Two parts of the deployable lifecycle are supported - building/deployment and dismissal/deconstruction.</p><divclass="fullcomment"><divclass="comment cmt"><p>A <code>trait</code> mixin to manage the basic lifecycle of <code>Deployable</code> entities.<br>
<br>
Two parts of the deployable lifecycle are supported - building/deployment and dismissal/deconstruction.
Furthermore, both parts of the lifecycle can also be broken down into two parts for the purposes of sequencing.
The former part can be referred to as "preparation" which, at the least, queues the future part.
This latter part can be referred to as "execution" where the the actual process takes place.
Internal messaging protocol permits the lifecycle to transition.
"Building" of the deployable starts when a <code>Setup</code> request is received during the appropriate window of opportunity
and queues up a the formal construction event and its packets for a later period (usually a few seconds).
After being constructed, the deployable can be deconstructed by receiving such a <code>Deconstruct</code> message.
As deployables are capable of being owned by the player,
in between two two states of being created and deconstructed,
deployables may also recognize that their ownership has been changed and go through appropriate element shuffling.
That recognition is much easier before having their construction finalized, however.<br>
Interaction with the major zone deployable management service is crucial.</p></div><dlclass="attributes block"><dt>See also</dt><dd><spanclass="cmt"><p><code>OwnableByPlayer</code></p></span><spanclass="cmt"><p><code>ZoneDeployableActor</code></p></span></dd></dl></div></li><liclass="indented0 "name="net.psforever.objects.ce.InteractWithMines"group="Ungrouped"fullComment="yes"data-isabs="false"visbl="pub"><aid="InteractWithMinesextendsZoneInteraction"></a><aid="InteractWithMines:InteractWithMines"></a><spanclass="permalink"><ahref="../../../../net/psforever/objects/ce/InteractWithMines.html"title="Permalink"><iclass="material-icons"></i></a></span><spanclass="modifier_kind"><spanclass="modifier"></span><spanclass="kind">class</span></span><spanclass="symbol"><ahref="InteractWithMines.html"title="This game entity may infrequently test whether it may interact with game world deployable extra-territorial munitions."><spanclass="name">InteractWithMines</span></a><spanclass="result"> extends <ahref="../zones/ZoneInteraction.html"name="net.psforever.objects.zones.ZoneInteraction"id="net.psforever.objects.zones.ZoneInteraction"class="extype">ZoneInteraction</a></span></span><pclass="shortcomment cmt">This game entity may infrequently test whether it may interact with game world deployable extra-territorial munitions.</p><divclass="fullcomment"><divclass="comment cmt"><p>This game entity may infrequently test whether it may interact with game world deployable extra-territorial munitions.
"Interact", here, is a graceful word for "trample upon" and the consequence should be an explosion
and maybe death.
</p></div></div></li><liclass="indented0 "name="net.psforever.objects.ce.TelepadControl"group="Ungrouped"fullComment="no"data-isabs="false"visbl="pub"><aid="TelepadControlextendsActor"></a><aid="TelepadControl:TelepadControl"></a><spanclass="permalink"><ahref="../../../../net/psforever/objects/ce/TelepadControl.html"title="Permalink"><iclass="material-icons"></i></a></span><spanclass="modifier_kind"><spanclass="modifier"></span><spanclass="kind">class</span></span><spanclass="symbol"><ahref="TelepadControl.html"title="Telepad-like components don't actually use control agents right now, but, since the trait is used for a Vehicle Utility entity as well as a Deployable entity, and all utilities are supposed to have control agents with which to interface, a placeholder like this is easy to reason around."><spanclass="name">TelepadControl</span></a><spanclass="result"> extends <spanname="akka.actor.Actor"class="extype">Actor</span></span></span><pclass="shortcomment cmt">Telepad-like components don't actually use control agents right now, but,