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); }