Packages

package vital

Ordering
  1. Alphabetic
Visibility
  1. Public
  2. Protected

Package Members

  1. package damage
  2. package projectile
  3. package resistance
  4. package resolution

Type Members

  1. final case class DamageFromExplosion(target: PlayerSource, cause: ObjectDefinition) extends DamagingActivity with Product with Serializable
  2. final case class DamageFromPainbox(target: PlayerSource, painbox: Painbox, damage: Int) extends DamagingActivity with Product with Serializable
  3. final case class DamageFromProjectile(data: ResolvedProjectile) extends DamagingActivity with Product with Serializable
  4. 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

  5. abstract class DamagingActivity extends VitalsActivity
  6. final case class HealFromEquipment(target: PlayerSource, user: PlayerSource, amount: Int, equipment_def: EquipmentDefinition) extends HealingActivity with Product with Serializable
  7. final case class HealFromExoSuitChange(target: PlayerSource, exosuit: types.ExoSuitType.Value) extends HealingActivity with Product with Serializable
  8. final case class HealFromImplant(target: PlayerSource, amount: Int, implant: ImplantType) extends HealingActivity with Product with Serializable
  9. final case class HealFromKit(target: PlayerSource, amount: Int, kit_def: KitDefinition) extends HealingActivity with Product with Serializable
  10. final case class HealFromTerm(target: PlayerSource, health: Int, armor: Int, term_def: TerminalDefinition) extends HealingActivity with Product with Serializable
  11. abstract class HealingActivity extends VitalsActivity
  12. final case class PlayerSuicide(target: PlayerSource) extends DamagingActivity with Product with Serializable
  13. final case class RepairFromEquipment(target: PlayerSource, user: PlayerSource, amount: Int, equipment_def: EquipmentDefinition) extends HealingActivity with Product with Serializable
  14. final case class RepairFromKit(target: PlayerSource, amount: Int, kit_def: KitDefinition) extends HealingActivity with Product with Serializable
  15. final case class RepairFromTerm(target: VehicleSource, amount: Int, term_def: TerminalDefinition) extends HealingActivity with Product with Serializable
  16. class SpecificDamageProfile extends DamageProfile
  17. trait StandardDamageProfile extends DamageProfile
  18. 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 Definition is the primary ResistanceProfile.

  19. final case class VehicleShieldCharge(target: VehicleSource, amount: Int) extends HealingActivity with Product with Serializable
  20. 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.

  21. trait VitalityDefinition extends DamageModifiers

    na

    The expected (but not enforced) relationship between values follows: 0 <= DamageDestroysAt <= DamageDisablesAt < RepairRestoresAt <= MaxHealth.

  22. abstract class VitalsActivity extends AnyRef
  23. 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

  1. object AmenityHitResistance extends ResistanceCalculations[ObjectSource]
  2. object AmenitySplashResistance extends ResistanceCalculations[ObjectSource]
  3. object ComplexDeployableResolutions extends DamageResistCalculations[Int]
  4. object DamageType extends Enumeration

    An Enumeration of the damage type.

    An Enumeration of the damage type. These types are not necessarily representative of the kind of projectile being used; for example, the bolt driver's bolt is considered "splash."

  5. object InfantryAggravatedResistance extends ResistanceCalculations[PlayerSource]
  6. object InfantryHitResistance extends ResistanceCalculations[PlayerSource]
  7. object InfantryLashResistance extends ResistanceCalculations[PlayerSource]
  8. object InfantryResolutions extends DamageResistCalculations[(Int, Int)]
  9. object InfantrySplashResistance extends ResistanceCalculations[PlayerSource]
  10. object MaxResolutions extends DamageResistCalculations[(Int, Int)]
  11. object NoResistance extends ResistanceCalculations[SourceEntry]
  12. object NoResistanceSelection extends ResistanceSelection
  13. object NoResolutions extends DamageResistCalculations[Int]
  14. object SimpleResolutions extends DamageResistCalculations[Int]
  15. object SpecificDamageProfile
  16. object StandardAmenityResistance extends ResistanceSelection
  17. object StandardDamageProfile
  18. object StandardInfantryResistance extends ResistanceSelection
  19. object StandardResolutions extends ResolutionSelection
  20. object StandardVehicleResistance extends ResistanceSelection
  21. object VehicleAggravatedResistance extends ResistanceCalculations[VehicleSource]
  22. object VehicleHitResistance extends ResistanceCalculations[VehicleSource]
  23. object VehicleLashResistance extends ResistanceCalculations[VehicleSource]
  24. object VehicleResolutions extends DamageResistCalculations[Int]
  25. object VehicleSplashResistance extends ResistanceCalculations[VehicleSource]
  26. object Vitality

Ungrouped