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

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- Account
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net.psforever.objects

# Players

###

#### object Players

Source
  Players.scala

Linear Supertypes
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### Value Members

1.  final def !=(arg0: Any): Boolean
   Definition Classes
     AnyRef → Any
2.  final def ##: Int
   Definition Classes
     AnyRef → Any
3.  final def ==(arg0: Any): Boolean
   Definition Classes
     AnyRef → Any
4.  def CertificationToUseExoSuit(player: Player, exosuit: types.ExoSuitType.Value, subtype: Int): Boolean

   The player may don this exo-suit if the exo-suit has no requirements or if the player has fulfilled the requirements of the exo-suit.

   The player may don this exo-suit if the exo-suit has no requirements or if the player has fulfilled the requirements of the exo-suit. The "requirements" are certification purchases.

   player

     the player

   exosuit

     the exo-suit the player is trying to wear

   subtype

     the variant of this exo-suit type; matters for mechanized assault exo-suits, mainly

   returns

     `true`, if the player and the exo-suit are compatible; `false`, otherwise

5.  def FinishRevivingPlayer(target: Player, medic: String, item: Tool)(): Unit

   na

   na

   target

     the player being revived

   medic

     the name of the player doing the reviving

   item

     the tool being used to revive the target player

   See also

     `AvatarAction.Revive`

     `AvatarResponse.Revive`

6.  def RevivingTickAction(target: Player, user: Player, item: Tool)(progress: Float): Boolean

   Evaluate the progress of the user applying a tool to modify some other server object.

   Evaluate the progress of the user applying a tool to modify some other server object. This action is using the medical applicator to revive a fallen (dead but not released) ally.

   target

     the player being affected by the revive action

   user

     the player performing the revive action

   item

     the tool being used to revive the target player

   progress

     the current progress value

   returns

     `true`, if the next cycle of progress should occur; `false`, otherwise

7.  final def asInstanceOf[T0]: T0
   Definition Classes
     Any
8.  def buildCooldownReset(zone: Zone, channel: String, obj: Deployable): Unit

   Common actions related to constructing a new `Deployable` object in the game environment.

   Common actions related to constructing a new `Deployable` object in the game environment.

   zone

     in which zone these messages apply

   channel

     to whom to send the messages

   obj

     the `Deployable` object

9.  def clearHolsters(iter: Iterator[EquipmentSlot], index: Int = 0, list: List[InventoryItem] = Nil): List[InventoryItem]

   Iterate over a group of `EquipmentSlot`s, some of which may be occupied with an item.

   Iterate over a group of `EquipmentSlot`s, some of which may be occupied with an item. Remove any encountered items and add them to an output `List`.

   iter

     the `Iterator` of `EquipmentSlot`s

   index

     a number that equals the "current" holster slot (`EquipmentSlot`)

   list

     a persistent `List` of `Equipment` in the holster slots

   returns

     a `List` of `Equipment` in the holster slots

   Annotations
     @tailrec()
10.  def clone(): AnyRef
    Attributes
      protected[lang]
    Definition Classes
      AnyRef
    Annotations
      @throws(classOf[java.lang.CloneNotSupportedException]) @native()
11.  def commonDestroyConstructionItem(player: Player, tool: ConstructionItem, index: Int): Unit

    Destroy a `ConstructionItem` object that can be found in the indexed slot.

    Destroy a `ConstructionItem` object that can be found in the indexed slot.

    tool

      the `ConstructionItem` object currently in the slot (checked)

    index

      the slot index

    See also

      `Player.Find`

12.  def deployableWithinBuildLimits(player: Player, obj: Deployable): Boolean

    Test whether this deployable can be constructed by this given player.

    Test whether this deployable can be constructed by this given player. The test actually involves a number of checks against numerical limits for supporting the deployable (the first of which is whether there is any limit at all). Depending on the result against limits successfully, various status messages can be dispatched to the client and the deployable will be considered permitted to be constructed.
    The first placement limit is the actual number of a specific type of deployable. The second placement limit is the actual number of a specific group (category) of deployables. Depending on which limit is encountered, an "oldest entry" is struck from the list to make space. This generates the first message - "@*OldestDestroyed." Another message is generated if the number of that specific type of deployable or the number of deployables available in its category matches against the maximum count allowed. This generates the second message - "@*LimitReached." These messages are mutually exclusive, with "@*OldestDestroyed" taking priority over "@*LimitReached."
    Finally, the player needs to actually manage the deployable. Once that responsibility is proven, all tests are considered passed.

    player

      the player that would manage the deployable

    obj

      the deployable

    returns

      `true`, if the deployable can be constructed under the control of and be supported by the player; `false`, otherwise

    See also

      `ChatMsg`

      `DeployableToolbox`

      `DeployableToolbox.Add`

      `DeployableToolbox.Available`

      `DeployableToolbox.CountDeployable`

      `DeployableToolbox.DisplaceFirst`

      `Deployable.Deconstruct`

      `Deployable.Ownership`

      `gainDeployableOwnership`

      `ObjectDeployedMessage`

      `PlayerControl.sendResponse`

13.  final def eq(arg0: AnyRef): Boolean
    Definition Classes
      AnyRef
14.  def equals(arg0: AnyRef): Boolean
    Definition Classes
      AnyRef → Any
15.  def fillEmptyHolsters(iter: Iterator[EquipmentSlot], list: List[InventoryItem]): List[InventoryItem]

    Iterate over a group of `EquipmentSlot`s, some of which may be occupied with an item.

