com.planet_ink.coffee_mud.Libraries.interfaces
Interface CMFlagLibrary

All Superinterfaces:
java.lang.Cloneable, CMLibrary, CMObject, java.lang.Comparable<CMObject>
All Known Implementing Classes:
Sense

public interface CMFlagLibrary
extends CMLibrary

The Flag Library is full of shortcut methods for checking the state of objects in a high level way. This allows the underlying functionality of those states to change more easily in the future. Most of these check PhyStats disposition and senses flags, but there are also methods for checking room states, sorting through abilities by their flags, and similar methods. I guess it's really a state-checking-catch-all library.


Nested Class Summary
static class CMFlagLibrary.ComingOrGoing
          A disposition enum for various flagg methods.
 
Method Summary
 boolean allowsMovement(Area A)
          Returns whether this area allows mobs or players to enter or leave.
 boolean allowsMovement(Room R)
          Returns whether this room allows mobs or players to enter or leave.
 boolean canAccess(MOB mob, Area A)
          Returns whether the given mob can 'access' the given area, due to it not being hidden and sharing a timezone.
 boolean canAccess(MOB mob, Room R)
          Returns whether the given mob can 'access' the given room, due to it not being hidden and sharing a timezone.
 boolean canActAtAll(Tickable affecting)
          Returns whether the given affecting (usually a mob) is alive, awake, mobile, and officially in the game.
 boolean canAutoAttack(MOB M)
          Returns whether the given mob is allowed to use their auto attack every tick, if that even applies to this system.
 boolean canBarelyBeSeenBy(Environmental seen, MOB seer)
          Returns whether the given seen mob or item or room or whatever can only BARELY be seen by the given seer, given moon lightning mostly.
 boolean canBeHeardMovingBy(Physical heard, MOB hearer)
          Returns whether the given hearer mob can hear the given mob or object moving around.
 boolean canBeHeardSpeakingBy(Physical heard, MOB hearer)
          Returns whether the given hearer mob can hear the given mob or object speaking.
 boolean canBeLocated(Physical P)
          Returns whether the given physical object can be located by magical means.
 boolean canBeSeenBy(Environmental seen, MOB seer)
          Returns whether the given seen mob or item or room or whatever can be seen by the given seer, given conditions, lighting, hidden, etc.
 boolean canBreathe(MOB M)
          Return whether the given mob is able to breathe at all due to a strictly personal defect.
 boolean canBreatheHere(MOB M, Room R)
          Return whether the given mob is able to breathe in the given room due to their race and the atmosphere of the room.
 boolean canBreatheThis(MOB M, int atmoResource)
          Return whether the given mob is able to breathe the given resource due to their race, usually.
 boolean canConcentrate(MOB M)
          Returns whether the given mob has the ability to concentrate enough to cast spells.
 boolean canFreelyBehaveNormal(Tickable affecting)
          Returns whether the given affecting (usually a mob) is alive, awake, mobile, and officially in the game, and not in combat, sufficiently healthy, and not following anyone.
 boolean canHear(MOB M)
          Return whether the given mob is deaf or otherwise unable to hear due to a strictly personal defect.
 boolean canMove(MOB M)
          Return whether the given mob is able to move at all.
 boolean canNotBeCamped(Physical P)
          Returns whether the given mob or item is not allowed to be camped, meaning they won't respawn while someone is just hanging around waiting in the room for them to spawn.
 boolean canSee(MOB M)
          Return whether the given mob is blind or otherwise unable to see due to a strictly personal defect.
 boolean canSeeBonusItems(MOB M)
          Returns whether the given mob has the ability to see magic items as such.
 boolean canSeeEvil(MOB M)
          Returns whether the given mob has the ability to see evil in people/things.
 boolean canSeeGood(MOB M)
          Returns whether the given mob has the ability to see good in people/things.
 boolean canSeeHidden(MOB M)
          Returns whether the given mob has the ability to see hidden.
 boolean canSeeHiddenItems(MOB M)
          Returns whether the given mob has the ability to see hidden items, but not necessarily mobs.
 boolean canSeeInDark(MOB M)
          Returns whether the given mob has the ability to see in the dark.
 boolean canSeeInfrared(MOB M)
          Returns whether the given mob has the ability to see warm blooded mobs in the dark.
 boolean canSeeInvisible(MOB M)
          Returns whether the given mob has the ability to see invisible.
 boolean canSeeMetal(MOB M)
          Returns whether the given mob has the ability to see metal items as such.
 boolean canSeeSneakers(MOB M)
          Returns whether the given mob has the ability to see sneaking mobs.
 boolean canSeeVictims(MOB M)
          Returns whether the given mob has the ability to see their enemies in the dark.
 boolean canSenseEnteringLeaving(Physical sensed, MOB sensor)
          Returns whether the given sensor mob can sense the given mob or object coming and going.
 boolean canSenseMoving(Physical sensed, MOB sensor)
          Returns whether the given sensor can see or hear the given sensed mob or object moving around.
 boolean canSmell(MOB M)
          Return whether the given mob is stuffed or otherwise unable to smell due to a strictly personal defect.
 boolean canSpeak(MOB M)
          Return whether the given mob is mute or otherwise unable to speak due to a strictly personal defect.
 boolean canTaste(MOB M)
          Return whether the given mob is able to eat or drink due to the lack of strictly personal defects.
 boolean canTrack(Physical P)
          Returns whether the given thing is allowed to do mundane things, such as patrolling or tracking or being mobile.
 java.util.List<Ability> domainAbilities(MOB M, int domain)
          Returns the list of abilities that have are part of the given ability domain.
 java.util.List<Ability> domainAffects(Physical P, int domain)
          Returns the list of effects that have are part of the given ability domain.
 java.util.List<Ability> domainAnyAffects(Physical P, int domain)
          Returns the list of effects that have are part of the given ability domain.
 java.util.List<Ability> flaggedAbilities(MOB M, long flag)
          Returns the list of Abilities that have the given ability flag(s) set.
 java.util.List<Ability> flaggedAffects(Physical P, long flag)
          Returns the list of effects that have the given ability flag(s) set.
 java.util.List<Ability> flaggedAnyAffects(Physical P, long flag)
          Returns the list of effects that have the given ability flag(s) set.
 java.util.List<Behavior> flaggedBehaviors(PhysicalAgent P, long flag)
          Returns the list of behaviors that have the given behavior flag(s) set.
 java.lang.String getAbilityDomain(Ability A)
          Returns the ability domain name for the given Ability.
 int getAbilityDomain(java.lang.String name)
          Returns the ability domain bitmask for the given ability domain name.
 java.lang.String getAbilityType_(Ability A)
          Returns the ability type/code name for the given Ability.
 int getAbilityType_(java.lang.String name)
          Returns the ability type code for the given ability type name.
 java.lang.String getAbilityType(Ability A)
          Returns the ability type/code name for the given Ability.
 int getAbilityType(java.lang.String name)
          Returns the ability type code for the given ability type name.
 java.lang.String getAge(MOB M)
          Returns the friendly descriptive age of the given mob, whether baby, child, player, whatever.
 java.lang.String getAlignmentName(Environmental E)
          Returns the simple word that would describe the alignment of the given mob or item or whatever.
 int getDetectScore(MOB seer)
          Deprecated, but returns the total hide detection score for the given mob.
 java.lang.String getDispositionBlurbs(Physical seen, MOB seer)
          Returns the disposition blurbs that apply to the given seen mob, item, room, whatever, as soon by the given seer mob.
 java.lang.String getDispositionDescList(Physical obj, boolean useVerbs)
          Returns a command-delimited list of dispassionate description of the disposition of the given physical mob, item, whatever.
 int getDispositionIndex(java.lang.String name)
          Returns the enumerated disposition index associated with the given disposition name, such as ISSWIMMING, etc.
 java.lang.String getDispositionStateList(MOB mob)
          Returns a comma delimited list of the senses masks on the given mob.
 int getFallingDirection(Physical P)
          Returns which direction, if any, the given object is falling.
 int getHideScore(Physical seen)
          Deprecated, but returns the total hide score for the given mob, item, whatever.
 java.lang.String getPresentDispositionVerb(Physical seen, CMFlagLibrary.ComingOrGoing flag_msgType)
          Returns the present-tense verb that applies to the disposition of the given seen thing, given the detail about how they verbbing.
 java.lang.String getSensesDescList(Physical obj, boolean useVerbs)
          Returns a command-delimited list of dispassionate description of the senses of the given physical mob, item, whatever.
 int getSensesIndex(java.lang.String name)
          Returns the enumerated senses index associated with the given senses name, such as CANSEEDARK, etc.
 java.lang.String getSensesStateList(MOB mob)
          Returns a comma delimited list of the senses masks on the given mob.
 boolean hasAControlledFollower(MOB invoker, Ability A)
          Returns whether the given invoker mob is controlling a mob, who is following the invoker, optionally using the given Ability.
 boolean isABonusItems(Physical P)
          Returns whether the given mob, item, whatever is flagged as being magical.
 boolean isAControlledFollower(MOB invoker, MOB mob, Ability A)
          Returns whether the given invoker mob is controlling the given mob, who is following the invoker, optionally using the given Ability.
 boolean isAggressiveTo(MOB M, MOB toM)
          Returns whether the first given mob is potentially or probably agressive to the second mob.
 boolean isAiryRoom(Room R)
          Returns whether the given room, whatever is airy, such as an in the air, or an open space.
 boolean isAlcoholic(Physical thang)
