class Player extends PlanetSideServerObject with InteractsWithZoneEnvironment with FactionAffinity with Vitality with ResistanceProfile with Container with JammableUnit with ZoneAware with AuraContainer
- Source
- Player.scala
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- Player
- AuraContainer
- JammableUnit
- Container
- ResistanceProfile
- Vitality
- VitalsHistory
- InteractsWithZoneEnvironment
- PlanetSideServerObject
- ZoneAware
- FactionAffinity
- PlanetSideGameObject
- WorldEntity
- IdentifiableEntity
- Identifiable
- AnyRef
- Any
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Value Members
- final def !=(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
- final def ##: Int
- Definition Classes
- AnyRef → Any
- final def ==(arg0: Any): Boolean
- Definition Classes
- AnyRef → Any
- def AccessingBackpack: Option[PlanetSideGUID]
- def AccessingBackpack_=(guid: Option[PlanetSideGUID]): Option[PlanetSideGUID]
Change which player has access to the backpack of this player.
Change which player has access to the backpack of this player. A player may only access to the backpack of a dead released player, and only if no one else has access at the moment.
- guid
the player who wishes to access the backpack
- returns
the player who is currently allowed to access the backpack
- def AccessingBackpack_=(guid: PlanetSideGUID): Option[PlanetSideGUID]
- def Actor: ActorRef
Retrieve a reference to the internal
Actor.Retrieve a reference to the internal
Actor.- returns
the internal
ActorRef
- Definition Classes
- PlanetSideServerObject
- def Actor_=(control: ActorRef): ActorRef
Assign an
Actorto act for this server object.Assign an
Actorto act for this server object. This reference is only set once, that is, as long as the internalActorRefdirects toActorRef.noSender(null).- control
the
Actorwhose functionality will govern this server object- returns
the current internal
ActorRef
- Definition Classes
- PlanetSideServerObject
- def AddEffectToAura(effect: Aura): Set[Aura]
- Definition Classes
- AuraContainer
- def Armor: Int
- def Armor_=(assignArmor: Int): Int
- def Aura: Set[Aura]
- Definition Classes
- AuraContainer
- def AwayFromKeyboard: Boolean
- def AwayFromKeyboard_=(away: Boolean): Boolean
- def CanAccessBackpack(player: Player): Boolean
Can the other
playeraccess the contents of thisPlayer's backpack?Can the other
playeraccess the contents of thisPlayer's backpack?- player
a player attempting to access this backpack
- returns
true, if theplayeris permitted access;false, otherwise
- def CanDamage: Boolean
- Definition Classes
- Vitality
- def CanRepair: Boolean
- Definition Classes
- Vitality
- def Capacitor: Float
- def CapacitorLastChargedMillis: Long
- def CapacitorLastUsedMillis: Long
- def CapacitorState: types.CapacitorStateType.Value
- def CapacitorState_=(value: types.CapacitorStateType.Value): types.CapacitorStateType.Value
- def Capacitor_=(value: Float): Float
- def CharId: Long
- def ClearHistory(): List[VitalsActivity]
- Definition Classes
- VitalsHistory
- def Cloaked: Boolean
- def Cloaked_=(isCloaked: Boolean): Boolean
- def Collisions(dest: Int, width: Int, height: Int): Try[List[InventoryItem]]
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 ofEquipmentbeing stowed in aGridInventory.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 ofEquipmentbeing stowed in aGridInventory. Where theEquipmentobject is defined by the dimensionswidthandheight, starting a search atindexwill 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 normalEquipmentSlotobjects. 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.)- width
the width of the searchable space
- height
the height of the serachable space
- returns
a list of objects that have been encountered within the searchable space
- def Continent: String
- Definition Classes
- ZoneAware
- def Continent_=(zoneId: String): String
Give the entity a custom
Zoneidentifier.Give the entity a custom
Zoneidentifier.- zoneId
the custom identifier of the
Zoneobject- returns
the identifier of the
Zoneobject
- Definition Classes
- ZoneAware
- def Crouching: Boolean
- def Crouching_=(crouched: Boolean): Boolean
- def DamageModel: DamageResistanceModel
- def DefaultHealth: Int
- Definition Classes
- Vitality
- def Definition: AvatarDefinition
- Definition Classes
- Player → Vitality → PlanetSideGameObject
- def Destroyed: Boolean
- Definition Classes
- PlanetSideGameObject
- def Destroyed_=(state: Boolean): Boolean
- Definition Classes
- PlanetSideGameObject
- def Die: Boolean
- def DrawnSlot: Int
- def DrawnSlot_=(slot: Int): Int
- def Entity: WorldEntity
- Definition Classes
- PlanetSideGameObject
- def Entity_=(newEntity: WorldEntity): Unit
- Definition Classes
- PlanetSideGameObject
- def ExoSuit: types.ExoSuitType.Value
- def ExoSuitDef: ExoSuitDefinition
- def ExoSuit_=(suit: types.ExoSuitType.Value): Unit
- def FacingYawUpper: Float
- def FacingYawUpper_=(facing: Float): Float
- def Faction: types.PlanetSideEmpire.Value
- Definition Classes
- Player → FactionAffinity
- def Faction_=(fac: types.PlanetSideEmpire.Value): types.PlanetSideEmpire.Value
- Definition Classes
- FactionAffinity
- def Find(guid: PlanetSideGUID): Option[Int]
Given globally unique identifier, if the object using it is stowed, attempt to locate its slot.
