package vital
- Alphabetic
- Public
- Protected
Package Members
- package damage
- package projectile
- package resistance
- package resolution
Type Members
- final case class DamageFromExplosion(target: PlayerSource, cause: ObjectDefinition) extends DamagingActivity with Product with Serializable
- final case class DamageFromPainbox(target: PlayerSource, painbox: Painbox, damage: Int) extends DamagingActivity with Product with Serializable
- final case class DamageFromProjectile(data: ResolvedProjectile) extends DamagingActivity with Product with Serializable
- trait DamageResistanceModel extends AnyRef
The functionality that is necessary for interaction of a vital game object with the rest of the 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 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
- abstract class DamagingActivity extends VitalsActivity
- final case class HealFromEquipment(target: PlayerSource, user: PlayerSource, amount: Int, equipment_def: EquipmentDefinition) extends HealingActivity with Product with Serializable
- final case class HealFromExoSuitChange(target: PlayerSource, exosuit: types.ExoSuitType.Value) extends HealingActivity with Product with Serializable
- final case class HealFromImplant(target: PlayerSource, amount: Int, implant: ImplantType) extends HealingActivity with Product with Serializable
- final case class HealFromKit(target: PlayerSource, amount: Int, kit_def: KitDefinition) extends HealingActivity with Product with Serializable
- final case class HealFromTerm(target: PlayerSource, health: Int, armor: Int, term_def: TerminalDefinition) extends HealingActivity with Product with Serializable
- abstract class HealingActivity extends VitalsActivity
- final case class PlayerSuicide(target: PlayerSource) extends DamagingActivity with Product with Serializable
- final case class RepairFromEquipment(target: PlayerSource, user: PlayerSource, amount: Int, equipment_def: EquipmentDefinition) extends HealingActivity with Product with Serializable
- final case class RepairFromKit(target: PlayerSource, amount: Int, kit_def: KitDefinition) extends HealingActivity with Product with Serializable
- final case class RepairFromTerm(target: VehicleSource, amount: Int, term_def: TerminalDefinition) extends HealingActivity with Product with Serializable
- class SpecificDamageProfile extends DamageProfile
- trait StandardDamageProfile extends DamageProfile
- trait StandardResistanceProfile extends ResistanceProfile
The different values for four common methods of modifying incoming damage.
The different values for four common methods of modifying incoming damage. Two of the four resistances are directly paired with forms of incoming damage. This is for defining pure accessor functions, based on the assumption that the implementing object's
Definitionis the primaryResistanceProfile. - final case class VehicleShieldCharge(target: VehicleSource, amount: Int) extends HealingActivity with Product with Serializable
- trait Vitality extends VitalsHistory
A vital object can be hurt or damaged or healed or repaired (HDHR).
A vital object can be hurt or damaged or healed or repaired (HDHR). The amount of HDHR is controlled by the damage model of this vital object reacting to stimulus. The damage model is provided.
- trait VitalityDefinition extends DamageModifiers
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The expected (but not enforced) relationship between values follows:0 <= DamageDestroysAt <= DamageDisablesAt < RepairRestoresAt <= MaxHealth. - abstract class VitalsActivity extends AnyRef
- trait VitalsHistory extends AnyRef
A vital object can be hurt or damaged or healed or repaired (HDHR).
A vital object can be hurt or damaged or healed or repaired (HDHR). A history of the previous changes in vital statistics of the underlying object is recorded in reverse chronological order.
Value Members
- object AmenityHitResistance extends ResistanceCalculations[ObjectSource]
- object AmenitySplashResistance extends ResistanceCalculations[ObjectSource]
- object ComplexDeployableResolutions extends DamageResistCalculations[Int]
- object DamageType extends Enumeration
An
Enumerationof the damage type.An
Enumerationof the damage type. These types are not necessarily representative of the kind of projectile being used; for example, the bolt driver'sboltis considered "splash." - object InfantryAggravatedResistance extends ResistanceCalculations[PlayerSource]
- object InfantryHitResistance extends ResistanceCalculations[PlayerSource]
- object InfantryLashResistance extends ResistanceCalculations[PlayerSource]
- object InfantryResolutions extends DamageResistCalculations[(Int, Int)]
- object InfantrySplashResistance extends ResistanceCalculations[PlayerSource]
- object MaxResolutions extends DamageResistCalculations[(Int, Int)]
- object NoResistance extends ResistanceCalculations[SourceEntry]
- object NoResistanceSelection extends ResistanceSelection
- object NoResolutions extends DamageResistCalculations[Int]
- object SimpleResolutions extends DamageResistCalculations[Int]
- object SpecificDamageProfile
- object StandardAmenityResistance extends ResistanceSelection
- object StandardDamageProfile
- object StandardInfantryResistance extends ResistanceSelection
- object StandardResolutions extends ResolutionSelection
- object StandardVehicleResistance extends ResistanceSelection
- object VehicleAggravatedResistance extends ResistanceCalculations[VehicleSource]
- object VehicleHitResistance extends ResistanceCalculations[VehicleSource]
- object VehicleLashResistance extends ResistanceCalculations[VehicleSource]
- object VehicleResolutions extends DamageResistCalculations[Int]
- object VehicleSplashResistance extends ResistanceCalculations[VehicleSource]
- object Vitality