          Returns whether the given item is affected by or contains alcohol as a drinkable.
 boolean isAliveAwakeMobile(MOB mob, boolean quiet)
          Returns whether the given mob is alive, awake, and mobile.
 boolean isAliveAwakeMobileUnbound(MOB mob, boolean quiet)
          Returns whether the given mob is alive, awake, mobile and not bound up.
 boolean isAnimalIntelligence(MOB M)
          Returns whether the given mob is of low animal intelligence.
 boolean isAPlant(Item I)
          Returns whether the given item is of a plant-like type.
 boolean isAPlant(MOB M)
          Returns whether the given mob is of a plant-like type.
 boolean isATrackingMonster(MOB M)
          Returns whether the given mob is both a non-player npc, and is currently being driven (tracking) towards something.
 boolean isBaby(Environmental E)
          Returns whether the given mob (item usually) is a baby waiting to grow up.
 boolean isBound(Physical P)
          Returns whether the given item, mob, whatever is marked as bound.
 boolean isBoundOrHeld(Physical P)
          Returns whether the given item, mob, whatever is marked as bound or is paralyzed.
 boolean isCataloged(Environmental E)
          Returns whether the given item is marked as being an instance of a mob or item from the catalog.
 boolean isChild(Environmental E)
          Returns whether the given mob, item (baby) whatever is a baby, or a mob child born from something, what its age still being tracked by property.
 boolean isClimbing(Physical P)
          Returns whether the given item, mob, whatever is climbing.
 boolean isCloaked(Physical P)
          Returns whether the given item, mob, room, whatever is cloaked.
 boolean isCrawlable(Physical P)
          Returns whether the given room, area, exit, whatever is crawlable (not necc.
 boolean isDeadlyOrMaliciousEffect(PhysicalAgent P)
          Returns whether the given room, item, whatever has a deadly effect, such as a trap, autodeath behavior, or a property with a malicious spell in it.
 boolean isDeepWaterySurfaceRoom(Room R)
          Returns whether the given room, whatever is the surface of deep water, such as a water surface, etc.
 boolean isDroppable(Item I)
          Returns whether the given item is marked as being droppable.
 boolean isEggLayer(Race race)
          Returns whether the given race is of an egg-laying type
 boolean isEnchanted(Item I)
          Returns whether the given item has some effect other than a disease, poison, or standard property.
 boolean isEnspelled(Physical F)
          Returns whether the given item, mob, whatever is marked as being affected by an uninvokeable spell, chant, prayer, or whatever.
 boolean isEvil(Physical P)
          Returns whether the given item, mob, room, whatever is evilly aligned.
 boolean isFalling(Physical P)
          Returns whether the given item, mob, whatever is marked as falling.
 boolean isFish(MOB mob)
          Returns whether the given mob is of a fishy race type.
 boolean isFloatingFreely(Physical P)
          Returns whether the given item, mob, whatever is floating freely and uncontrolled, as when not under gravity.
 boolean isFlying(Physical P)
          Returns whether the given item, mob, whatever is flying.
 boolean isGettable(Item I)
          Returns whether the given item is marked as being gettable.
 boolean isGlowing(Physical P)
          Returns whether the given item, mob, whatever is glowing.
 boolean isGolem(Physical P)
          Returns whether the given item, mob, whatever is marked as a golem.
 boolean isGood(Physical P)
          Returns whether the given item, mob, room, whatever is goodly aligned.
 boolean isHidden(Physical P)
          Returns whether the given item, mob, room, whatever is hidden.
 boolean isInDark(Physical P)
          Returns whether the given mob, item, whatever is currently flagged dark
 boolean isInFlight(Physical P)
          Returns whether the given mob, item, whatever would fly or fall.
 boolean isInsect(MOB mob)
          Returns whether the given mob is of an insect race type.
 boolean isInTheGame(Area E, boolean reqInhabitation)
          Returns whether the given Area is actually in the game, or is just temporary or cached.
 boolean isInTheGame(Environmental E, boolean reqInhabitation)
          Returns whether the given mob, item, room, area, whatever is actually in the game, and possibly in a room, or is just temporary or cached.
 boolean isInTheGame(Item E, boolean reqInhabitation)
          Returns whether the given Item is actually in the game, and in a room, or is just temporary or cached.
 boolean isInTheGame(MOB E, boolean reqInhabitation)
          Returns whether the given MOB is actually in the game, and in a room, or is just temporary or cached.
 boolean isInTheGame(Room E, boolean reqInhabitation)
          Returns whether the given Room is actually in the game, or is just temporary or cached.
 boolean isInvisible(Physical P)
          Returns whether the given item, mob, room, whatever is invisible.
 boolean isInWilderness(Physical P)
          Returns whether the given mob, item, room, whatever is in a outdoors non-city room.
 boolean isLightSource(Physical P)
          Returns whether the given mob, item, whatever is currently flagged as a light source
 boolean isMarine(MOB mob)
          Returns whether the given mob is of a marine race type.
 boolean isMetal(Environmental E)
          Returns whether the given mob (item usually) is made of metal or mithril.
 boolean isMobile(PhysicalAgent P)
          Returns whether the given mob, item, whatever has a behavior making it move around.
 boolean isNeutral(Physical P)
          Returns whether the given item, mob, room, whatever is neutral, which is to say, neither good nor evil.
 boolean isOnFire(Physical seen)
          Returns whether the given item, mob, whatever is on fire.
 boolean isOpenAccessibleContainer(Item I)
          Returns whether the given item is a container which, when open, has accessible contents, and is also open.
 boolean isOutsider(MOB mob)
          Returns whether the given mob is of an outsider race type.
 boolean isPossiblyAggressive(MOB M)
          Returns whether the first given mob is potentially or probably agressive.
 boolean isReadable(Item I)
          Returns whether the given item is marked as being readable.
 boolean isReallyEvil(FactionMember M)
          Returns whether the given mobby factionmember is evilly aligned due to factions.
 boolean isReallyGood(FactionMember M)
          Returns whether the given mobby factionmember is goodly aligned due to factions.
 boolean isReallyNeutral(FactionMember M)
          Returns whether the given mobby factionmember is neutrally aligned due to factions.
 boolean isRejuvingItem(Item I)
          Returns whether the given item has an item rejuv actively monitoring it.
 boolean isRemovable(Item I)
          Returns whether the given item is marked as being removable.
 boolean isRunningLongCommand(MOB M)
          Returns whether the given player is executing a command taking longer than 30 seconds
 boolean isSavable(Physical P)
          Returns whether the given object is marked as being allowed to be saved to the database.
 boolean isSeeable(Physical P)
          Returns whether the given item, mob, room, whatever is seeable at all.
 boolean isSeenTheSameWay(MOB seer, Physical seen1, Physical seen2)
          Returns whether the two given physical objects appear the exact same way to the given seer mob.
 boolean isSitting(Physical P)
          Returns whether the given item, mob, whatever is sitting.
 boolean isSleeping(Physical P)
          Returns whether the given item, mob, whatever is sleeping.
 boolean isSneaking(Physical P)
          Returns whether the given mob, item whatever is sneaking
 boolean isStanding(MOB mob)
          Returns whether the given mob is standing (not sitting or sleeping) marked as swimming/floating.
 boolean isStillAffectedBy(Physical obj, java.util.List<Ability> oneOf, boolean anyTallF)
          Checks the list of ability objects against the effects of the given mob, item or whatever.
 boolean isSwimming(Physical P)
          Returns whether the given item, mob, whatever is marked as swimming/floating.
 boolean isSwimmingInWater(Physical P)
          Returns whether the given item, mob, whatever is swimming/floating in a watery room.
 boolean isTracking(MOB M)
          Returns whether the given player or npc mob is being driven (tracking) towards something
 boolean isTrapped(Physical P)
          Returns whether the given object has a trap set on it.
 boolean isUnattackable(Physical P)
          Returns whether the given item, mob, whatever is marked as unattackable.
 boolean isUndead(MOB mob)
          Returns whether the given mob is of an undead race type.
 boolean isUnderWateryRoom(Room R)
          Returns whether the given room, whatever is watery, such as an underwater, etc.
 boolean isVegetable(MOB M)
          Returns whether the given mob is of a vegetable race type.
 boolean isVermin(MOB mob)
          Returns whether the given mob is of a vermin race type.
 boolean isWaterWorthy(Physical P)
          Returns whether the given mob, item, whatever would sink or float.
 boolean isWateryRoom(Room R)
          Returns whether the given room, whatever is watery, such as a water surface, underwater, etc.
 boolean isWaterySurfaceRoom(Room R)
          Returns whether the given room, whatever is watery, such as a water surface, etc.
 boolean isWithSeenContents(Physical P)
          Returns whether the given non-mob (item) has contents which has be seen.
 java.util.List<Ability> matchedAffects(MOB invoker, Physical P, long flag, int abilityCode, int domain)
          Returns the list of effects that are on the given physical, and were invoked by the given invoker.
 void setDroppable(Item I, boolean truefalse)
          Sets whether the given item is marked as being droppable.
 void setGettable(Item I, boolean truefalse)
          Sets whether the given item is marked as being gettable.
 void setReadable(Item I, boolean truefalse)
          Sets whether the given item is marked as being readable.
 void setRemovable(Item I, boolean truefalse)
          Sets whether the given item is marked as being removable.
 void setSavable(Physical P, boolean truefalse)
          Sets whether the given object is marked as being allowed to be saved to the database.
 java.lang.String validCheck(Physical P)
          Checks the system validity of mobs, items, and rooms, and returns a report if there's a problem and it should be destroyed.
 
