Packages

package ballistics

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Visibility
  1. Public
  2. Protected

Type Members

  1. final case class ComplexDeployableSource(obj_def: ObjectDefinition with DeployableDefinition, faction: types.PlanetSideEmpire.Value, health: Int, shields: Int, ownerName: String, position: Vector3, orientation: Vector3) extends SourceEntry with Product with Serializable
  2. final case class DeployableSource(obj_def: ObjectDefinition with DeployableDefinition, faction: types.PlanetSideEmpire.Value, health: Int, ownerName: String, position: Vector3, orientation: Vector3) extends SourceEntry with Product with Serializable
  3. class NonvitalDefinition extends ObjectDefinition with ResistanceProfileMutators with VitalityDefinition

    A wrapper for a definition that does not represent a Vitality object.

  4. final case class ObjectSource(obj: PlanetSideGameObject, faction: types.PlanetSideEmpire.Value, position: Vector3, orientation: Vector3, velocity: Option[Vector3]) extends SourceEntry with Product with Serializable
  5. final case class PlayerSource(name: String, char_id: Long, obj_def: AvatarDefinition, faction: types.PlanetSideEmpire.Value, exosuit: types.ExoSuitType.Value, seated: Boolean, health: Int, armor: Int, position: Vector3, orientation: Vector3, velocity: Option[Vector3], modifiers: ResistanceProfile) extends SourceEntry with Product with Serializable
  6. final case class Projectile(profile: ProjectileDefinition, tool_def: ToolDefinition, fire_mode: FireModeDefinition, owner: SourceEntry, attribute_to: Int, shot_origin: Vector3, shot_angle: Vector3, fire_time: Long = System.nanoTime) extends PlanetSideGameObject with Product with Serializable

    A summation of weapon (Tool) discharge.

    A summation of weapon (Tool) discharge.

    profile

    an explanation of the damage that can be performed by this discharge

    tool_def

    the weapon that caused this discharge

    fire_mode

    the current fire mode of the tool used

    owner

    the agency that caused the weapon to produce this projectile; most often a player (PlayerSource)

    attribute_to

    an object ID that refers to the method of death that would be reported; usually the same as tool_def.ObjectId; if not, then it is a type of vehicle (and owner should have a positive seated field)

    shot_origin

    where the projectile started

    shot_angle

    in which direction the projectile was aimed when it was discharged

    fire_time

    when the weapon discharged was recorded; defaults to System.nanoTime

    See also

    ProjectileDefinition
    ToolDefinition
    FireModeDefinition
    SourceEntry
    PlayerSource

  7. final case class ResolvedProjectile(resolution: ProjectileResolution.Value, projectile: Projectile, target: SourceEntry, damage_model: DamageResistanceModel, hit_pos: Vector3) extends Product with Serializable

    An encapsulation of a projectile event that records sufficient historical information about the interaction of weapons discharge and a target to the point that the original event might be reconstructed.

    An encapsulation of a projectile event that records sufficient historical information about the interaction of weapons discharge and a target to the point that the original event might be reconstructed. Reenacting the calculations of this entry should always produce the same values.

    resolution

    how the projectile hit was executed

    projectile

    the original projectile

    target

    what the projectile hit

    damage_model

    the kind of damage model to which the target is/was subject

    hit_pos

    where the projectile hit

  8. trait SourceEntry extends WorldEntity
  9. final case class VehicleSource(obj_def: VehicleDefinition, faction: types.PlanetSideEmpire.Value, health: Int, shields: Int, position: Vector3, orientation: Vector3, velocity: Option[Vector3], modifiers: ResistanceProfile) extends SourceEntry with Product with Serializable

Value Members

  1. object ComplexDeployableSource extends Serializable
  2. object DeployableSource extends Serializable
  3. object NonvitalDefinition
  4. object ObjectSource extends Serializable
  5. object PlayerSource extends Serializable
  6. object Projectile extends Serializable
  7. object ProjectileResolution extends Enumeration

    An Enumeration of outcomes regarding what actually happened to the projectile.

  8. object Projectiles extends Enumeration

    An Enumeration of all the projectile types in the game, paired with their object id as the Value.

  9. object SourceEntry
  10. object VehicleSource extends Serializable

Ungrouped