# PSF-LoginServer - master - net.psforever.objects.vital.resolution
PSF - LoginServer - master - net.psforever.objects.vital.resolution
Keywords: PSF LoginServer master net.psforever.objects.vital.resolution

PSF-LoginServer - master < Back


# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package objects
  Definition Classes
    psforever
-  package vital
  Definition Classes
    objects
-  package base
  Definition Classes
    vital
-  package collision
  Definition Classes
    vital
-  package damage
  Definition Classes
    vital
-  package environment
  Definition Classes
    vital
-  package etc
  Definition Classes
    vital
-  package interaction
  Definition Classes
    vital
-  package projectile
  Definition Classes
    vital
-  package prop
  Definition Classes
    vital
-  package resistance
  Definition Classes
    vital
-  package resolution
  Definition Classes
    vital
- DamageAndResistance
- DamageResistanceCalculations
- DamageResistanceModel
- ResolutionCalculations

p

net.psforever.objects.vital

# resolution

#### package resolution


Ordering

1. Alphabetic

Visibility

1. Public
2. Protected

### Type Members

1.  trait DamageAndResistance extends AnyRef

   The functionality that is necessary for interaction of a vital game object with the rest of the hostile game world.

2.  abstract class DamageResistanceCalculations [A] extends ResolutionCalculations

   A specific implementation of `ResolutionCalculations` that deals with the damage value and the resistance value in a specific manner.

   A specific implementation of `ResolutionCalculations` that deals with the damage value and the resistance value in a specific manner. (The input type of the function literal output of `calcFunc`.)

   A

     an internal type that converts between `calcFunc`'s output and `applyFunc`'s input; never has to be defined explicitly but will be checked at compile time

   See also

     `DamageCalculations.WithModifiers`

3.  trait DamageResistanceModel extends DamageAndResistance

   The functionality that is necessary for interaction of a vital game object with the rest of the hostile game world.
   A vital object can be hurt or damaged or healed or repaired (HDHR).

   The functionality that is necessary for interaction of a vital game object with the rest of the hostile game world.
   A vital object can be hurt or damaged or healed or repaired (HDHR). The actual implementation of how that works is left to the specific object and its interfaces, however. The more involved values that are applied to the vital object are calculated by a series of functions that contribute different values, e.g., the value for being damaged. "Being damaged" is also not the same for all valid targets: some targets don't utilize the same kinds of values in the same way as another, and some targets utilize a different assortment of values than either of the first two examples. The damage model is a common interface for producing those values and reconciling those values with a valid target object without much fuss.
   By default, nothing should do anything of substance.

   See also

     `Vitality`

4.  trait ResolutionCalculations extends AnyRef

   The base for the combining step of all projectile-induced damage calculation function literals.

### Value Members

1.  object DamageAndResistance
2.  object ResolutionCalculations

### Ungrouped