- def Find(obj: Equipment): Option[Int]
Given an object, attempt to locate its slot.
Given an object, attempt to locate its slot. All positions,
VisibleSlotandInventory, and wherever else, should be searchable.- obj
the
Equipmentobject- returns
the index of the
EquipmentSlot, orNone
- Definition Classes
- Container
- def Fit(obj: Equipment): Option[Int]
- def Fit(tile: InventoryTile): Option[Int]
- Definition Classes
- Container
- def FreeHand: EquipmentSlot
- def FreeHand_=(item: Option[Equipment]): Option[Equipment]
- def GUID: PlanetSideGUID
- Definition Classes
- IdentifiableEntity → Identifiable
- def GUID_=(guid: PlanetSideGUID): PlanetSideGUID
- Definition Classes
- IdentifiableEntity → Identifiable
- def GUID_=(guid: StalePlanetSideGUID): PlanetSideGUID
Always intercept
StalePlanetSideGUIDreferences when attempting to mutate the GUID value.Always intercept
StalePlanetSideGUIDreferences when attempting to mutate the GUID value.- guid
the valid GUID to assign
- returns
never returns
- Definition Classes
- IdentifiableEntity
- Exceptions thrown
`AssigningGUIDException`always
- def HasGUID: Boolean
Flag when the object has no GUID (initial condition) or is considered stale.
Flag when the object has no GUID (initial condition) or is considered stale.
- returns
whether the value of the GUID is a valid representation for this object
- Definition Classes
- IdentifiableEntity
- def Head: Int
- def Health: Int
- Definition Classes
- Vitality
- def Health_=(assignHealth: Int): Int
- Definition Classes
- Vitality
- def History(result: DamageResult): List[VitalsActivity]
Very common example of a
VitalsActivityevent involving damage.Very common example of a
VitalsActivityevent involving damage.- result
the fully-informed entry
- returns
the list of previous changes to this object's vital statistics
- Definition Classes
- VitalsHistory
- def History(action: Option[VitalsActivity]): List[VitalsActivity]
A
VitalsActivityevent must be recorded.A
VitalsActivityevent must be recorded. Add new entry to the front of the list (for recent activity).- action
the fully-informed entry
- returns
the list of previous changes to this object's vital statistics
- Definition Classes
- VitalsHistory
- def History(action: VitalsActivity): List[VitalsActivity]
A
VitalsActivityevent must be recorded.A
VitalsActivityevent must be recorded. Add new entry to the front of the list (for recent activity).- action
the fully-informed entry
- returns
the list of previous changes to this object's vital statistics
- Definition Classes
- VitalsHistory
- def History: List[VitalsActivity]
- Definition Classes
- VitalsHistory
- def HolsterItems(): List[InventoryItem]
Transform the holster equipment slots into a list of the kind of item wrapper found in an inventory.
Transform the holster equipment slots into a list of the kind of item wrapper found in an inventory.
- returns
a list of items that would be found in a proper inventory
- See also
GridInventoryInventoryItem
- def Holsters(): Array[EquipmentSlot]
- def Invalidate(): Unit
Indicate that the current GUID is no longer a valid representation of the object.
