# PSF-LoginServer - master - net.psforever.objects.zones
PSF - LoginServer - master - net.psforever.objects.zones
Keywords: PSF LoginServer master net.psforever.objects.zones

PSF-LoginServer - master < Back
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# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package objects
  Definition Classes
    psforever
-  package avatar
  Definition Classes
    objects
-  package ballistics
  Definition Classes
    objects
-  package ce
  Definition Classes
    objects
-  package definition
  Definition Classes
    objects
-  package entity
  Definition Classes
    objects
-  package equipment
  Definition Classes
    objects
-  package geometry
  Definition Classes
    objects
-  package guid
  Definition Classes
    objects
-  package inventory
  Definition Classes
    objects
-  package loadouts
  Definition Classes
    objects
-  package locker
  Definition Classes
    objects
-  package serverobject
  Definition Classes
    objects
-  package teamwork
  Definition Classes
    objects
-  package vehicles
  Definition Classes
    objects
-  package vital
  Definition Classes
    objects
-  package zones
  Definition Classes
    objects
-  package blockmap
- ActivityReport
- HotSpotInfo
- InteractsWithZone
- MapEnvironment
- MapInfo
- MapScale
- SOI
- SphereOfInfluenceActor
- Zone
- ZoneAware
- ZoneDeployableActor
- ZoneGroundActor
- ZoneHotSpotDisplay
- ZoneHotSpotHistory
- ZoneHotSpotProjector
- ZoneInfo
- ZoneInteraction
- ZoneMap
- ZonePopulationActor
- ZoneVehicleActor
- Zoning

p

net.psforever.objects

# zones

#### package zones


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Package Members

1.  package blockmap

### Type Members

1.  class ActivityReport extends AnyRef

   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

   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.  trait InteractsWithZone extends PlanetSideServerObject
4.  sealed abstract class MapInfo extends StringEnumEntry
5.  final case class MapScale (width: Float, height: Float) extends Product with Serializable

   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`

6.  class SphereOfInfluenceActor extends Actor
7.  class Zone extends AnyRef

   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`

8.  trait ZoneAware extends AnyRef

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

   The entity 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

     `InterstellarCluster`

     `WorldEntity`

     `Zone`

9.  class ZoneDeployableActor extends Actor

   na

10.  class ZoneGroundActor extends Actor

    na

11.  class ZoneHotSpotDisplay extends Actor

    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.
    Initializes two internal devices to manage the hotspot activity reported by the zone.

    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.
    Initializes two internal devices to manage the hotspot activity reported by the zone. The first device - "projector" - keeps track of any hotspots that are currently being displayed on the zone map. The second device - "backup" - is designed to maintain a much longer record of the same hostpot activity that was displayed by the projector. Messages sent to this device are sent automatically to each internal device. The internal devices do not have to be messaged separately.

    See also

      `ZoneHotSpotProjector`

      `ZoneHotSpotHistory`

12.  class ZoneHotSpotHistory extends ZoneHotSpotProjector

    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.

    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. One of the internal devices controlled by the `ZoneHotSpotDisplay`, this is the "backup" component that is intended to retain reported activity for a longer period of time.

    See also

      `ZoneHotSpotDisplay`

      `ZoneHotSpotProjector`

13.  class ZoneHotSpotProjector extends Actor

    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.

    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. One of the internal devices controlled by the `ZoneHotSpotDisplay`, this is the "projector" component that actually displays hotspots onto the zone's map.

    See also

      `ZoneHotSpotDisplay`

14.  sealed abstract class ZoneInfo extends IntEnumEntry
15.  trait ZoneInteraction extends AnyRef

    The basic behavior of an entity in a zone.

    The basic behavior of an entity in a zone.

    See also

      `InteractsWithZone`

      `Zone`

16.  class ZoneMap extends AnyRef

    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`

17.  class ZonePopulationActor extends Actor

    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.

18.  class ZoneVehicleActor extends Actor

    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 MapEnvironment
2.  case object MapInfo extends StringEnum[MapInfo] with Product with Serializable
3.  object MapScale extends Serializable
4.  object SOI
5.  object Zone
6.  object ZoneDeployableActor
7.  object ZoneHotSpotProjector
8.  case object ZoneInfo extends IntEnum[ZoneInfo] with Product with Serializable
9.  object ZonePopulationActor
10.  object ZoneVehicleActor
11.  object Zoning

### Ungrouped