Methods inherited from interface com.planet_ink.coffee_mud.Libraries.interfaces.CMLibrary
activate, getServiceClient, L, propertiesLoaded, shutdown
 
Methods inherited from interface com.planet_ink.coffee_mud.core.interfaces.CMObject
copyOf, ID, initializeClass, name, newInstance
 
Methods inherited from interface java.lang.Comparable
compareTo
 

Method Detail

canSee

boolean canSee(MOB M)
Return whether the given mob is blind or otherwise unable to see due to a strictly personal defect.

Parameters:
M - the mob to check
Returns:
whether the given mob is not blind

canBeLocated

boolean canBeLocated(Physical P)
Returns whether the given physical object can be located by magical means. Applies mostly to items.

Parameters:
P - the object to check
Returns:
true if it can be located, false otherwise

canSeeHidden

boolean canSeeHidden(MOB M)
Returns whether the given mob has the ability to see hidden.

Parameters:
M - the mob to check
Returns:
whether the mob can see hidden

canSeeHiddenItems

boolean canSeeHiddenItems(MOB M)
Returns whether the given mob has the ability to see hidden items, but not necessarily mobs.

Parameters:
M - the mob to check
Returns:
whether the mob can see hidden items

canSeeInvisible

boolean canSeeInvisible(MOB M)
Returns whether the given mob has the ability to see invisible.

Parameters:
M - the mob to check
Returns:
whether the mob can see invisible

canSeeEvil

boolean canSeeEvil(MOB M)
Returns whether the given mob has the ability to see evil in people/things.

Parameters:
M - the mob to check
Returns:
whether the mob can see evil in people/things

canSeeGood

boolean canSeeGood(MOB M)
Returns whether the given mob has the ability to see good in people/things.

Parameters:
M - the mob to check
Returns:
whether the mob can see good in people/things

canSeeSneakers

boolean canSeeSneakers(MOB M)
Returns whether the given mob has the ability to see sneaking mobs.

Parameters:
M - the mob to check
Returns:
whether the mob can see sneaking mobs

canSeeBonusItems

boolean canSeeBonusItems(MOB M)
Returns whether the given mob has the ability to see magic items as such.