Indicate that the current GUID is no longer a valid representation of the object. Transforms whatever the current GUID is into a
StalePlanetSideGUIDentity with the same value. Doing this restores the object to its default mutation option ("the ability to set a new valid GUID"). The current GUID will still be accessed as if it were valid, but it will be wrapped in the new stale object.- Definition Classes
- IdentifiableEntity
- def Inventory: GridInventory
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
GridInventoryreturned by this accessor is also an implementation ofContainer. - def Jammed: Boolean
- Definition Classes
- JammableUnit
- def Jammed_=(state: Boolean): Boolean
- Definition Classes
- JammableUnit
- def Jumping: Boolean
- def Jumping_=(jumped: Boolean): Boolean
- def LastDamage: Option[DamageResult]
- Definition Classes
- VitalsHistory
- def LastDrawnSlot: Int
- def LastShot: Option[DamageResult]
Find, specifically, the last instance of a weapon discharge vital statistics change.
Find, specifically, the last instance of a weapon discharge vital statistics change.
- returns
information about the discharge
- Definition Classes
- VitalsHistory
- def MaxArmor: Int
- def MaxHealth: Int
- Definition Classes
- Vitality
- def MaxHealth_=(default: Option[Int]): Int
- Definition Classes
- Vitality
- def MaxHealth_=(default: Int): Int
- Definition Classes
- Vitality
- def Name: String
- def Orientation: Vector3
- Definition Classes
- PlanetSideGameObject → WorldEntity
- def Orientation_=(vec: Vector3): Vector3
- Definition Classes
- PlanetSideGameObject → WorldEntity
- var PlanetsideAttribute: Array[Long]
From PlanetsideAttributeMessage
- def Position: Vector3
- Definition Classes
- PlanetSideGameObject → WorldEntity
- def Position_=(vec: Vector3): Vector3
- Definition Classes
- PlanetSideGameObject → WorldEntity
- def RadiationShielding: Float
- Definition Classes
- Player → ResistanceProfile
- def Release: Boolean
- def RemoveEffectFromAura(effect: Aura): Set[Aura]
- Definition Classes
- AuraContainer
- def ResetControl(): ActorRef
- Definition Classes
- PlanetSideServerObject
- def Resist(dtype: vital.base.DamageType.Value): Float
- Definition Classes
- ResistanceProfile
- def ResistanceAggravated: Int
- Definition Classes
- Player → ResistanceProfile
- def ResistanceDirectHit: Int
- Definition Classes
- Player → ResistanceProfile
- def ResistanceSplash: Int
- Definition Classes
- Player → ResistanceProfile
- def Revive: Boolean
- def Sex: CharacterSex
- def Slot(slot: Int): EquipmentSlot
Access to all stowable positions on this object by index.
All positions,VisibleSlotandInventory, and wherever else, should be reachable.Access to all stowable positions on this object by index.
All positions,VisibleSlotandInventory, 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 forEquipment, namely,EquipmentSlotobjects. By default, it is expected to return anEquipmentSlotthat can not be manipulated because it isBlocked.- returns
the searchable position identified by that index
- def Spawn(): Boolean
- def Subtract: DamageProfile
- Definition Classes
- Player → ResistanceProfile
- def UsingSpecial: definition.SpecialExoSuitDefinition.Mode.Value
- def UsingSpecial_=(state: definition.SpecialExoSuitDefinition.Mode.Value): definition.SpecialExoSuitDefinition.Mode.Value
- def VehicleSeated: Option[PlanetSideGUID]
- def VehicleSeated_=(guid: Option[PlanetSideGUID]): Option[PlanetSideGUID]
- def VehicleSeated_=(guid: PlanetSideGUID): Option[PlanetSideGUID]
- def Velocity: Option[Vector3]
- Definition Classes
- PlanetSideGameObject → WorldEntity
- def Velocity_=(vec: Option[Vector3]): Option[Vector3]
- Definition Classes
- PlanetSideGameObject → WorldEntity
- def Velocity_=(vec: Vector3): Option[Vector3]
- Definition Classes
- WorldEntity
- def VisibleSlots: Set[Int]
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.- returns
all of the affected slot indices
- def Voice: types.CharacterVoice.Value
- def Zone: Zone
- Definition Classes
- ZoneAware
- def Zone_=(zone: Zone): Zone
When assigning a new
Zoneobject for theVehicleobject, eliminateWhen assigning a new
Zoneobject for theVehicleobject, eliminate- zone
a reference to the
Zoneobject- returns
a reference to the
Zoneobject
- Definition Classes
- ZoneAware
- def allowZoneEnvironmentInteractions: Boolean
If the environmental interactive permissions of this entity change.
