Information about interactions in respect to a given denomination in the game world.
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.
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 Zone
s 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.
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.
the longitudinal span of the map
the latitudinal span of the map
InventoryTile
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.)
ZoneMap
LoadMapMessage
LivePlayerList
na
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.
Zone
WorldEntity
InterstellarCluster
na
na
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.
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
.
ServerObjectBuilder
LoadMapMessage
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.
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.
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.