Parameters:
M - the mob to check
Returns:
whether the mob can see magic items

canSeeInDark

boolean canSeeInDark(MOB M)
Returns whether the given mob has the ability to see in the dark.

Parameters:
M - the mob to check
Returns:
whether the mob can see in the dark

canSeeVictims

boolean canSeeVictims(MOB M)
Returns whether the given mob has the ability to see their enemies in the dark.

Parameters:
M - the mob to check
Returns:
whether the mob can see their enemies in the dark

canSeeInfrared

boolean canSeeInfrared(MOB M)
Returns whether the given mob has the ability to see warm blooded mobs in the dark.

Parameters:
M - the mob to check
Returns:
whether the mob can see warm blooded mobs in the dark

canHear

boolean canHear(MOB M)
Return whether the given mob is deaf or otherwise unable to hear due to a strictly personal defect.

Parameters:
M - the mob to check
Returns:
whether the given mob is not deaf

canMove

boolean canMove(MOB M)
Return whether the given mob is able to move at all.

Parameters:
M - the mob to check
Returns:
whether the given mob is not frozen

canNotBeCamped

boolean canNotBeCamped(Physical P)
Returns whether the given mob or item is not allowed to be camped, meaning they won't respawn while someone is just hanging around waiting in the room for them to spawn.

Parameters:
P - the item or mob to check
Returns:
true if they can't be camped

allowsMovement

boolean allowsMovement(Room R)
Returns whether this room allows mobs or players to enter or leave. Usually a temporary flag.

Parameters:
R - the room to check
Returns:
true if its ok to enter and leave

allowsMovement

boolean allowsMovement(Area A)
Returns whether this area allows mobs or players to enter or leave. Usually a temporary flag.

Parameters:
A - the area to check
Returns:
true if its ok to enter and leave

canSmell

boolean canSmell(MOB M)
Return whether the given mob is stuffed or otherwise unable to smell due to a strictly personal defect.

Parameters:
M - the mob to check
Returns:
whether the given mob is able to smell

canTaste

boolean canTaste(MOB M)
Return whether the given mob is able to eat or drink due to the lack of strictly personal defects.

Parameters:
M - the mob to check
Returns:
whether the given mob is able to eat and drink

canSpeak

boolean canSpeak(MOB M)
Return whether the given mob is mute or otherwise unable to speak due to a strictly personal defect.

Parameters:
M - the mob to check
Returns:
whether the given mob is not mute

canBreathe

boolean canBreathe(MOB M)
Return whether the given mob is able to breathe at all due to a strictly personal defect.

Parameters:
M - the mob to check
Returns:
whether the given mob is able to breathe

canBreatheThis

boolean canBreatheThis(MOB M,
                       int atmoResource)
Return whether the given mob is able to breathe the given resource due to their race, usually.

Parameters:
M - the mob to check
atmoResource - the Resource to check for breathability
Returns:
whether the given mob is able to breathe that
See Also:
RawMaterial

canBreatheHere

boolean canBreatheHere(MOB M,
                       Room R)
Return whether the given mob is able to breathe in the given room due to their race and the atmosphere of the room.

Parameters:
M - the mob to check
R - the room the mob is trying to breathe in
Returns:
whether the given mob is able to breathe here
See Also:
RawMaterial

canSeeMetal

boolean canSeeMetal(MOB M)
Returns whether the given mob has the ability to see metal items as such.

Parameters:
M - the mob to check
Returns:
whether the mob can see metal items

canTrack

boolean canTrack(Physical P)
Returns whether the given thing is allowed to do mundane things, such as patrolling or tracking or being mobile.

Parameters:
P - the item or mob
Returns:
true if they can mobile and patrol and such

canAutoAttack

boolean canAutoAttack(MOB M)
Returns whether the given mob is allowed to use their auto attack every tick, if that even applies to this system.

Parameters:
M - the mob to check
Returns:
true if they are allowed to auto-attack

canConcentrate

boolean canConcentrate(MOB M)
Returns whether the given mob has the ability to concentrate enough to cast spells.

Parameters:
M - the mob to check
Returns:
whether the mob can cast spells and concentrate and stuff

canBeHeardMovingBy

boolean canBeHeardMovingBy(Physical heard,
                           MOB hearer)
Returns whether the given hearer mob can hear the given mob or object moving around. Mostly by comparing the sneaking and hear sneakers as well as general hearing ability.

Parameters:
heard - the thing or mob moving around
hearer - the mob who wants to hear it
Returns:
whether the given hearer can hear the heard

canBeHeardSpeakingBy

boolean canBeHeardSpeakingBy(Physical heard,
                             MOB hearer)
Returns whether the given hearer mob can hear the given mob or object speaking. Mostly just checks whether the hearer can hear.

Parameters:
heard - the thing or mob speaking
hearer - the mob who wants to hear it
Returns:
whether the given hearer can hear the heard

canSenseMoving

boolean canSenseMoving(Physical sensed,
                       MOB sensor)
Returns whether the given sensor can see or hear the given sensed mob or object moving around.

Parameters:
sensed - the thing being sensed
sensor - the mob who wants to sense it
Returns:
true if the moving sensed can be sensed by the sensor

canSenseEnteringLeaving

boolean canSenseEnteringLeaving(Physical sensed,
                                MOB sensor)
Returns whether the given sensor mob can sense the given mob or object coming and going. Mostly by comparing the sneaking and hear sneakers as well as general seeing and hearing ability.

Parameters:
sensed - the thing or mob moving around
sensor - the mob who wants to sense it
Returns:
whether the given sensor can sense the sensed

canAccess

boolean canAccess(MOB mob,
                  Area A)
Returns whether the given mob can 'access' the given area, due to it not being hidden and sharing a timezone. Usually applies to knowledge of, as opposed to entry.

Parameters:
mob - the mob who wants to access an area
A - the area to access
Returns:
true if the mob can 'access' the area

canAccess

boolean canAccess(MOB mob,
                  Room R)
Returns whether the given mob can 'access' the given room, due to it not being hidden and sharing a timezone. Usually applies to knowledge of, as opposed to entry.

Parameters:
mob - the mob who wants to access a room
R - the room to access
Returns:
true if the mob can 'access' the room

validCheck

java.lang.String validCheck(Physical P)
Checks the system validity of mobs, items, and rooms, and returns a report if there's a problem and it should be destroyed. If a mob report return an asterisk, then it probably means he just needs killing, not destroying.

Parameters:
P - the room, mob, or item to check
Returns:
null if all is well, and a reason otherwise

canActAtAll

boolean canActAtAll(Tickable affecting)
Returns whether the given affecting (usually a mob) is alive, awake, mobile, and officially in the game. This is a lighter test than some of the others that also check if its busy.

Parameters:
affecting - the thing to check
Returns:
true if the thing can act at all

canFreelyBehaveNormal

boolean canFreelyBehaveNormal(Tickable affecting)
Returns whether the given affecting (usually a mob) is alive, awake, mobile, and officially in the game, and not in combat, sufficiently healthy, and not following anyone.

Parameters:
affecting - the thing to check
Returns:
true if the thing can act freely

canBeSeenBy

boolean canBeSeenBy(Environmental seen,
                    MOB seer)
Returns whether the given seen mob or item or room or whatever can be seen by the given seer, given conditions, lighting, hidden, etc.

