trait DamageableVehicle extends DamageableEntity
The "control" Actor mixin for damage-handling code for Vehicle objects.
- Source
- DamageableVehicle.scala
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- DamageableVehicle
- DamageableEntity
- Damageable
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- abstract def DamageableObject: Vehicle
Contextual access to the object being the target of this damage.
Contextual access to the object being the target of this damage. Needs declaration in lowest implementing code.
- returns
the entity controlled by this actor
- Definition Classes
- DamageableVehicle → Damageable
Concrete Value Members
- final def !=(arg0: Any): Boolean
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- final def ##: Int
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- final def ==(arg0: Any): Boolean
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- def DamageAwareness(target: Target, cause: ResolvedProjectile, amount: Int): Unit
What happens when damage is sustained but the target does not get destroyed.
What happens when damage is sustained but the target does not get destroyed.
- target
the entity being damaged
- cause
historical information about the damage
- amount
the amount of damage
- Attributes
- protected
- Definition Classes
- DamageableVehicle → DamageableEntity
- def DamageLog(target: Target, msg: String): Unit
Log a damage message with a decorator for this target.
Log a damage message with a decorator for this target. The decorator is constructed by the
Actorname of the entity, sliced after the last forward/slash. For example, for "foo/bar/name", the decorator is just "name".- target
the entity to be used for the decorator
- msg
the message for the damage log
- Attributes
- protected
- Definition Classes
- DamageableEntity
- See also
PlanetSideServerObject
- def DamageLog(msg: String): Unit
Log a damage message.
Log a damage message.
- msg
the message for the damage log
- Attributes
- protected
- Definition Classes
- DamageableEntity
- def DestructionAwareness(target: Target, cause: ResolvedProjectile): Unit
What happens when the target sustains too much damage and is destroyed.
What happens when the target sustains too much damage and is destroyed.
- target
the entity being destroyed
- cause
historical information about the damage
- Attributes
- protected
- Definition Classes
- DamageableVehicle → DamageableEntity
- See also
Damageable.DestructionAwareness
- def HandleDamage(target: Target, cause: ResolvedProjectile, damage: Int): Unit
Select between mere damage reception or target destruction.
Select between mere damage reception or target destruction.
- target
the entity being damaged
- cause
historical information about the damage
- damage
the amount of damage
- Attributes
- protected
- Definition Classes
- DamageableEntity
- See also
VitalDefinition.DamageDestroysAt
- def PerformDamage(target: Target, applyDamageTo: Output): Unit
Vehicles may have charged shields that absorb damage before the vehicle's own health is affected.
Vehicles may have charged shields that absorb damage before the vehicle's own health is affected.
- target
the entity to be damaged
- applyDamageTo
the function that applies the damage to the target in a target-tailored fashion
- Attributes
- protected
- Definition Classes
- DamageableVehicle → DamageableEntity
- def TakesDamage: Receive
Catch the expected damage message and apply checks to the target.
Catch the expected damage message and apply checks to the target. If adding custom message handling in an future child implementation, override this method and call
super.TakesDamage.orElse { ... }.- Attributes
- protected
- Definition Classes
- DamageableVehicle → DamageableEntity → Damageable
- See also
Damageable.TakesDamageResolutionCalcultions.OutputVitality.CanDamageVitality.Damage
- def WillAffectTarget(target: Target, damage: Int, cause: ResolvedProjectile): Boolean
Does the damage or the projectile that caused the damage offer any reason to execute the reminder of damage resolution considerations? The projectile causing additional affects, e.g., jamming, should be tested here, when applicable.
Does the damage or the projectile that caused the damage offer any reason to execute the reminder of damage resolution considerations? The projectile causing additional affects, e.g., jamming, should be tested here, when applicable. Contrast with
Vitality.CanDamage. The damage value tested against should be the total value of all meaningful vital statistics affected.- target
the entity to be damaged
- damage
the amount of damage
- cause
historical information about the damage
- returns
true, if damage resolution is to be evaluated;false, otherwise
- Attributes
- protected
- Definition Classes
- DamageableEntity
- See also
Damageable.CanDamageOrJammerPerformDamage
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- final val takesDamage: Receive
the official mixin hook;
orElseonto the "control"Actorreceivethe official mixin hook;
orElseonto the "control"Actorreceive- Definition Classes
- Damageable
- def toString(): String
- Definition Classes
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