If the environmental interactive permissions of this entity change.
- Definition Classes
- InteractsWithZoneEnvironment
- def allowZoneEnvironmentInteractions_=(allow: Boolean): Boolean
If the environmental interactive permissions of this entity change, trigger a formal change to the interaction methodology.
If the environmental interactive permissions of this entity change, trigger a formal change to the interaction methodology.
- allow
whether or not interaction is permitted
- returns
whether or not interaction is permitted
- Definition Classes
- InteractsWithZoneEnvironment
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- var avatar: Avatar
- def canEqual(other: Any): Boolean
- def clone(): AnyRef
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- var death_by: Int
- final def eq(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- def equals(other: Any): Boolean
- Definition Classes
- Player → AnyRef → Any
- def finalize(): Unit
- Attributes
- protected[lang]
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.Throwable])
- final def getClass(): Class[_ <: AnyRef]
- Definition Classes
- AnyRef → Any
- Annotations
- @native()
- def hashCode(): Int
- Definition Classes
- Player → AnyRef → Any
- def isAlive: Boolean
- def isAnchored: Boolean
- def isBackpack: Boolean
- final def isInstanceOf[T0]: Boolean
- Definition Classes
- Any
- def isMoving(test: Float): Boolean
This object is not considered moving unless it is moving at least as fast as a certain velocity.
This object is not considered moving unless it is moving at least as fast as a certain velocity.
- test
the (squared) velocity to test against
- returns
true, if we are moving;false, otherwise
- Definition Classes
- WorldEntity
- def isMoving(test: Vector3): Boolean
This object is not considered moving unless it is moving at least as fast as a certain velocity.
This object is not considered moving unless it is moving at least as fast as a certain velocity.
- test
the velocity to test against
- returns
true, if we are moving;false, otherwise
- Definition Classes
- WorldEntity
- def isMoving: Boolean
A velocity of non-zero is the same as moving.
A velocity of non-zero is the same as moving.
- returns
true, if we are moving;false, otherwise
- Definition Classes
- WorldEntity
- def isOverdrived: Boolean
- def isShielded: Boolean
- var lastSeenStreamMessage: Array[Long]
- var lastShotSeq_time: Int
- final def ne(arg0: AnyRef): Boolean
- Definition Classes
- AnyRef
- final def notify(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
- final def notifyAll(): Unit
- Definition Classes
- AnyRef
- Annotations
- @native()
- def resetZoneInteraction(): Unit
Suspend any current interaction procedures through the proper channels or deactivate a previously flagged interaction blocking procedure and reset the system to its neutral state.
Suspend any current interaction procedures through the proper channels or deactivate a previously flagged interaction blocking procedure and reset the system to its neutral state. The main difference between resetting and flagging the blocking procedure is that resetting will (probably) restore the previously active procedure on the next
zoneInteractioncall while blocking will halt all attempts to establish a new active interaction procedure and unblocking will immediately install whatever is the current active interaction.- Definition Classes
- InteractsWithZoneEnvironment
- See also
InteractsWithZoneEnvironment.onStableEnvironment
- var silenced: Boolean
- var spectator: Boolean
- val squadLoadouts: LoadoutManager
- final def synchronized[T0](arg0: => T0): T0
- Definition Classes
- AnyRef
- def toString(): String
- Definition Classes
- Player → AnyRef → Any
- final def wait(): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long, arg1: Int): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException])
- final def wait(arg0: Long): Unit
- Definition Classes
- AnyRef
- Annotations
- @throws(classOf[java.lang.InterruptedException]) @native()
- def zoneInteraction(): Unit
The method by which zone interactions are tested or a current interaction maintained.
The method by which zone interactions are tested or a current interaction maintained. Utilize a function literal that, when called, returns a function literal of the same type; the function that is returned will not necessarily be the same as the one that was used but will represent the existing and ongoing status of interaction with the environment. Calling one function and exchanging it for another function to be called like this creates a procedure that controls and limits the interactions with the environment to only what is necessary.
- Definition Classes
- InteractsWithZoneEnvironment
- See also
InteractsWithZoneEnvironment.blockedFromInteractingInteractsWithZoneEnvironment.onStableEnvironmentInteractsWithZoneEnvironment.awaitOngoingInteraction