# PSF-LoginServer - master - net.psforever.objects.serverobject.environment
PSF - LoginServer - master - net.psforever.objects.serverobject.environment
Keywords: PSF LoginServer master net.psforever.objects.serverobject.environment

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- DeepCircularSurface
- DeepPlane
- DeepSquare
- DeepSurface
- EnvironmentAttribute
- EnvironmentCollision
- EnvironmentTrait
- EscapeFromEnvironment
- GantryDenialField
- InteractWithEnvironment
- InteractingWithEnvironment
- OxygenStateTarget
- PieceOfEnvironment
- Pool
- RecoveredFromEnvironmentInteraction
- RespondsToZoneEnvironment
- SeaLevel
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p

net.psforever.objects.serverobject

# environment

#### package environment


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Type Members

1.  final case class DeepCircularSurface (center: Vector3, radius: Float) extends EnvironmentCollision with Product with Serializable

   From above, a circular region that is always perpendicular to world-up.

   From above, a circular region that is always perpendicular to world-up. The modifier "deep" indicates that the valid area goes down from the altitude to the bottom of the world.

   center

     the center of the geometry (height)

   radius

     how large the circle is

2.  final case class DeepPlane (altitude: Float) extends EnvironmentCollision with Product with Serializable

   A mathematical plane that is always perpendicular to world-up.

   A mathematical plane that is always perpendicular to world-up. The modifier "deep" indicates that the valid area goes down from the altitude to the bottom of the world.

   altitude

     the z-coordinate of the geometry (height)

3.  final case class DeepSquare (altitude: Float, north: Float, east: Float, south: Float, west: Float) extends EnvironmentCollision with Product with Serializable

   From above, a rectangular region that is always perpendicular to world-up and whose sides align with the X-axis and Y-axis, respectively.

   From above, a rectangular region that is always perpendicular to world-up and whose sides align with the X-axis and Y-axis, respectively. The modifier "deep" indicates that the valid area goes down from the altitude to the bottom of the world.

   altitude

     the z-coordinate of the geometry (height)

   north

     the y-coordinate of the greatest side

   east

     the x-coordinate of the other greatest side

   south

     the y-coordinate of the least side

   west

     the x-coordinate of the other least side

4.  final case class DeepSurface (altitude: Float, north: Float, east: Float, south: Float, west: Float) extends EnvironmentCollision with Product with Serializable

   Similar to `DeepRectangle`, from above, a rectangular region that is always perpendicular to world-up and whose sides align with the X-axis and Y-axis, respectively.

   Similar to `DeepRectangle`, from above, a rectangular region that is always perpendicular to world-up and whose sides align with the X-axis and Y-axis, respectively. The modifier "deep" indicates that the valid area goes down from the altitude to the bottom of the world. It is never subject to variable intersection depth during testing.

   altitude

     the z-coordinate of the geometry (height)

   north

     the y-coordinate of the greatest side

   east

     the x-coordinate of the other greatest side

   south

     the y-coordinate of the least side

   west

     the x-coordinate of the other least side

5.  trait EnvironmentCollision extends AnyRef

   The coordinate representation of a feature of the game world that is not a formal game object, usually terrain, but can be used to represent any bounded region.

   The coordinate representation of a feature of the game world that is not a formal game object, usually terrain, but can be used to represent any bounded region. Calling this "geometry" would be accurate yet still generous.

6.  sealed abstract class EnvironmentTrait extends EnumEntry

   A general description of environment and its interactive possibilities.

7.  final case class EscapeFromEnvironment (obj: PlanetSideServerObject, environment: PieceOfEnvironment, mountedVehicle: Option[OxygenStateTarget]) extends Product with Serializable

   The target has ceased to clip into a critical region of a piece of environment.

   The target has ceased to clip into a critical region of a piece of environment.

   obj

     the target

   environment

     the previous terrain clipping region

   mountedVehicle

     whether or not the target is mounted (specifically, if the target is a `Player` who is mounted in a `Vehicle`)

8.  final case class GantryDenialField (obbasemesh: PlanetSideGUID, mountPoint: Int, collision: EnvironmentCollision) extends PieceOfEnvironment with Product with Serializable
9.  class InteractWithEnvironment extends ZoneInteraction

   This game entity may infrequently test whether it may interact with game world environment.

10.  final case class InteractingWithEnvironment (obj: PlanetSideServerObject, environment: PieceOfEnvironment, mountedVehicle: Option[OxygenStateTarget]) extends Product with Serializable

    The target has clipped into a critical region of a piece of environment.

    The target has clipped into a critical region of a piece of environment.

    obj

      the target

    environment

      the terrain clipping region

    mountedVehicle

      whether or not the target is mounted (specifically, if the target is a `Player` who is mounted in a `Vehicle`)

11.  final case class OxygenStateTarget (guid: PlanetSideGUID, state: OxygenState, progress: Float) extends Product with Serializable

    Related to the progress of interacting with a body of water deeper than you are tall or deeper than your vehicle is off the ground.

    Related to the progress of interacting with a body of water deeper than you are tall or deeper than your vehicle is off the ground.

    guid

      the target

    state

      whether they are recovering or suffocating

    progress

      the percentage of completion towards the state

12.  trait PieceOfEnvironment extends BlockMapEntity

    The representation of a feature of the game world that is not a formal game object, usually terrain, but can be used to represent any bounded region.

13.  final case class Pool (attribute: EnvironmentTrait, collision: EnvironmentCollision) extends PieceOfEnvironment with Product with Serializable

    A limited environment that spans no specific region.

    A limited environment that spans no specific region.

    attribute

      of what the environment is composed

    collision

      a special representation of the region that qualifies as "this environment"

14.  final case class RecoveredFromEnvironmentInteraction () extends Product with Serializable

    Completely reset any internal actions or processes related to environment clipping.

15.  trait RespondsToZoneEnvironment extends AnyRef

    The mixin code for any server object that responds to environmental representations in the game world.

    The mixin code for any server object that responds to environmental representations in the game world. Specific types of environmental region is bound by geometry, designated by attributes, and targets react when coming into contact with it. Ideally, the target under control instigates the responses towards the environment by independently re-evaluating the conditions of its interactions. Only one kind of environment can elicit a response at a time. While a reversal of this trigger scheme is possible, it is not ideal.

    See also

      `InteractsWithEnvironment`

      `PieceOfEnvironment`

16.  final case class SeaLevel (attribute: EnvironmentTrait, altitude: Float) extends PieceOfEnvironment with Product with Serializable

    A planar environment that spans the whole of the game world and starts at and below a certain altitude.

    A planar environment that spans the whole of the game world and starts at and below a certain altitude.

    attribute

      of what the environment is composed

    altitude

      how high the environment starts

### Value Members

1.  object EnvironmentAttribute extends Enum[EnvironmentTrait]
2.  object InteractWithEnvironment
3.  object PieceOfEnvironment
4.  object Pool extends Serializable
5.  object RespondsToZoneEnvironment
6.  object SeaLevel extends Serializable

### Ungrouped