Package

net.psforever.objects

zones

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package zones

Visibility
  1. Public
  2. All

Type Members

  1. class ActivityReport extends AnyRef

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    Information about interactions in respect to a given denomination in the game world.

    Information about interactions in respect to a given denomination in the game world. In terms of hotspots, the "denomination" are the factions. While a given report of activity will only be valid from the time or arrival for a given amount of time, subsequent activity reporting before this duration concludes will cause the lifespan to artificially increase.

  2. class HotSpotInfo extends AnyRef

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    Information necessary to determine if a hotspot should be displayed.

    Information necessary to determine if a hotspot should be displayed. Hotspots are used on the zone maps to indicate activity. Each of the factions will view different hotspot configurations but one faction may encounter hotspots in the same places as another faction with information referring to the same encounter.

  3. class InterstellarCluster extends Actor

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    The root of the universe of one-continent planets, codified by the game's "Interstellar Map." Constructs each zone and thus instigates the construction of every server object in the game world.

    The root of the universe of one-continent planets, codified by the game's "Interstellar Map." Constructs each zone and thus instigates the construction of every server object in the game world. The nanite flow connecting all of these Zones is called the "Intercontinental Lattice."

    The process of "construction" and "initialization" and "configuration" are referenced at this level. These concepts are not the same thing; the distinction is important. "Construction" and "instantiation" of the cluster merely produces the "facade" of the different Zone entities. In such a List, every built Zone is capable of being a destination on the "Intercontinental lattice." "Initialization" and "configuration" of the cluster refers to the act of completing the "Intercontinental Lattice" by connecting different terminus warp gates together. Other activities involve event management and managing wide-reaching and factional attributes.

  4. final case class MapScale(width: Float, height: Float) extends Product with Serializable

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    An object representing the dimensions of the zone map as its maximum coordinates.

    An object representing the dimensions of the zone map as its maximum coordinates.

    width

    the longitudinal span of the map

    height

    the latitudinal span of the map

    See also

    InventoryTile

  5. class SphereOfInfluenceActor extends Actor

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  6. class Zone extends AnyRef

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    A server object representing the one-landmass planets as well as the individual subterranean caverns.

    The concept of a "zone" is synonymous to the common vernacular "continent," commonly referred by names such as Hossin or Ishundar and internally identified as c2 and c7, respectively.

    A server object representing the one-landmass planets as well as the individual subterranean caverns.

    The concept of a "zone" is synonymous to the common vernacular "continent," commonly referred by names such as Hossin or Ishundar and internally identified as c2 and c7, respectively. A Zone is composed of the abstracted concept of all the information pertinent for the simulation of the environment. That is, "everything about the continent." Physically, server objects and dynamic game objects are maintained through a local unique identifier system. Static server objects originate from the ZoneMap. Dynamic game objects originate from player characters. (Write more later.)

    See also

    ZoneMap
    LoadMapMessage
    LivePlayerList

  7. class ZoneActor extends Actor

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    na

  8. trait ZoneAware extends AnyRef

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    The object must be able to recall on which of the defined game worlds (zones) that it exists on command.

    The object must be able to recall on which of the defined game worlds (zones) that it exists on command. The game world identifier string produced should be equivalent to a Zone.Id string for some equivalent Zone object. The identifier "nowhere" is recommended as the default invalid location.

    See also

    Zone

    WorldEntity

    InterstellarCluster

  9. class ZoneDeployableActor extends Actor

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    na

  10. class ZoneGroundActor extends Actor

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    na

  11. class ZoneHotSpotProjector extends Actor

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    Manage hotspot information for a given zone, keeping track of aggressive faction interactions, and maintaining the visibility state of the hotspots that alert of the location of that activity.

  12. class ZoneMap extends AnyRef

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    The fixed instantiation and relation of a series of server objects.

    Asides from a List of server objects to be built, the operation between any server objects and the connected functionality emerging from more complex data structures is codified by this object.

    The fixed instantiation and relation of a series of server objects.

    Asides from a List of server objects to be built, the operation between any server objects and the connected functionality emerging from more complex data structures is codified by this object. In the former case, all Terminal server objects for a Zone are to be defined herein. In the latter case, the arrangement of server objects into groups called facilities is also to be defined herein. Much like a BasicDefinition to an object, ZoneMap should not maintain mutable information for the companion Zone. Use it as a blueprint.

    The "training zones" are the best example of the difference between a ZoneMap and a Zone. ("Course" will be used as an unofficial location and layout descriptor.) tzdrtr is the Terran Republic driving course. tzdrvs is the Vanu Sovereignty driving course. While each course can have different objects and object states, i.e., a Zone, both of these courses utilize the same basic server object layout because they are built from the same blueprint, i.e., a ZoneMap.

    See also

    ServerObjectBuilder
    LoadMapMessage

  13. class ZonePopulationActor extends Actor

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    A support Actor that sequences adding and removing Avatar and Player objects to mappings and lists.

    A support Actor that sequences adding and removing Avatar and Player objects to mappings and lists. The former mapping is considered to represent every user connect to the zone (as Avatar objects) and their current representation (as Player objects). The latter list keeps track of a group of former user representations.

  14. class ZoneVehicleActor extends Actor

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    Provide a context for a Vehicle Actor - the VehicleControl.

    A vehicle can be passed between different zones and, therefore, does not belong to the zone.

    Provide a context for a Vehicle Actor - the VehicleControl.

    A vehicle can be passed between different zones and, therefore, does not belong to the zone. A vehicle cna be given to different players and can persist and change though players have gone. Therefore, also does not belong to WorldSessionActor. A vehicle must anchored to something that exists outside of the InterstellarCluster and its agents.

    The only purpose of this Actor is to allow vehicles to borrow a context for the purpose of Actor creation. It is also be allowed to be responsible for cleaning up that context. (In reality, it can be cleaned up anywhere a PoisonPill can be sent.)

    This Actor is intended to sit on top of the event system that handles broadcast messaging.

Value Members

  1. object InterstellarCluster

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  2. object MapScale extends Serializable

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  3. object SOI

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  4. object Zone

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  5. object ZoneActor

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  6. object ZoneDeployableActor

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  7. object ZoneHotSpotProjector

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  8. object ZonePopulationActor

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  9. object ZoneVehicleActor

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Ungrouped