Package

net.psforever

objects

Permalink

package objects

Visibility
  1. Public
  2. All

Type Members

  1. class AmmoBox extends Equipment

    Permalink
  2. class Avatar extends AnyRef

    Permalink
  3. class BoomerDeployable extends ExplosiveDeployable

    Permalink
  4. class BoomerTrigger extends SimpleItem with RemoteUnit

    Permalink
  5. class ConstructionItem extends Equipment with FireModeSwitch[ConstructionFireMode]

    Permalink

    A type of Equipment that can be wielded and applied to the game world to produce other game objects.

    Functionally, ConstructionItem objects resemble Tool objects that have fire mode state and alternate "ammunition." Very much unlike Tool object counterparts, however, the alternate "ammunition" is also a type of fire mode state maintained in a two-dimensional grid of related states.

    A type of Equipment that can be wielded and applied to the game world to produce other game objects.

    Functionally, ConstructionItem objects resemble Tool objects that have fire mode state and alternate "ammunition." Very much unlike Tool object counterparts, however, the alternate "ammunition" is also a type of fire mode state maintained in a two-dimensional grid of related states. These states represent output products called deployables or, in the common vernacular, CE. Also unlike Tool objects, whose ammunition is always available even when drawing the weapon is not permitted, the different states are not all available if just the equipment itself is available. Parameters along with these CE states indicate whether the current output product is something the player is permitted to utilize.

  6. class ExplosiveDeployable extends SimpleDeployable

    Permalink
  7. class ImplantSlot extends AnyRef

    Permalink

    A slot "on the player" into which an implant is installed.

    A slot "on the player" into which an implant is installed. In total, players have three implant slots.

    All implants slots start as "locked" and must be "unlocked" through battle rank advancement. Only after it is "unlocked" may an implant be "installed" into the slot. Upon installation, it undergoes an initialization period and then, after which, it is ready for user activation. Being jammed de-activates the implant, put it into a state of "not being ready," and causes the initialization to repeat.

  8. class Kit extends Equipment

    Permalink

    A one-time-use recovery item that can be applied by the player while held within their inventory.

  9. class LocalProjectile extends PlanetSideServerObject

    Permalink

    A LocalProjectile is a server-side object designed to populate a fake shared space.

    A LocalProjectile is a server-side object designed to populate a fake shared space. It is a placeholder intended to block out the existence of projectiles communicated from clients. All clients reserve the same internal range of user-generated GUID's from 40100 to 40124, inclusive. All clients recognize this same range independent of each other as "their own featureless projectiles."

    See also

    Zone.MakeReservedObjects
    Projectile.BaseUID
    Projectile.RangeUID

  10. class LockerContainer extends Equipment with Container

    Permalink

    The companion of a Locker that is carried with a player masquerading as their sixth EquipmentSlot object and a sub-inventory item.

    The companion of a Locker that is carried with a player masquerading as their sixth EquipmentSlot object and a sub-inventory item. The Player class refers to it as the "fifth slot" as its permanent slot number is encoded as 0x85. The inventory of this object is accessed using a game world Locker object (mb_locker).

  11. class OffhandEquipmentSlot extends EquipmentSlot

    Permalink

    A size-checked unit of storage (or mounting) for Equipment.

    A size-checked unit of storage (or mounting) for Equipment. Unlike conventional EquipmentSlot space, this size of allowable Equipment is fixed.

  12. trait OwnableByPlayer extends AnyRef

    Permalink
  13. abstract class PlanetSideGameObject extends IdentifiableEntity with WorldEntity

    Permalink

    A basic class that indicates an entity that exists somewhere in the world and has a globally unique identifier.