Parameters:
seen - the thing to be seen.
seer - the seer who wants to see it
Returns:
true if the seer can see the seen

canBarelyBeSeenBy

boolean canBarelyBeSeenBy(Environmental seen,
                          MOB seer)
Returns whether the given seen mob or item or room or whatever can only BARELY be seen by the given seer, given moon lightning mostly. Always returns false unless the BARELY applies.

Parameters:
seen - the thing to be seen.
seer - the seer who wants to see it
Returns:
true if the seer can see the seen BARELY

isReadable

boolean isReadable(Item I)
Returns whether the given item is marked as being readable.

Parameters:
I - the item to check
Returns:
true if it is readable, false otherwise
See Also:
setReadable(Item, boolean)

setReadable

void setReadable(Item I,
                 boolean truefalse)
Sets whether the given item is marked as being readable.

Parameters:
I - the item to set
truefalse - true if readable, false otherwise
See Also:
isReadable(Item)

isEnspelled

boolean isEnspelled(Physical F)
Returns whether the given item, mob, whatever is marked as being affected by an uninvokeable spell, chant, prayer, or whatever.

Parameters:
F - the room, item, or mob to check
Returns:
true if it is enspelled, false otherwise

isGettable

boolean isGettable(Item I)
Returns whether the given item is marked as being gettable.

Parameters:
I - the item to check
Returns:
true if it is gettable, false otherwise
See Also:
setGettable(Item, boolean)

setGettable

void setGettable(Item I,
                 boolean truefalse)
Sets whether the given item is marked as being gettable.

Parameters:
I - the item to set
truefalse - true if gettable, false otherwise
See Also:
isGettable(Item)

isDroppable

boolean isDroppable(Item I)
Returns whether the given item is marked as being droppable.

Parameters:
I - the item to check
Returns:
true if it is droppable, false otherwise
See Also:
setDroppable(Item, boolean)

setDroppable

void setDroppable(Item I,
                  boolean truefalse)
Sets whether the given item is marked as being droppable.

Parameters:
I - the item to set
truefalse - true if droppable, false otherwise
See Also:
isDroppable(Item)

isRemovable

boolean isRemovable(Item I)
Returns whether the given item is marked as being removable.

Parameters:
I - the item to check
Returns:
true if it is removable, false otherwise
See Also:
setRemovable(Item, boolean)

setRemovable

void setRemovable(Item I,
                  boolean truefalse)
Sets whether the given item is marked as being removable.

Parameters:
I - the item to set
truefalse - true if removable, false otherwise
See Also:
isRemovable(Item)

isCataloged

boolean isCataloged(Environmental E)
Returns whether the given item is marked as being an instance of a mob or item from the catalog.

Parameters:
E - the item or mob to check
Returns:
true if it is cataloged, false otherwise

isSavable

boolean isSavable(Physical P)
Returns whether the given object is marked as being allowed to be saved to the database. Most created objects are, though items and mobs generated by temporary spells often are not.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is saveable, false otherwise
See Also:
setSavable(Physical, boolean)

setSavable

void setSavable(Physical P,
                boolean truefalse)
Sets whether the given object is marked as being allowed to be saved to the database. Most created objects are, though items and mobs generated by temporary spells often are not.

Parameters:
P - the item, mob, whatever to set
truefalse - true if it is saveable, false otherwise
See Also:
isSavable(Physical)

isWithSeenContents

boolean isWithSeenContents(Physical P)
Returns whether the given non-mob (item) has contents which has be seen. Default is true.

Parameters:
P - the item to check
Returns:
true if contents have has seen

isOpenAccessibleContainer

boolean isOpenAccessibleContainer(Item I)
Returns whether the given item is a container which, when open, has accessible contents, and is also open.

Parameters:
I - the item to check
Returns:
true if the contents are accessible right now.

isSeeable

boolean isSeeable(Physical P)
Returns whether the given item, mob, room, whatever is seeable at all. This is beyond invisibility to the metaphysically unseeable.

Parameters:
P - the room, mob, or item to check
Returns:
true if it is seeable

isCloaked

boolean isCloaked(Physical P)
Returns whether the given item, mob, room, whatever is cloaked. This prevents a kind of global awareness, not connected to local seeability.

Parameters:
P - the room, mob, or item to check
Returns:
true if it is cloaked

isHidden

boolean isHidden(Physical P)
Returns whether the given item, mob, room, whatever is hidden.

Parameters:
P - the room, mob, or item to check
Returns:
true if it is hidden

isInvisible

boolean isInvisible(Physical P)
Returns whether the given item, mob, room, whatever is invisible.

Parameters:
P - the room, mob, or item to check
Returns:
true if it is invisible

isGood

boolean isGood(Physical P)
Returns whether the given item, mob, room, whatever is goodly aligned.

Parameters:
P - the room, mob, or item to check
Returns:
true if it is goodness

isReallyGood

boolean isReallyGood(FactionMember M)
Returns whether the given mobby factionmember is goodly aligned due to factions.

Parameters:
M - the factionmember to check
Returns:
true if it is goodness

isNeutral

boolean isNeutral(Physical P)
Returns whether the given item, mob, room, whatever is neutral, which is to say, neither good nor evil.

Parameters:
P - the room, mob, or item to check
Returns:
true if it is neutral

isReallyNeutral

boolean isReallyNeutral(FactionMember M)
Returns whether the given mobby factionmember is neutrally aligned due to factions.

Parameters:
M - the factionmember to check
Returns:
true if it is neutral

isReallyEvil

boolean isReallyEvil(FactionMember M)
Returns whether the given mobby factionmember is evilly aligned due to factions.

Parameters:
M - the factionmember to check
Returns:
true if it is evilness

isEvil

boolean isEvil(Physical P)
Returns whether the given item, mob, room, whatever is evilly aligned.

Parameters:
P - the room, mob, or item to check
Returns:
true if it is evilness

isTrapped

boolean isTrapped(Physical P)
Returns whether the given object has a trap set on it. Whether triggered or no.

Parameters:
P - the object to check
Returns:
true if there's a trap, false otherwise

isATrackingMonster

boolean isATrackingMonster(MOB M)
Returns whether the given mob is both a non-player npc, and is currently being driven (tracking) towards something.

Parameters:
M - the mob to check
Returns:
true if its a tracking npc, false otherwise

isTracking

boolean isTracking(MOB M)
Returns whether the given player or npc mob is being driven (tracking) towards something

Parameters:
M - the mob to check
Returns:
true if its a tracking mob, false otherwise

isSneaking

boolean isSneaking(Physical P)
Returns whether the given mob, item whatever is sneaking

Parameters:
P - the object to check
Returns:
true if its a sneaking mob, false otherwise

isABonusItems

boolean isABonusItems(Physical P)
Returns whether the given mob, item, whatever is flagged as being magical.

