Open source Star Ruler 2 source code!
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Object.Resources : components.Resources::ObjectResources {
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local:
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Resource@[] getNativeResources() const;
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Resource@[] getAllResources() const;
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safe uint get_nativeResourceCount() const;
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uint get_nativeResourceType(uint index) const;
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int get_nativeResourceId(uint index) const;
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uint get_nativeResourceTotalLevel() const;
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bool get_nativeResourceUsable(uint index) const;
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bool get_nativeResourceLocked(uint index);
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uint getTradedResourceCount() const;
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Object@ get_nativeResourceDestination(uint index) const;
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bool get_exportEnabled() const;
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bool get_importEnabled() const;
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safe uint get_resourceModID() const;
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safe bool isTerraforming() const;
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bool get_hasAutoImports() const;
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safe uint get_queuedImportCount();
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uint get_queuedImportType(uint i);
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Object@ get_queuedImportOrigin(uint i);
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uint getImportsOfClass(uint cls) const;
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safe float get_resourceVanishRate() const;
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safe uint get_primaryResourceType() const;
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safe uint get_primaryResourceLevel() const;
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safe uint get_primaryResourceLimitLevel() const;
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safe int get_primaryResourceId() const;
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safe bool get_primaryResourceUsable() const;
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safe bool get_primaryResourceLocked() const;
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safe bool get_primaryResourceExported() const;
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string getDisabledReason(int id);
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restricted local:
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Resource@[] getAvailableResources() const;
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Resource@[] getImportedResources() const;
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Resource@[] getQueuedImports() const;
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Resources@[] getResourceAmounts() const;
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bool hasImportedResources() const;
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safe uint get_availableResourceCount() const;
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uint get_availableResourceType(uint index) const;
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bool get_availableResourceUsable(uint index) const;
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uint get_usableResourceCount() const;
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bool isResourceAvailable(uint id) const;
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uint getAvailableResourceAmount(uint id) const;
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Object@ get_availableResourceOrigin(uint index) const;
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remote:
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async void exportResource(uint index, Object@ to);
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async void exportResourceByID(int id, Object@ to);
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server:
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safe bool isPrimaryDestination(Object@ dest);
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Resource@[] getResourcesFor(Empire@ emp) const;
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Resource@[] getQueuedImportsFor(Empire@ emp) const;
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void changeResourceOwner(Empire@ prevOwner);
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void changeResourceRegion(Region@ prevRegion, Region@ newRegion);
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void changeResourceTerritory(Territory@ prev, Territory@ terr);
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void resourceTick(double time);
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int addResource(uint resourceId);
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void createResource(uint resourceId);
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uint getNativeIndex(int id);
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async void removeResource(int id, bool wasManual = false);
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Object@ getNativeResourceDestination(Empire@ forEmpire, uint index) const;
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Object@ getNativeResourceDestinationByID(Empire@ forEmpire, int id) const;
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bool getNativeResourceUsableByID(int id) const;
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uint get_nativeResourceByID(int id) const;
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async void addAvailableResource(Object@ from, int id, uint resource, bool usable);
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async void removeAvailableResource(Object@ from, int id, bool wasManual = false);
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async void enableAvailableResource(Object@ from, int id);
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async void disableAvailableResource(Object@ from, int id, bool wasManual = false);
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async void setAvailableResourceVanish(Object@ from, int id, double vanishTime);
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void setResourceDisabled(int nativeId, bool disabled, bool wasManual = false);
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void setResourceLocked(int nativeId, bool locked);
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void addQueuedImport(Empire@ forEmpire, Object@ from, int id, uint resource);
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void removeQueuedImport(Empire@ forEmpire, Object@ from, int id);
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void setExportEnabled(bool value);
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void setImportEnabled(bool value);
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void exportResource(Empire@ forEmpire, uint index, Object@ to);
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async void clearExportResource(int id);
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uint getResourceTargetLevel();
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void modPressure(uint resource, int amount);
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async void modDummyResource(uint resource, int amount, bool manual = false);
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void destroyObjResources();
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uint getUniqueFoodCount(int modBy = 0);
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uint getFoodCount();
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void startTerraform();
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void stopTerraform();
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void terraformTo(uint resId);
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void modResourceEfficiencyBonus(double amt);
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void modResourceVanishBonus(double amt);
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void bumpResourceModId();
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void redirectAllImports(Object@ toObject);
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double pressureFromAsteroids(uint type);
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uint getAvailableOfTier(uint tier);
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safe float get_resourceEfficiency() const;
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void set_resourceEfficiency(float val);
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void enableResources();
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void disableResources();
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bool get_areResourcesEnabled() const;
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void setResourceLevel(uint level, bool wasManual = false);
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int get_resourcePressure(uint resource) const;
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uint get_resourcesProducing(uint resource) const;
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int get_totalResourcePressure() const;
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bool writeResourceDelta(Message& msg) const;
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void writeResources(Message& msg) const;
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void resourcesPostLoad();
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safe Civilian@ getAssignedCivilian();
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void setAssignedCivilian(Civilian@ civ);
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safe double getCivilianTimer();
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void setCivilianTimer(double time);
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shadow:
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void readResourceDelta(Message& msg);
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void readResources(Message& msg);
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}
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