    Iterate over a group of `EquipmentSlot`s, some of which may be occupied with an item. For any slots that are not yet occupied by an item, search through the `List` and find an item that fits in that slot. Add that item to the slot and remove it from the list.

    iter

      the `Iterator` of `EquipmentSlot`s

    list

      a `List` of all `Equipment` that is not yet assigned to a holster slot or an inventory slot

    returns

      the `List` of all `Equipment` not yet assigned to a holster slot or an inventory slot

    Annotations
      @tailrec()
16.  def finalize(): Unit
    Attributes
      protected[lang]
    Definition Classes
      AnyRef
    Annotations
      @throws(classOf[java.lang.Throwable])
17.  def findReplacementConstructionItem(player: Player, tool: ConstructionItem, index: Int): Unit

    Find a `ConstructionItem` object in player's inventory that is the same type as a target `ConstructionItem` object and transfer it into the designated slot index, usually a holster.

    Find a `ConstructionItem` object in player's inventory that is the same type as a target `ConstructionItem` object and transfer it into the designated slot index, usually a holster. Draw that holster. After being transferred, the replacement should be reconfigured to match the fire mode of the original. The primary use of this operation is following the successful manifestation of a deployable in the game world.
    As this function should be used in response to some other action such as actually placing a deployable, do not instigate bundling from within the function's scope.

    tool

      the `ConstructionItem` object to match

    index

      where to put the discovered replacement

    See also

      `WorldSessionActor.FinalizeDeployable`
      `FindEquipmentStock`

18.  def gainDeployableOwnership(player: Player, obj: Deployable, addFunc: (Deployable) => Boolean): Boolean

    Grant ownership over a deployable to a player and calls for an update to the UI for that deployable.

    Grant ownership over a deployable to a player and calls for an update to the UI for that deployable. Although the formal the ownership change is delayed slightly by messaging protocol, the outcome of this function is reliant more on the function parameter used to append the deployable to the management system of the to-be-owning player. The difference is between technical ownership and indirect knowledge of ownership and how these ownership awareness states operate differently on management of the deployable.

    player

      the player who would own the deployable

    obj

      the deployable

    addFunc

      the process for assigning management of the deployable to the player

    returns

      `true`, if the player was assignment management of the deployable; `false`, otherwise

    See also

      `Deployable.Ownership`

      `LocalAction.DeployableUIFor`

19.  final def getClass(): Class[_ <: AnyRef]
    Definition Classes
      AnyRef → Any
    Annotations
      @native()
20.  def hashCode(): Int
    Definition Classes
      AnyRef → Any
    Annotations
      @native()
21.  final def isInstanceOf[T0]: Boolean
    Definition Classes
      Any
22.  final def ne(arg0: AnyRef): Boolean
    Definition Classes
      AnyRef
23.  final def notify(): Unit
    Definition Classes
      AnyRef
    Annotations
      @native()
24.  final def notifyAll(): Unit
    Definition Classes
      AnyRef
    Annotations
      @native()
25.  def repairModifierLevel(player: Player): Int

    For a given selection of certification, find the player's engineer level.

    For a given selection of certification, find the player's engineer level. The level of a player with no engineering certification is 0. The certifications that matter are all related to the ability to repair damaged equipment and the ability to place combat support utilities - combat engineering (ce) deployables - in the game world.

    player

      the player whose certifications are to be tested

    returns

      the engineering level

    See also

      `Avatar.certifications`

      `Certification`

26.  def safelyRemoveConstructionItemFromSlot(player: Player, tool: ConstructionItem, index: Int, logDecorator: String = "SafelyRemoveConstructionItemFromSlot"): Boolean

    Find the target `ConstructionTool` object, either at the suggested slot or wherever it is on the `player`, and remove it from the game world visually.
    Not finding the target object at its intended slot is an entirely recoverable situation as long as the target object is discovered to be somewhere else in the player's holsters or inventory space.

    Find the target `ConstructionTool` object, either at the suggested slot or wherever it is on the `player`, and remove it from the game world visually.
    Not finding the target object at its intended slot is an entirely recoverable situation as long as the target object is discovered to be somewhere else in the player's holsters or inventory space. If found after a more thorough search, merely log the discrepancy as a warning. If the discrepancy becomes common, the developer messed up the function call or he should not be using this function.

    tool

      the `ConstructionItem` object currently in the slot (checked)

    index

      the slot index

    logDecorator

      what kind of designation to give any log entires originating from this function; defaults to its own function name

    returns

      `true`, if the target object was found and removed; `false`, otherwise

27.  def successfulBuildActivity(zone: Zone, channel: String, obj: Deployable): Unit

    Common actions related to constructing a new `Deployable` object in the game environment.

    Common actions related to constructing a new `Deployable` object in the game environment.

    zone

      in which zone these messages apply

    channel

      to whom to send the messages

    obj

      the `Deployable` object

28.  final def synchronized[T0](arg0: => T0): T0
    Definition Classes
      AnyRef
29.  def toString(): String
    Definition Classes
      AnyRef → Any
30.  final def wait(): Unit
    Definition Classes
      AnyRef
    Annotations
      @throws(classOf[java.lang.InterruptedException])
31.  final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
      AnyRef
    Annotations
      @throws(classOf[java.lang.InterruptedException])
32.  final def wait(arg0: Long): Unit
    Definition Classes
      AnyRef
    Annotations
      @throws(classOf[java.lang.InterruptedException]) @native()

### Inherited from AnyRef

### Inherited from Any

### Ungrouped