Parameters:
P - the mob/item/whatever to check
Returns:
true if its flagged magical, false otherwise

isInDark

boolean isInDark(Physical P)
Returns whether the given mob, item, whatever is currently flagged dark

Parameters:
P - the mob/item/whatever to check
Returns:
true if its the dark, false otherwise

isLightSource

boolean isLightSource(Physical P)
Returns whether the given mob, item, whatever is currently flagged as a light source

Parameters:
P - the mob/item/whatever to check
Returns:
true if its a light source, false otherwise

isRejuvingItem

boolean isRejuvingItem(Item I)
Returns whether the given item has an item rejuv actively monitoring it.

Parameters:
I - the item to check
Returns:
true if the item is active rejuv tracked

isGlowing

boolean isGlowing(Physical P)
Returns whether the given item, mob, whatever is glowing.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is glowing, false otherwise

isGolem

boolean isGolem(Physical P)
Returns whether the given item, mob, whatever is marked as a golem.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is a golem, false otherwise

isSleeping

boolean isSleeping(Physical P)
Returns whether the given item, mob, whatever is sleeping.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is sleeping, false otherwise

isSitting

boolean isSitting(Physical P)
Returns whether the given item, mob, whatever is sitting.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is sitting, false otherwise

isFlying

boolean isFlying(Physical P)
Returns whether the given item, mob, whatever is flying.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is flying, false otherwise

isFloatingFreely

boolean isFloatingFreely(Physical P)
Returns whether the given item, mob, whatever is floating freely and uncontrolled, as when not under gravity.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is floating, false otherwise

isClimbing

boolean isClimbing(Physical P)
Returns whether the given item, mob, whatever is climbing.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is climbing, false otherwise

isCrawlable

boolean isCrawlable(Physical P)
Returns whether the given room, area, exit, whatever is crawlable (not necc. crawling).

Parameters:
P - the room, area, exit, whatever to check
Returns:
true if it is crawlable, false otherwise

isInWilderness

boolean isInWilderness(Physical P)
Returns whether the given mob, item, room, whatever is in a outdoors non-city room.

Parameters:
P - the mob, item, room, whatever to check
Returns:
true if it is outdoors, false otherwise

isSwimming

boolean isSwimming(Physical P)
Returns whether the given item, mob, whatever is marked as swimming/floating.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is marked swimming, false otherwise

isSwimmingInWater

boolean isSwimmingInWater(Physical P)
Returns whether the given item, mob, whatever is swimming/floating in a watery room.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is swimming in water, false otherwise

isAiryRoom

boolean isAiryRoom(Room R)
Returns whether the given room, whatever is airy, such as an in the air, or an open space.

Parameters:
R - the room to check
Returns:
true if it is airy, false otherwise

isWateryRoom

boolean isWateryRoom(Room R)
Returns whether the given room, whatever is watery, such as a water surface, underwater, etc.

Parameters:
R - the room to check
Returns:
true if it is watery, false otherwise

isWaterySurfaceRoom

boolean isWaterySurfaceRoom(Room R)
Returns whether the given room, whatever is watery, such as a water surface, etc.

Parameters:
R - the room to check
Returns:
true if it is water surfacy, false otherwise

isUnderWateryRoom

boolean isUnderWateryRoom(Room R)
Returns whether the given room, whatever is watery, such as an underwater, etc.

Parameters:
R - the room to check
Returns:
true if it is underwatery, false otherwise

isDeepWaterySurfaceRoom

boolean isDeepWaterySurfaceRoom(Room R)
Returns whether the given room, whatever is the surface of deep water, such as a water surface, etc. with an underwater room

Parameters:
R - the room to check
Returns:
true if it is water surfacy, false otherwise

isFalling

boolean isFalling(Physical P)
Returns whether the given item, mob, whatever is marked as falling.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is marked falling, false otherwise

getFallingDirection

int getFallingDirection(Physical P)
Returns which direction, if any, the given object is falling.

Parameters:
P - the item, mob, whatever to check
Returns:
direction it is falling
See Also:
Directions

isRunningLongCommand

boolean isRunningLongCommand(MOB M)
Returns whether the given player is executing a command taking longer than 30 seconds

Parameters:
M - the mob to check
Returns:
true if it is long running commanding, false otherwise

isUndead

boolean isUndead(MOB mob)
Returns whether the given mob is of an undead race type.

Parameters:
mob - the mob to check
Returns:
true if it is an undead type, false otherwise

isEggLayer

boolean isEggLayer(Race race)
Returns whether the given race is of an egg-laying type

Parameters:
race - the race to check
Returns:
true if it lays eggs, false otherwise

isFish

boolean isFish(MOB mob)
Returns whether the given mob is of a fishy race type.

Parameters:
mob - the mob to check
Returns:
true if it is a fishy type, false otherwise

isMarine

boolean isMarine(MOB mob)
Returns whether the given mob is of a marine race type.

Parameters:
mob - the mob to check
Returns:
true if it is a marine type, false otherwise

isOutsider

boolean isOutsider(MOB mob)
Returns whether the given mob is of an outsider race type.

Parameters:
mob - the mob to check
Returns:
true if it is an outsider type, false otherwise

isInsect

boolean isInsect(MOB mob)
Returns whether the given mob is of an insect race type.

Parameters:
mob - the mob to check
Returns:
true if it is an insect type, false otherwise

isVermin

boolean isVermin(MOB mob)
Returns whether the given mob is of a vermin race type.

Parameters:
mob - the mob to check
Returns:
true if it is a vermin type, false otherwise

isVegetable

boolean isVegetable(MOB M)
Returns whether the given mob is of a vegetable race type.

Parameters:
M - the mob to check
Returns:
true if it is a vegetable type, false otherwise

isAPlant

boolean isAPlant(MOB M)
Returns whether the given mob is of a plant-like type.

Parameters:
M - the mob to check
Returns:
true if it is a plant type, false otherwise

isAPlant

boolean isAPlant(Item I)
Returns whether the given item is of a plant-like type.

Parameters:
I - the item to check
Returns:
true if it is a plant type, false otherwise

isUnattackable

boolean isUnattackable(Physical P)
Returns whether the given item, mob, whatever is marked as unattackable.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is marked unattackable, false otherwise

isAliveAwakeMobileUnbound

boolean isAliveAwakeMobileUnbound(MOB mob,
                                  boolean quiet)
Returns whether the given mob is alive, awake, mobile and not bound up. With optional explanation!

Parameters:
mob - the mob to check
quiet - true to not tell the mob what's wrong
Returns:
true if he/she is alive, awake, etc
See Also:
isAliveAwakeMobile(MOB, boolean)

isAliveAwakeMobile

boolean isAliveAwakeMobile(MOB mob,
                           boolean quiet)
Returns whether the given mob is alive, awake, and mobile. With optional explanation!

Parameters:
mob - the mob to check
quiet - true to not tell the mob what's wrong
Returns:
true if he/she is alive, awake, etc
See Also:
isAliveAwakeMobileUnbound(MOB, boolean)

isStanding

boolean isStanding(MOB mob)
Returns whether the given mob is standing (not sitting or sleeping) marked as swimming/floating.