  14. class Player extends PlanetSideGameObject with FactionAffinity with Vitality with ResistanceProfile with Container with ZoneAware

    Permalink
  15. class SensorDeployable extends SimpleDeployable with Hackable

    Permalink
  16. class ShieldGeneratorDefinition extends DeployableDefinition

    Permalink
  17. class ShieldGeneratorDeployable extends ComplexDeployable with Hackable

    Permalink
  18. class SimpleItem extends Equipment

    Permalink
  19. trait SpawnPoint extends AnyRef

    Permalink
  20. trait SpawnPointDefinition extends AnyRef

    Permalink
  21. class Telepad extends ConstructionItem with TelepadLike

    Permalink
  22. class TelepadDeployable extends SimpleDeployable with TelepadLike

    Permalink
  23. class Tool extends Equipment with FireModeSwitch[FireModeDefinition]

    Permalink

    A type of Equipment that can be wielded and loaded with certain other game elements.

    "Tool" is a very mechanical name while this class is intended for various weapons and support items.

    A type of Equipment that can be wielded and loaded with certain other game elements.

    "Tool" is a very mechanical name while this class is intended for various weapons and support items. The primary trait of a Tool is that it has something that counts as an "ammunition," depleted as the Tool is used, replaceable as long as one has an appropriate type of AmmoBox object. (The former is always called "consuming;" the latter, "reloading.") Some weapons Chainblade have ammunition but do not consume it.

  24. class TrapDeployable extends SimpleDeployable

    Permalink
  25. class TurretControl extends Actor with Check with Mount with Dismount

    Permalink

    control actors

  26. class TurretDeployable extends PlanetSideServerObject with Deployable with WeaponTurret with Hackable

    Permalink
  27. class TurretDeployableDefinition extends TurretDefinition with BaseDeployableDefinition

    Permalink
  28. class Vehicle extends PlanetSideServerObject with FactionAffinity with ZoneAware with Mountable with MountedWeapons with Deployment with Vitality with OwnableByPlayer with StandardResistanceProfile with Container

    Permalink

    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.

    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 of Utility 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's ObjectCreateMessage 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.

    See also

    Vehicle.EquipmentUtilities

Value Members

  1. object AmmoBox

    Permalink
  2. object Avatar

    Permalink
  3. object ConstructionItem

    Permalink
  4. object DefaultCancellable

    Permalink

    Used to initialize the value of a re-usable Cancellable object.

    Used to initialize the value of a re-usable Cancellable object. By convention, it always acts like it has been cancelled before and can be cancelled. Should be replaced with pertinent Cancellable logic through the initialization of an executor.

  5. object Deployables

    Permalink
  6. object GlobalDefinitions

    Permalink
  7. object ImplantSlot

    Permalink
  8. object Kit

    Permalink
  9. object LivePlayerList

    Permalink

    A class for storing Player mappings for users that are currently online.

    A class for storing Player mappings for users that are currently online. The mapping system is tightly coupled between the Avatar class and to an instance of WorldSessionActor.
    Use:
    1) When a users logs in during WorldSessionActor, associate that user's session id and their character (avatar).
           LivePlayerList.Add(session, avatar)
    2) In between the previous two steps, a range of characters may be queried based on provided statistics.
           LivePlayerList.WorldPopulation(...)
    3) When the user leaves the game entirely, his character's entry is removed from the mapping.
           LivePlayerList.Remove(session)

  10. object LocalProjectile

    Permalink
  11. object LockerContainer

    Permalink
  12. object ObjectType extends Enumeration

    Permalink
  13. object OffhandEquipmentSlot

    Permalink
  14. object PlanetSideGameObject

    Permalink
  15. object Player

    Permalink
  16. object SimpleItem

    Permalink
  17. object SpawnPoint

    Permalink
  18. object Telepad

    Permalink
  19. object Tool

    Permalink
  20. object TurretDeployableDefinition

    Permalink
  21. object Vehicle

    Permalink
  22. package avatar

    Permalink
  23. package ballistics

    Permalink
  24. package ce

    Permalink
  25. package definition

    Permalink
  26. package entity

    Permalink
  27. package equipment

    Permalink
  28. package guid

    Permalink
  29. package inventory

    Permalink
  30. package loadouts

    Permalink
  31. package serverobject

    Permalink
  32. package vehicles

    Permalink
  33. package vital

    Permalink
  34. package zones

    Permalink

Ungrouped