object Zone
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- Zone.scala
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- Zone
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- final case class ClientInitialization(zone: Zone) extends Product with Serializable
Message to report the packet messages that initialize the client.
Message to report the packet messages that initialize the client.
- zone
a
Zoneto have its buildings and continental parameters turned into packet data
- See also
Zone.ClientInitialization()
InterstallarCluster
Value Members
- final def !=(arg0: Any): Boolean
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- final val Nowhere: Zone
Default value, non-zone area.
- def apply(id: String, map: ZoneMap, number: Int): Zone
Overloaded constructor.
Overloaded constructor.
- id
the privileged name that can be used as the second parameter in the packet
LoadMapMessage- map
the map of server objects upon which this
Zoneis based- number
the numerical index of the
Zoneas it is recognized in a variety of packets- returns
a
Zoneobject
- final def asInstanceOf[T0]: T0
- Definition Classes
- Any
- def causeExplosion(zone: Zone, obj: PlanetSideGameObject with Vitality, instigation: Option[DamageResult], detectionTest: (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean = distanceCheck): List[PlanetSideServerObject]
Allocates
Damageabletargets within the radius of a server-prepared explosion and informs those entities that they have affected by the aforementioned explosion.Allocates
Damageabletargets within the radius of a server-prepared explosion and informs those entities that they have affected by the aforementioned explosion.- zone
the zone in which the explosion should occur
- obj
the entity that embodies the explosion (information)
- instigation
whatever prior action triggered the entity to explode, if anything
- detectionTest
a custom test to determine if any given target is affected; defaults to an internal test for simple radial proximity
- returns
a list of affected entities; only mostly complete due to the exclusion of objects whose damage resolution is different than usual
- See also
Amenity.OwnerComplexDeployableDamageInteractionDamageResultDamageWithPositionExplodingEntityReasonSimpleDeployableVitalityDefinitionVitalityDefinition.innateDamageZone.BuildingsZone.DeployableListZone.LivePlayersZone.LocalEventsZone.Vehicles
- def causeSpecialEmp(zone: Zone, obj: PlanetSideServerObject with Vitality, sourcePosition: Vector3, effect: DamageWithPosition, detectionTest: (PlanetSideGameObject, PlanetSideGameObject, Float) => Boolean = distanceCheck): List[PlanetSideServerObject]
Allocates
Damageabletargets within the radius of a server-prepared electromagnetic pulse and informs those entities that they have affected by the aforementioned pulse.Allocates
Damageabletargets within the radius of a server-prepared electromagnetic pulse and informs those entities that they have affected by the aforementioned pulse. Targets within the effect radius within other rooms are affected, unlike with normal damage. The only affected target is Boomer deployables.- zone
the zone in which the emp should occur
- obj
the entity that triggered the emp (information)
- sourcePosition
where the emp physically originates
- effect
characteristics of the emp produced
- detectionTest
a custom test to determine if any given target is affected; defaults to an internal test for simple radial proximity
- returns
a list of affected entities
- See also
Amenity.OwnerBoomerDeployableDamageInteractionDamageResultDamageWithPositionEmpReasonZone.DeployableList
- def clone(): AnyRef
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- @throws(classOf[java.lang.CloneNotSupportedException]) @native()
- def distanceCheck(g1: Geometry3D, g2: Geometry3D): Float
Two game entities are considered "near" each other if they are within a certain distance of one another.
Two game entities are considered "near" each other if they are within a certain distance of one another.
- g1
the geometric representation of a game entity
- g2
the geometric representation of a game entity
- returns
the crude distance between the two geometric representations
- See also
PrimitiveGeometry.pointOnOutsideVector3.DistanceSquaredVector3.negVector3.Unit
- def distanceCheck(g1: Geometry3D, g2: Geometry3D, maxDistance: Float): Boolean
Two game entities are considered "near" each other if they are within a certain distance of one another.
Two game entities are considered "near" each other if they are within a certain distance of one another.
- g1
the geometric representation of a game entity
- g2
the geometric representation of a game entity
- maxDistance
the square of the maximum distance permissible between game entities before they are no longer considered "near"
- returns
true, if the target entities are near enough to each other;false, otherwise
- def distanceCheck(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float): Boolean
Two game entities are considered "near" each other if they are within a certain distance of one another.
Two game entities are considered "near" each other if they are within a certain distance of one another. A default function literal mainly used for
causesExplosion.- obj1
a game entity, should be the source of the explosion
- obj2
a game entity, should be the target of the explosion
- maxDistance
the square of the maximum distance permissible between game entities before they are no longer considered "near"
- returns
true, if the target entities are near enough to each other;false, otherwise
- See also
causeExplosionObjectDefinition.Geometry
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- object Corpse
- object Deployable
- object EquipmentIs
- object Ground
- object HotSpot
- object Population
- object Vehicle