Parameters:
mob - the mob to check
Returns:
true if it is standing, false otherwise

isBound

boolean isBound(Physical P)
Returns whether the given item, mob, whatever is marked as bound.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is marked bound, false otherwise
See Also:
isBoundOrHeld(Physical)

isBoundOrHeld

boolean isBoundOrHeld(Physical P)
Returns whether the given item, mob, whatever is marked as bound or is paralyzed.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is bound or paralyzed, false otherwise
See Also:
isBound(Physical)

isOnFire

boolean isOnFire(Physical seen)
Returns whether the given item, mob, whatever is on fire.

Parameters:
seen - the item, mob, whatever to check
Returns:
true if it is on fire, false otherwise

isWaterWorthy

boolean isWaterWorthy(Physical P)
Returns whether the given mob, item, whatever would sink or float. If it's water worthy, it will float. This checks things like the material of items, the swimming status of mobs, the boats they are in, etc.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is water worthy, false otherwise.

isInFlight

boolean isInFlight(Physical P)
Returns whether the given mob, item, whatever would fly or fall. If it's flight worthy, it will fly. This checks things like the flight status of items, and mobs, the vehicles they are in, etc.

Parameters:
P - the item, mob, whatever to check
Returns:
true if it is in flight, false otherwise.

isAnimalIntelligence

boolean isAnimalIntelligence(MOB M)
Returns whether the given mob is of low animal intelligence.

Parameters:
M - the mob to check
Returns:
true if its of animal intelligence, false otherwise

isMobile

boolean isMobile(PhysicalAgent P)
Returns whether the given mob, item, whatever has a behavior making it move around.

Parameters:
P - the mob, item, whatever to check
Returns:
true if the object will move around, false otherwise

isAggressiveTo

boolean isAggressiveTo(MOB M,
                       MOB toM)
Returns whether the first given mob is potentially or probably agressive to the second mob.

Parameters:
M - the mob who might be aggressive
toM - the mob who might be in trouble
Returns:
true if the first mob might be aggressive

isPossiblyAggressive

boolean isPossiblyAggressive(MOB M)
Returns whether the first given mob is potentially or probably agressive.

Parameters:
M - the mob who might be aggressive
Returns:
true if the mob might be aggressive

isChild

boolean isChild(Environmental E)
Returns whether the given mob, item (baby) whatever is a baby, or a mob child born from something, what its age still being tracked by property.

Parameters:
E - the potential child
Returns:
true if its a child, false otherwise

isBaby

boolean isBaby(Environmental E)
Returns whether the given mob (item usually) is a baby waiting to grow up.

Parameters:
E - the item to check
Returns:
true if its a baby, false otherwise

isMetal

boolean isMetal(Environmental E)
Returns whether the given mob (item usually) is made of metal or mithril.

Parameters:
E - the item (or mob) to check
Returns:
true if its made of metal, false otherwise

isDeadlyOrMaliciousEffect

boolean isDeadlyOrMaliciousEffect(PhysicalAgent P)
Returns whether the given room, item, whatever has a deadly effect, such as a trap, autodeath behavior, or a property with a malicious spell in it.

Parameters:
P - the room, item, whatever to check
Returns:
true if it has a potentially malicious effect

isInTheGame

boolean isInTheGame(Area E,
                    boolean reqInhabitation)
Returns whether the given Area is actually in the game, or is just temporary or cached.

Parameters:
E - the Area to check
reqInhabitation - meaningless
Returns:
true if the area is in the game, false otherwise

isInTheGame

boolean isInTheGame(Room E,
                    boolean reqInhabitation)
Returns whether the given Room is actually in the game, or is just temporary or cached.

Parameters:
E - the Room to check
reqInhabitation - meaningless
Returns:
true if it is in the game, false otherwise

isInTheGame

boolean isInTheGame(Item E,
                    boolean reqInhabitation)
Returns whether the given Item is actually in the game, and in a room, or is just temporary or cached.

Parameters:
E - the Item to check
reqInhabitation - true if it must be a in room, false otherwise
Returns:
true if it is in the game, false otherwise

isInTheGame

boolean isInTheGame(MOB E,
                    boolean reqInhabitation)
Returns whether the given MOB is actually in the game, and in a room, or is just temporary or cached.

Parameters:
E - the MOB to check
reqInhabitation - true if it must be a in room, false otherwise
Returns:
true if it is in the game, false otherwise

isInTheGame

boolean isInTheGame(Environmental E,
                    boolean reqInhabitation)
Returns whether the given mob, item, room, area, whatever is actually in the game, and possibly in a room, or is just temporary or cached.

Parameters:
E - the mob, item, whatever to check
reqInhabitation - true if it must be a in room, false otherwise
Returns:
true if it is in the game, false otherwise

isEnchanted

boolean isEnchanted(Item I)
Returns whether the given item has some effect other than a disease, poison, or standard property.

Parameters:
I - the item to check
Returns:
true for a spell or some other enchantment, false otherwise

isAControlledFollower

boolean isAControlledFollower(MOB invoker,
                              MOB mob,
                              Ability A)
Returns whether the given invoker mob is controlling the given mob, who is following the invoker, optionally using the given Ability.

Parameters:
invoker - the mob who might be the leader
mob - the mob who is following the leader
A - the ability that might be causing the control
Returns:
true if the mob is a controlled follower

hasAControlledFollower

boolean hasAControlledFollower(MOB invoker,
                               Ability A)
Returns whether the given invoker mob is controlling a mob, who is following the invoker, optionally using the given Ability.

Parameters:
invoker - the mob who might be the leader
A - the ability that might be causing the control
Returns:
true if the mob is a controlled follower

getAlignmentName

java.lang.String getAlignmentName(Environmental E)
Returns the simple word that would describe the alignment of the given mob or item or whatever.

Parameters:
E - the mob or item or whatever
Returns:
the name of its alignment, e.g. good, evil, neutral

getDetectScore

int getDetectScore(MOB seer)
Deprecated, but returns the total hide detection score for the given mob.

Parameters:
seer - the mob trying to see hidden
Returns:
the total hide detection score

getHideScore

int getHideScore(Physical seen)
Deprecated, but returns the total hide score for the given mob, item, whatever.

Parameters:
seen - the mob, item trying to be hidden
Returns:
the total hide score

flaggedBehaviors

java.util.List<Behavior> flaggedBehaviors(PhysicalAgent P,
                                          long flag)
Returns the list of behaviors that have the given behavior flag(s) set.

Parameters:
P - the mob, item, room, whatever
flag - the behavior flags
Returns:
the list of behaviors that have the given flag(s) set.
See Also:
Behavior.FLAG_LEGALBEHAVIOR

flaggedAnyAffects

java.util.List<Ability> flaggedAnyAffects(Physical P,
                                          long flag)
Returns the list of effects that have the given ability flag(s) set.

Parameters:
P - the mob, item, room, whatever
flag - the ability flags
Returns:
the list of effects that have the given flag(s) set.
See Also:
Ability.flags()

flaggedAffects

java.util.List<Ability> flaggedAffects(Physical P,
                                       long flag)
Returns the list of effects that have the given ability flag(s) set.

