Open source Star Ruler 2 source code!
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Object.RegionObjects : regions.RegionObjects::RegionObjects {
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local:
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safe uint get_planetCount() const;
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safe Planet@ get_planets(uint index) const;
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safe uint getPlanetCount(Empire@ emp) const;
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safe uint get_anomalyCount() const;
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safe Anomaly@ get_anomalies(uint index) const;
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safe uint get_asteroidCount() const;
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safe Asteroid@ get_asteroids(uint index) const;
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safe uint get_objectCount() const;
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Object@ get_objects(uint index) const;
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Object@ getOrbitObject(vec3d point) const;
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safe uint get_starCount() const;
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safe Star@ get_stars(uint index) const;
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safe double get_starTemperature() const;
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safe double get_starRadius() const;
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safe Territory@ getTerritory(Empire@ forEmpire) const;
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safe bool sharesTerritory(Empire& forEmpire, Region& region) const;
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safe bool isTradableRegion(Empire& forEmpire) const;
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safe Empire@ get_visiblePrimaryEmpire() const;
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safe uint getContestedState(Empire@ forEmpire) const;
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void addShipDebris(vec3d position, uint count = 1);
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server:
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safe int getStrength(Empire@ emp) const;
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double getTotalFleetStrength(uint empireMask, bool fleets = true, bool stations = true, bool planets = true) const;
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Object@ findEnemy(Empire@ emp, uint empireMask, bool fleets = true, bool stations = true, bool planets = false) const;
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Object@[] getEnemies(Empire@ emp, uint empireMask, bool fleets = true, bool stations = true, bool planets = false) const;
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safe double getNeighbourLoyalty(Empire@ emp) const;
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void modNeighbourLoyalty(Empire@ emp, double amount);
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safe double getLocalLoyalty(Empire@ emp) const;
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void modLocalLoyalty(Empire@ emp, double amount);
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void setTerritory(Empire@ forEmpire, Territory@ territory);
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void clearTerritory(Empire@ forEmpire, Territory@ oldTerritory);
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void spawnSupportAtRandomPlanet(Empire@ owner, const Design@ design, bool free = true, Planet@ fallback = null);
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void addStatusRandomPlanet(int statusType, double duration, uint mask = ~0);
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void convertRandomSupport(Object@ toLeader, Empire@ toEmpire, uint mask = ~0, int maxSize = -1);
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void updateRegionPlane() const;
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void addRegionStatus(Empire@ emp, uint statusId, double timer = -1.0);
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void removeRegionStatus(Empire@ emp, uint statusId);
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void mirrorRegionStatusTo(Region& otherRegion);
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void addSystemDPS(double dps);
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void addStarDPS(double dps);
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void dealStarDamage(double damage);
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void destroyOwnedBy(uint mask, bool ships = true, bool planets = false);
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async relocking void requestConstructionOn(Object& onObj, uint constrId);
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async void renameSystem(string name);
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safe Object@[] getPickups();
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safe Object@[] getPlanets();
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safe Object@[] getAnomalies();
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safe Object@[] getArtifacts();
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safe Object@[] getAsteroids();
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void addStrategicIcon(int level, Object& obj, Node& node);
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void removeStrategicIcon(int level, Node& node);
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void grantMemory(Empire@ emp);
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void grantVision(Empire@ emp);
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void revokeVision(Empire@ emp);
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void grantTrade(Empire@ emp);
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void revokeTrade(Empire@ emp);
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void addTemporaryVision(Empire@ emp, double timer);
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void initRegion();
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relocking void tickRegion(double time);
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void leaveRegion(Object& obj);
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void enterRegion(Object& obj);
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void regionObjectOwnerChange(Object& obj, Empire@ prevOwner, Empire@ newOwner);
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void modMilitaryStrength(Empire@ emp, int amount);
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void registerShipyard(Object& obj);
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void unregisterShipyard(Object& obj);
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void regionBuildSupport(uint id, Object& obj, const Design@ dsg);
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void refreshSupportsFor(Object& obj, bool keepGhosts = false);
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void addTradePathing(int toSystem, Object@ from, Object@ to, int resId, uint resource);
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void removeTradePathing(int toSystem, Object@ origin, int resId);
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int addRegionEffect(Empire@ forEmpire, uint type);
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void removeRegionEffect(int id);
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void changeRegionEffectOwner(int id, Empire@ newOwner);
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void forceSiegeAllPlanets(Empire@ emp, uint mask, uint doMask = ~0);
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void clearForceSiegeAllPlanets(uint mask);
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relocking void freeUpCivilian(Civilian@ civilian);
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safe bool hasTradeStation(Empire@ emp);
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safe bool hasTradeStations();
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void getTradeStation(Civilian@ request, Empire@ emp, vec3d position);
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void getTradePlanet(Civilian@ request, Empire@ emp);
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safe void bumpTradeCounter(Empire@ emp);
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void castOnRandomAsteroid(Object@ obj, int ablId);
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void grantExperience(Empire@ toEmpire, double amount, bool combatOnly = false);
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void regionPostLoad();
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};
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