t

net.psforever.objects.vital

DamageResistanceModel

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 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.

Source
DamageResistanceModel.scala
See also

Vitality

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  1. final def !=(arg0: Any): Boolean
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  4. def Calculate(data: ResolvedProjectile, resolution: DamageType.Value): Output

    Magic stuff.

    Magic stuff.

    data

    the historical ResolvedProjectile information

    resolution

    an explicit damage resolution overriding the one in the ResolvedProjectile object

    returns

    a function literal that encapsulates delayed modification instructions for certain objects

  5. def Calculate(data: ResolvedProjectile): Output

    Magic stuff.

    Magic stuff.

    data

    the historical ResolvedProjectile information

    returns

    a function literal that encapsulates delayed modification instructions for certain objects

  6. def DamageUsing: Selector
  7. def DamageUsing_=(selector: Selector): Selector
  8. def Model: Form
  9. def Model_=(selector: Form): Form
  10. def ResistUsing: ResistanceSelection
  11. def ResistUsing_=(selector: ResistanceSelection): ResistanceSelection
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