Open source Star Ruler 2 source code!
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Object.LeaderAI : orders.LeaderAI::LeaderAI {
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local:
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safe double getFormationRadius();
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GroupData@[] getSupportGroups() const;
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safe uint get_supportCount();
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Object@ get_supportShip(uint index);
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safe double getFleetHP() const;
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safe double getFleetDPS() const;
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safe double getFleetStrength() const;
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safe double getFleetMaxStrength() const;
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safe float getFleetEffectiveness() const;
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safe float getBaseFleetEffectiveness() const;
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safe double getRemainingExp() const;
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safe bool get_canHaveSatellites() const;
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safe double get_GhostHP() const;
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safe double get_GhostDPS() const;
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safe uint get_SupplyUsed() const;
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safe uint get_SupplyCapacity() const;
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safe uint get_SupplyAvailable() const;
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restricted local:
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safe bool get_hasOrders();
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bool hasOrder(uint type, bool checkQueued = false);
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uint get_orderCount();
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string get_orderName(uint num);
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uint get_orderType(uint num) const;
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bool get_orderHasMovement(uint num) const;
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vec3d get_orderMoveDestination(uint num) const;
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vec3d get_finalMoveDestination() const;
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int getRetrofitCost() const;
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double getRetrofitLabor() const;
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uint getGhostCount(const Design@ design) const;
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safe uint getAutoMode();
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safe uint getEngageType();
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safe uint getEngageBehave();
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safe bool get_autoBuySupports() const;
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safe bool get_autoFillSupports() const;
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safe bool get_allowFillFrom() const;
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restricted remote:
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void addGotoOrder(Object& target, bool append = false);
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void addAttackOrder(Object& target, bool append = false);
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void addAbilityOrder(int abilityId, vec3d target, bool append = false);
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void addAbilityOrder(int abilityId, Object@ target, bool append = false);
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void addAbilityOrder(int abilityId, vec3d target, double range, bool append = false);
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void addAbilityOrder(int abilityId, Object@ target, double range, bool append = false);
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void addCaptureOrder(Planet& target, bool append = false);
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void addPickupOrder(Pickup& target, bool append = false);
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void addMoveOrder(vec3d target, bool append = false);
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void addMoveOrder(vec3d target, quaterniond facing, bool append = false);
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void addHyperdriveOrder(vec3d target, bool append = false);
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void addJumpdriveOrder(vec3d target, bool append = false);
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void addFlingOrder(Object& beacon, vec3d target, bool append = false);
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void addScanOrder(Anomaly& target, bool append = false);
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void addRefreshOrder(Object& target, bool append = false);
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void addOddityGateOrder(Oddity& target, bool append = false);
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void addSlipstreamOrder(vec3d target, bool append = false);
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void addAutoExploreOrder(bool useFTL, bool append = false);
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void addSecondaryToSlipstream(Object& other);
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void addWaitOrder(Object@ waitingFor = null, bool append = false, bool moveTo = false);
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void moveAfterWait(vec3d position, Object@ waitingFor = null);
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void clearOrders();
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void clearTopOrder();
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void insertMoveOrder(vec3d target, uint index);
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void insertHyperdriveOrder(vec3d target, uint index);
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void insertJumpdriveOrder(vec3d target, uint index);
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void insertFlingOrder(Object& beacon, vec3d target, uint index);
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void transferSupports(const Design@ ofDesign, uint amount, Object@ transferTo);
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void orderSupports(const Design@ ofDesign, uint amount);
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void scuttleSupports(const Design@ ofDesign, uint amount);
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void rebuildAllGhosts();
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void clearAllGhosts();
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void retrofitFleetAt(Object@ obj, Object@ constructFrom = null);
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void setAutoMode(uint type);
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void setEngageType(uint type);
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void setEngageBehave(uint type);
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void setHoldPosition(bool hold);
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async relocking void refreshSupportsFrom(Object@ obj, bool keepGhosts = false);
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void set_autoBuySupports(bool value);
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void set_autoFillSupports(bool value);
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void set_allowFillFrom(bool value);
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void addExperience(double amount);
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void resetLevelExperience(bool resetLevels = false);
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void recalculateLevels(int prevSize, int newSize);
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void convertRandomSupport(Object@ toLeader, Empire@ toEmpire, int maxSize);
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void compEngageRange();
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server:
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safe uint get_SupplyGhost() const;
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safe uint get_SupplyOrdered() const;
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safe uint get_SupplySatellite() const;
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safe bool get_hasOrderedSupports() const;
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safe uint get_firstOrderType() const;
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void commandTick();
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void orderTick(double time);
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void registerSupport(Object@ obj, bool pickup = false, bool force = false);
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void unregisterSupport(Object@ obj, bool destroyed = false);
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void set_canGainSupports(bool value);
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safe bool get_canGainSupports() const;
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safe bool canTakeSupport(int size, bool pickup = true) const;
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void takeoverFleet(Empire@ newOwner, double supportRatio = 1.0, bool moveToTerritory = false);
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void leaderInit();
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void leaderDestroy();
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void leaderPostLoad();
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void leaderTick(double time);
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void leaderChangeOwner(Empire@ oldOwner, Empire@ newOwner);
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void leaderRegionChanged();
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void modSupplyCapacity(int amt);
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void repairFleet(double amount, bool spread = true);
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void finishFleetRetrofit(Object@ at);
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void stopFleetRetrofit(Object@ at);
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void postSupportRetrofit(Ship@ support, const Design@ prevDesign, const Design@ newDesign);
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void updateFleetStrength();
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void modBonusDPS(double amount);
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safe double getEngagementRange();
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Object@ getAttackTarget();
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double getAttackDistance();
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void idleAllSupports();
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void teleportTo(vec3d position, bool movementPart = false);
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void addSupportGhosts(const Design@ ofDesign, uint amount);
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void addSupportOrdered(const Design@ ofDesign, uint amount);
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void supportBuildStarted(uint id, const Design@ dsg, Object@ shipyard);
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void supportBuildFinished(uint id, const Design@ dsg, Object@ shipyard, Ship@ ship);
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uint getSupportCount(const Design@ design) const;
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int rebuildGhostsCost();
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void setFleetEffectiveness(float value);
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void modFleetEffectiveness(float value);
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double get_slowestSupportAccel() const;
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void set_engageRange(double radius);
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safe bool get_freeRaiding();
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safe double get_raidRange();
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void setFreeRaiding(bool value);
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void modRaidRange(double value);
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//Networking
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void writeLeaderAI(Message& msg) const;
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bool writeLeaderAIDelta(Message& msg) const;
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shadow:
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void addFakeSupports(const Design@ ofDesign, uint amount);
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void readLeaderAI(Message& msg);
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void readLeaderAIDelta(Message& msg);
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}
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