipment
object is defined by the dimensions width
and height
,
starting a search at index
will search all positions within a grid-like range of numbers.
Under certain searching conditions, this range may be meaningless,
such as is the case when searching individual positions that are normal EquipmentSlot
objects.
Regardless, the value collected indicates the potential of multiple objects being discovered and
maintains a reference to the object itself and the slot position where the object is located.
(As any object can be discovered within the range, that is important.)
the position to start searching
the width of the searchable space
the height of the serachable space
a list of objects that have been encountered within the searchable space
GridInventory.CheckCollisionsVar
Get the weapon at the index.
Get the weapon at the index.
an index representing the seat position / mounting point
a weapon, or None
This is the definition entry that is used to store and unload pertinent information about the Vehicle
.
This is the definition entry that is used to store and unload pertinent information about the Vehicle
.
the vehicle's definition entry
Given globally unique identifier, if the object using it is stowed, attempt to locate its slot.
Given an object, attempt to locate its slot.
Given an object, attempt to locate its slot.
All positions, VisibleSlot
and Inventory
, and wherever else, should be searchable.
the Equipment
object
the index of the EquipmentSlot
, or None
Given the index of an entry mounting point, return the infantry-accessible Seat
associated with it.
Very common example of a VitalsActivity
event involving weapon discharge.
Very common example of a VitalsActivity
event involving weapon discharge.
the fully-informed entry of discharge of a weapon
the list of previous changes to this object's vital statistics
A VitalsActivity
event must be recorded.
A VitalsActivity
event must be recorded.
Add new entry to the front of the list (for recent activity).
the fully-informed entry
the list of previous changes to this object's vital statistics
A(n imperfect) reference to a generalized pool of the contained objects.
A(n imperfect) reference to a generalized pool of the contained objects.
Having access to all of the available positions is not required.
The entries in this reference should definitely include all unseen positions.
The GridInventory
returned by this accessor is also an implementation of Container
.
How long it takes to jack the vehicle in seconds, based on the hacker's certification level
Find, specifically, the last instance of a weapon discharge vital statistics change.
Find, specifically, the last instance of a weapon discharge vital statistics change.
information about the discharge
Override this method to perform any special setup that is not standardized to *Definition
.
Override this method to perform any special setup that is not standardized to *Definition
.
Vehicle.LoadDefinition
Retrieve a mapping of each seat from its mount point index.
Given a player who may be an occupant, retrieve an number of the seat where this player is sat.
Change the access permissions for a position on this vehicle, seats or trunk.
Change the access permissions for a position on this vehicle, seats or trunk.
the group index
the new permission for this group
the new access permission for this group;
None
, if the group does not exist or the level of permission was not changed
What are the access permissions for a position on this vehicle, seats or trunk?
What are the access permissions for a position on this vehicle, seats or trunk?
the group index
what sort of access permission exist for this group
Get the seat at the index.
Retrieve a mapping of each seat from its internal index.
Access to all stowable positions on this object by index.
All positions, VisibleSlot
and Inventory
, and wherever else, should be reachable.
Access to all stowable positions on this object by index.
All positions, VisibleSlot
and Inventory
, and wherever else, should be reachable.
Regardless of the internal storage medium, the format of return is expected to be the same structure of object
as the most basic storage component for Equipment
, namely, EquipmentSlot
objects.
By default, it is expected to return an EquipmentSlot
that can not be manipulated because it is Blocked
.
an index
the searchable position identified by that index
A reference to the Vehicle
Trunk
space.
A reference to the Vehicle
Trunk
space.
this Vehicle
Trunk
Check access to the Trunk
.
Check access to the Trunk
.
the current access value for the Vehicle
Trunk
Get a reference to a certain Utility
attached to this Vehicle
.
Get a reference to a certain Utility
attached to this Vehicle
.
the attachment number of the Utility
the Utility
or None
(if invalid)
A(n imperfect) reference to a generalized pool of the contained objects.
Having access to all of the available positions is not required.
A(n imperfect) reference to a generalized pool of the contained objects.
Having access to all of the available positions is not required.
Only the positions that can be actively viewed by other clients are listed.
all of the affected slot indices
Given a valid seat number, retrieve an index where the weapon controlled from this seat is mounted.
Given a valid seat number, retrieve an index where the weapon controlled from this seat is mounted.
the seat number
a mounted weapon by index, or None
if either the seat doesn't exist or there is no controlled weapon
Override the string representation to provide additional information.
Override the string representation to provide additional information.
the string output
The server-side support object that represents a vehicle.
All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy. Generally, all seating is declared first - the driver and passengers and and gunners. Following that are the mounted weapons and other utilities. Trunk space starts being indexed afterwards. To keep it simple, infantry seating, mounted weapons, and utilities are stored separately herein. The
Map
ofUtility
objects is given using the same inventory index positions. Positive indices and zero are considered "represented" and must be assigned a globally unique identifier and must be present in the containing vehicle'sObjectCreateMessage
packet. The index is the seat position, reflecting the position in the zero-index inventory. Negative indices are expected to be excluded from this conversion. The value of the negative index does not have a specific meaning.The importance of a vehicle's owner can not be overlooked. The owner is someone who can control who can sit in the vehicle's seats either through broad categorization or discriminating selection ("kicking") and who has access to and can allow access to the vehicle's trunk capacity. The driver is the only player that can access a vehicle's saved loadouts through a repair/rearm silo and can procure equipment from the said silo. The owner of a vehicle and the driver of a vehicle as mostly interchangeable terms for this reason and it can be summarized that the player who has access to the driver seat meets the qualifications for the "owner" so long as that player is the last person to have sat in that seat. All previous ownership information is replaced just as soon as someone else sits in the driver's seat. Ownership is also transferred as players die and respawn (from and to the same client) and when they leave a continent without taking the vehicle they currently own with them. (They also lose ownership when they leave the game, of course.)
All seats have vehicle-level properties on top of their own internal properties. A seat has a glyph projected onto the ground when the vehicle is not moving that is used to mark where the seat can be accessed, as well as broadcasting the current access condition of the seat. As indicated previously, seats are composed into categories and the categories used to control access. The "driver" group has already been mentioned and is usually composed of a single seat, the "first" one. The driver seat is typically locked to the person who can sit in it - the owner - unless manually unlocked. Any seat besides the "driver" that has a weapon controlled from the seat is called a "gunner" seats. Any other seat besides the "driver" seat and "gunner" seats is called a "passenger" seat. All of these seats are typically unlocked normally. The "trunk" also counts as an access group even though it is not directly attached to a seat and starts as "locked." The categories all have their own glyphs, sharing a red cross glyph as a "can not access" state, and may also use their lack of visibility to express state. In terms of individual access, each seat can have its current occupant ejected, save for the driver's seat.
Vehicle.EquipmentUtilities