Open source Star Ruler 2 source code!

This commit is contained in:
Lucas de Vries
2018-07-17 14:15:37 +02:00
commit cc307720ff
4342 changed files with 2365070 additions and 0 deletions
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Empire.ObjectManager : components.ObjectManager::ObjectManager {
restricted local:
Planet@[] getPlanets();
Planet@[] getQueuedColonizations();
Asteroid@[] getAsteroids();
safe bool get_hasFlingBeacons();
Object@[] getFlingBeacons();
Object@ getFlingBeacon(vec3d position);
Object@ getClosestFlingBeacon(vec3d position);
Object@ getClosestFlingBeacon(Object& obj);
Object@[] getStargates();
Object@ getStargate(vec3d position);
Orbital@[] getOrbitals();
bool hasStargates();
Artifact@[] getArtifacts();
bool isDefending(Object@ obj);
bool get_hasDefending();
Object@[] getDefending();
double get_globalDefenseRate();
double get_globalDefenseStorage();
double get_globalDefenseStored();
safe uint get_planetCount();
Planet@ get_planetList(uint index);
bool isFlingBeacon(Object@ obj);
safe uint get_orbitalCount();
Orbital@ get_orbitals(uint index);
Orbital@ getClosestOrbital(uint type, const vec3d& position);
AutoImportDesc@[] getAutoImports();
restricted remote:
async void autoImportResourceOfClass(Object& into, uint resClsId);
async void autoImportResourceOfLevel(Object& into, uint level);
async void autoImportResourceOfType(Object& into, uint typeId);
async void autoImportToLevel(Object& into, uint level);
async void cancelAutoImportTo(Object& into);
async void cancelAutoImportTo(Object& into, uint resId);
async void cancelAutoImportClassTo(Object& into, uint clsId);
async void cancelAutoImportLevelTo(Object& into, uint level);
async void autoColonize(Object@ pl);
async void cancelColonization(Object@ pl);
async void setDefending(Object@ obj, bool value);
async void deployDefense(Object& at);
server:
async void registerColonization(Object@ from, Object@ to);
async void unregisterColonization(Object@ from, Object@ to, bool cancel = true);
async void registerPlanet(Planet@ pl);
async void unregisterPlanet(Planet@ pl);
async void registerFlingBeacon(Object@ obj);
async void unregisterFlingBeacon(Object@ obj);
async void registerStargate(Object@ obj);
async void unregisterStargate(Object@ obj);
bool isStargate(Object@ obj);
void registerOrbital(Orbital@ obj);
void unregisterOrbital(Orbital@ obj);
async void registerAsteroid(Asteroid@ asteroid);
async void unregisterAsteroid(Asteroid@ asteroid);
async void registerArtifact(Artifact@ obj);
async void unregisterArtifact(Artifact@ obj);
async void checkAutoImport(Object@ from);
async void gotImportFor(Object@ forObj, uint resId);
async void modDefenseRate(double value);
async void modDefenseStorage(double value);
async void modLocalDefense(double value);
async void generateDefense(double amount);
async void spawnDefenseAt(Object&, double defense);
uint get_autoColonizeCount();
async void bumpPlanetUpdate();
void requestTradeCivilian(Region@ toRegion);
void stopRequestTradeCivilian(Region@ toRegion);
Region@ getTradeCivilianRequest(vec3d position);
Orbital@ getOrbitalAfter(int id);
Object@ popAutoColonizeTarget();
void pushAutoColonizeTarget(Object& obj);
void registerAutoColonizer(Object& obj, int ablId);
void unregisterAutoColonizer(Object& obj, int ablId);
server:
void planetTick(double time);
void writeObjects(Message& msg, bool initial = false);
bool get_hasPlanets();
shadow:
void readObjects(Message& msg);
}