Parameters:
P - the mob, item, room, whatever
flag - the ability flags
Returns:
the list of effects that have the given flag(s) set.
See Also:
Ability.flags()

flaggedAbilities

java.util.List<Ability> flaggedAbilities(MOB M,
                                         long flag)
Returns the list of Abilities that have the given ability flag(s) set.

Parameters:
M - the mob
flag - the ability flags
Returns:
the list of abilities that have the given flag(s) set.
See Also:
Ability.flags()

domainAnyAffects

java.util.List<Ability> domainAnyAffects(Physical P,
                                         int domain)
Returns the list of effects that have are part of the given ability domain.

Parameters:
P - the mob, item, room, whatever
domain - the ability domain
Returns:
the list of effects in the given domain.
See Also:
Ability.DOMAIN_ABJURATION

domainAffects

java.util.List<Ability> domainAffects(Physical P,
                                      int domain)
Returns the list of effects that have are part of the given ability domain.

Parameters:
P - the mob, item, room, whatever
domain - the ability domain
Returns:
the list of effects in the given domain.
See Also:
Ability.DOMAIN_ABJURATION

domainAbilities

java.util.List<Ability> domainAbilities(MOB M,
                                        int domain)
Returns the list of abilities that have are part of the given ability domain.

Parameters:
M - the mob to check
domain - the ability domain
Returns:
the list of abilities in the given domain.
See Also:
Ability.DOMAIN_ABJURATION

matchedAffects

java.util.List<Ability> matchedAffects(MOB invoker,
                                       Physical P,
                                       long flag,
                                       int abilityCode,
                                       int domain)
Returns the list of effects that are on the given physical, and were invoked by the given invoker. The ability flag, abilityCode, and domain are optional, and may be -1 to ignore.

Parameters:
invoker - the invoker to search for, or null
P - the object to check for effects, REQUIRED
flag - -1, or an Ability Flag
abilityCode - -1, or an ability Code
domain - -1, or an ability domain
Returns:
the list of effects that match
See Also:
Ability.DOMAIN_ABJURATION, Ability.flags(), Ability.ACODE_CHANT

getAbilityType

java.lang.String getAbilityType(Ability A)
Returns the ability type/code name for the given Ability.

Parameters:
A - the Ability
Returns:
"" or the Ability code of the given Ability
See Also:
Ability.ACODE_CHANT

getAbilityType_

java.lang.String getAbilityType_(Ability A)
Returns the ability type/code name for the given Ability. This one has any spaces in the type replaced with _

Parameters:
A - the Ability
Returns:
"" or the Ability code of the given Ability
See Also:
Ability.ACODE_CHANT

getAbilityDomain

java.lang.String getAbilityDomain(Ability A)
Returns the ability domain name for the given Ability.

Parameters:
A - the Ability
Returns:
"" or the Ability domain name of the given Ability
See Also:
Ability.DOMAIN_DESCS

getAbilityType

int getAbilityType(java.lang.String name)
Returns the ability type code for the given ability type name.

Parameters:
name - the name of the given ability type
Returns:
the Ability type code of the given name
See Also:
Ability.ACODE_CHANT

getAbilityType_

int getAbilityType_(java.lang.String name)
Returns the ability type code for the given ability type name. This one has any spaces in the type replaced with _

Parameters:
name - the name of the given ability type
Returns:
the Ability type code of the given name
See Also:
Ability.ACODE_CHANT

getAbilityDomain

int getAbilityDomain(java.lang.String name)
Returns the ability domain bitmask for the given ability domain name.

Parameters:
name - the name of the given ability domain
Returns:
"" or the Ability code of the given name
See Also:
Ability.DOMAIN_DESCS

getAge

java.lang.String getAge(MOB M)
Returns the friendly descriptive age of the given mob, whether baby, child, player, whatever.

Parameters:
M - the mob to check
Returns:
the friendly age of the mob

getDispositionBlurbs

java.lang.String getDispositionBlurbs(Physical seen,
                                      MOB seer)
Returns the disposition blurbs that apply to the given seen mob, item, room, whatever, as soon by the given seer mob. These are friendly colored string

Parameters:
seen - the mob, item, room, whatever
seer - the one seeing
Returns:
the disposition blurbs list

isSeenTheSameWay

boolean isSeenTheSameWay(MOB seer,
                         Physical seen1,
                         Physical seen2)
Returns whether the two given physical objects appear the exact same way to the given seer mob. This is for determining duplicates in item lists mostly.

Parameters:
seer - the mob who is seeing stuff
seen1 - the first object being seen
seen2 - the first object being seen
Returns:
true if the two seens appear the same way

getPresentDispositionVerb

java.lang.String getPresentDispositionVerb(Physical seen,
                                           CMFlagLibrary.ComingOrGoing flag_msgType)
Returns the present-tense verb that applies to the disposition of the given seen thing, given the detail about how they verbbing.

Parameters:
seen - the mob (or item) that is verbbing
flag_msgType - whether they are arriving, leaving, or sitting there verbbing
Returns:
the appropriate verb word for their disposition

isStillAffectedBy

boolean isStillAffectedBy(Physical obj,
                          java.util.List<Ability> oneOf,
                          boolean anyTallF)
Checks the list of ability objects against the effects of the given mob, item or whatever.

Parameters:
obj - the mob, item, room, whatever
oneOf - the list of abilities that might be affects
anyTallF - true to return true on ANY, false to return true only for ALL
Returns:
true if the conditions are met, false otherwise

getDispositionDescList

java.lang.String getDispositionDescList(Physical obj,
                                        boolean useVerbs)
Returns a command-delimited list of dispassionate description of the disposition of the given physical mob, item, whatever.

Parameters:
obj - the disposed physical mob, item, whatever
useVerbs - true to return an active phrase, flags for a state phrase
Returns:
the comma-delimited list of descriptive dispositions

getSensesDescList

java.lang.String getSensesDescList(Physical obj,
                                   boolean useVerbs)
Returns a command-delimited list of dispassionate description of the senses of the given physical mob, item, whatever.

Parameters:
obj - the sensing physical mob, item, whatever
useVerbs - true to return an active phrase, flags for a state phrase
Returns:
the comma-delimited list of descriptive senses

getDispositionIndex

int getDispositionIndex(java.lang.String name)
Returns the enumerated disposition index associated with the given disposition name, such as ISSWIMMING, etc.

Parameters:
name - the disposition name
Returns:
the index

getSensesIndex

int getSensesIndex(java.lang.String name)
Returns the enumerated senses index associated with the given senses name, such as CANSEEDARK, etc.

Parameters:
name - the senses name
Returns:
the index

getSensesStateList

java.lang.String getSensesStateList(MOB mob)
Returns a comma delimited list of the senses masks on the given mob. These are lowercase state phrases.

Parameters:
mob - the mob to check
Returns:
the list of senses mask words

getDispositionStateList

java.lang.String getDispositionStateList(MOB mob)
Returns a comma delimited list of the senses masks on the given mob. These are lowercase state phrases.

Parameters:
mob - the mob to check
Returns:
the list of senses mask words

isAlcoholic

boolean isAlcoholic(Physical thang)
Returns whether the given item is affected by or contains alcohol as a drinkable.

Parameters:
thang - the mob or item to check
Returns:
true if it is alcohol