Open source Star Ruler 2 source code!
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Empire.ObjectManager : components.ObjectManager::ObjectManager {
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restricted local:
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Planet@[] getPlanets();
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Planet@[] getQueuedColonizations();
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Asteroid@[] getAsteroids();
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safe bool get_hasFlingBeacons();
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Object@[] getFlingBeacons();
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Object@ getFlingBeacon(vec3d position);
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Object@ getClosestFlingBeacon(vec3d position);
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Object@ getClosestFlingBeacon(Object& obj);
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Object@[] getStargates();
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Object@ getStargate(vec3d position);
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Orbital@[] getOrbitals();
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bool hasStargates();
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Artifact@[] getArtifacts();
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bool isDefending(Object@ obj);
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bool get_hasDefending();
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Object@[] getDefending();
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double get_globalDefenseRate();
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double get_globalDefenseStorage();
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double get_globalDefenseStored();
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safe uint get_planetCount();
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Planet@ get_planetList(uint index);
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bool isFlingBeacon(Object@ obj);
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safe uint get_orbitalCount();
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Orbital@ get_orbitals(uint index);
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Orbital@ getClosestOrbital(uint type, const vec3d& position);
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AutoImportDesc@[] getAutoImports();
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restricted remote:
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async void autoImportResourceOfClass(Object& into, uint resClsId);
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async void autoImportResourceOfLevel(Object& into, uint level);
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async void autoImportResourceOfType(Object& into, uint typeId);
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async void autoImportToLevel(Object& into, uint level);
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async void cancelAutoImportTo(Object& into);
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async void cancelAutoImportTo(Object& into, uint resId);
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async void cancelAutoImportClassTo(Object& into, uint clsId);
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async void cancelAutoImportLevelTo(Object& into, uint level);
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async void autoColonize(Object@ pl);
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async void cancelColonization(Object@ pl);
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async void setDefending(Object@ obj, bool value);
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async void deployDefense(Object& at);
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server:
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async void registerColonization(Object@ from, Object@ to);
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async void unregisterColonization(Object@ from, Object@ to, bool cancel = true);
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async void registerPlanet(Planet@ pl);
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async void unregisterPlanet(Planet@ pl);
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async void registerFlingBeacon(Object@ obj);
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async void unregisterFlingBeacon(Object@ obj);
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async void registerStargate(Object@ obj);
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async void unregisterStargate(Object@ obj);
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bool isStargate(Object@ obj);
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void registerOrbital(Orbital@ obj);
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void unregisterOrbital(Orbital@ obj);
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async void registerAsteroid(Asteroid@ asteroid);
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async void unregisterAsteroid(Asteroid@ asteroid);
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async void registerArtifact(Artifact@ obj);
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async void unregisterArtifact(Artifact@ obj);
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async void checkAutoImport(Object@ from);
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async void gotImportFor(Object@ forObj, uint resId);
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async void modDefenseRate(double value);
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async void modDefenseStorage(double value);
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async void modLocalDefense(double value);
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async void generateDefense(double amount);
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async void spawnDefenseAt(Object&, double defense);
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uint get_autoColonizeCount();
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async void bumpPlanetUpdate();
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void requestTradeCivilian(Region@ toRegion);
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void stopRequestTradeCivilian(Region@ toRegion);
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Region@ getTradeCivilianRequest(vec3d position);
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Orbital@ getOrbitalAfter(int id);
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Object@ popAutoColonizeTarget();
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void pushAutoColonizeTarget(Object& obj);
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void registerAutoColonizer(Object& obj, int ablId);
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void unregisterAutoColonizer(Object& obj, int ablId);
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server:
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void planetTick(double time);
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void writeObjects(Message& msg, bool initial = false);
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bool get_hasPlanets();
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shadow:
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void readObjects(Message& msg);
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}
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