Open source Star Ruler 2 source code!
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Object.Construction : construction.Construction::Construction {
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restricted local safe:
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bool get_canBuildShips();
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bool get_canBuildOrbitals();
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bool get_canBuildAsteroids();
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bool get_canBuildSupports();
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bool get_canTerraform();
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uint get_constructionCount() const;
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bool get_constructingSupport() const;
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bool get_canExportLabor() const;
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bool get_canImportLabor() const;
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double get_laborIncome() const;
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double get_constructionCostMod() const;
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int get_shipBuildCost() const;
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int get_orbitalBuildCost() const;
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int get_supportBuildSpeed() const;
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double get_orbitalMaintenanceMod() const;
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double get_terraformCostMod() const;
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bool get_isRallying() const;
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vec3d get_rallyPosition() const;
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double get_laborStorageCapacity() const;
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double get_currentLaborStored() const;
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bool get_isRepeating() const;
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restricted local:
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float get_constructionProgress() const;
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string get_constructionName(uint num) const;
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const Design@ get_constructionDesign() const;
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Constructible@[] getConstructionQueue();
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Constructible@[] getConstructionQueue(uint limit);
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Object@ get_rallyObject() const;
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restricted remote:
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void cancelConstruction(int id);
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void buildFlagship(const Design@ design, Object@ constructFrom = null);
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async relocking void buildOrbital(int OrbitalType, vec3d position, Object@ frame = null, Object@ constructFrom = null);
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async relocking void buildStation(const Design@ design, vec3d position, Object@ frame = null, Object@ constructFrom = null);
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async relocking void buildConstruction(uint constructionType, Object@ objTarg = null, vec3d pointTarg = vec3d());
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void buildDryDock(const Design@ forDesign, float pct);
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void workDryDock(Orbital@ dryDock);
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async relocking void buildAsteroid(Asteroid@ asteroid, uint resourceId, Object@ constructFrom = null);
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async relocking void startTerraform(Planet@ planet, uint resourceId);
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void addSupportShipConstruction(int id, const Design@ dsg, uint amount);
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void removeSupportShipConstruction(int id, const Design@ dsg, uint amount);
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void exportLaborTo(Object@ other);
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void moveConstruction(int id, int beforeId = -1);
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void clearRally();
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void rallyTo(Object@ dest);
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void rallyTo(vec3d position);
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void setRepeating(bool value);
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server:
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safe uint get_constructionType() const;
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int get_constructionID(uint num) const;
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double get_distributedLabor() const;
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safe bool get_isUsingLabor() const;
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safe double get_baseLaborIncome() const;
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safe double get_laborFactor() const;
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void destroyConstruction();
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void modLaborIncome(double mod);
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void modLaborFactor(double mod);
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void setDistributedLabor(double val);
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safe bool flagUsingLabor(Object@ obj = null);
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void modLaborStorage(double mod);
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void modStoredLabor(double mod, bool obeyCap = false);
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void modSupportBuildSpeed(int amt);
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void modShipBuildCost(int amt);
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void modOrbitalBuildCost(int amt);
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void modOrbitalMaintenanceMod(double amt);
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void modTerraformCostMod(double amt);
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void multConstructionCostMod(double multFactor);
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uint queuePosition(int id);
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void modConstructionHPBonus(double mod);
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safe double get_constructionHPBonus();
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void startBuildingConstruction(uint type, vec2i position);
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void cancelBuildingConstruction(uint type, vec2i position);
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void startRetrofitConstruction(Object@ fleet, int buildCost, double laborCost, int extraMaint, Object@ constructFrom = null);
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void retrofitDesignCost(Object@ fleet, const Design@ dsg);
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void retrofitDesignCostFinish(Object@ fleet);
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void buildSupport(uint id, const Design@ design, Object@ buildFor);
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void transferBuildSupport(uint id, Object@ buildFor);
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void cancelBuildSupport(uint id);
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void doRally(Object@ orderObj);
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void set_canBuildShips(bool value);
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void set_canBuildOrbitals(bool value);
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void set_canBuildAsteroids(bool value);
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void set_canBuildSupports(bool value);
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void set_canTerraform(bool value);
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void set_canExportLabor(bool value);
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void set_canImportLabor(bool value);
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relocking void constructionTick(double time);
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bool hasConstructionUnder(double eta);
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bool writeConstructionDelta(Message& msg) const;
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void writeConstruction(Message& msg) const;
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shadow:
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void readConstructionDelta(Message& msg);
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void readConstruction(Message& msg);
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}
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