net.psforever.objects.serverobject.turret
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
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
Given globally unique identifier, if the object using it is stowed, attempt to locate its slot.
Given globally unique identifier, if the object using it is stowed, attempt to locate its slot.
All positions, VisibleSlot
and Inventory
, and wherever else, should be searchable.
the GUID of the Equipment
the index of the EquipmentSlot
, or None
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.
Given the index of an entry mounting point, return the infantry-accessible Seat
associated with it.
an index representing the seat position / mounting point
a seat number, or None
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
.
VisibleSlots
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
Retrieve a mapping of each seat from its mount point index.
Retrieve a mapping of each seat from its mount point index.
the mapping of mount point to seat
Reference the object that is in direct association with (is superior to) this one.
Reference the object that is in direct association with (is superior to) this one.
the object associated as this object's "owner"
Set an object to have a direct association with (be superior to) this one.
Set an object to have a direct association with (be superior to) this one.
a validation of the type of object that can be an owner
the object trying to become associated as this object's "owner"
the object associated as this object's "owner"
Amenity.AmenityTarget
Given a player, determine if that player is seated.
Given a player, determine if that player is seated.
the player
the seat index
Given a seat's index position, retrieve the internal Seat
object.
Given a seat's index position, retrieve the internal Seat
object.
the specific seat
Retrieve a mapping of each seat from its internal index.
Retrieve a mapping of each seat from its internal index.
the mapping of index to seat
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
OffhandEquipmentSlot
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
Inventory
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
may or may not have inaccessible inventory space
see ReserveAmmunition
in the definition
may or may not have inaccessible inventory space
see ReserveAmmunition
in the definition
manned turrets have just one seat; this is just standard interface
manned turrets have just one seat; this is just standard interface
turrets have just one weapon; this is just standard interface
turrets have just one weapon; this is just standard interface