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2018-07-17 14:15:37 +02:00

116 lines
4.2 KiB
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Object.Construction : construction.Construction::Construction {
restricted local safe:
bool get_canBuildShips();
bool get_canBuildOrbitals();
bool get_canBuildAsteroids();
bool get_canBuildSupports();
bool get_canTerraform();
uint get_constructionCount() const;
bool get_constructingSupport() const;
bool get_canExportLabor() const;
bool get_canImportLabor() const;
double get_laborIncome() const;
double get_constructionCostMod() const;
int get_shipBuildCost() const;
int get_orbitalBuildCost() const;
int get_supportBuildSpeed() const;
double get_orbitalMaintenanceMod() const;
double get_terraformCostMod() const;
bool get_isRallying() const;
vec3d get_rallyPosition() const;
double get_laborStorageCapacity() const;
double get_currentLaborStored() const;
bool get_isRepeating() const;
restricted local:
float get_constructionProgress() const;
string get_constructionName(uint num) const;
const Design@ get_constructionDesign() const;
Constructible@[] getConstructionQueue();
Constructible@[] getConstructionQueue(uint limit);
Object@ get_rallyObject() const;
restricted remote:
void cancelConstruction(int id);
void buildFlagship(const Design@ design, Object@ constructFrom = null);
async relocking void buildOrbital(int OrbitalType, vec3d position, Object@ frame = null, Object@ constructFrom = null);
async relocking void buildStation(const Design@ design, vec3d position, Object@ frame = null, Object@ constructFrom = null);
async relocking void buildConstruction(uint constructionType, Object@ objTarg = null, vec3d pointTarg = vec3d());
void buildDryDock(const Design@ forDesign, float pct);
void workDryDock(Orbital@ dryDock);
async relocking void buildAsteroid(Asteroid@ asteroid, uint resourceId, Object@ constructFrom = null);
async relocking void startTerraform(Planet@ planet, uint resourceId);
void addSupportShipConstruction(int id, const Design@ dsg, uint amount);
void removeSupportShipConstruction(int id, const Design@ dsg, uint amount);
void exportLaborTo(Object@ other);
void moveConstruction(int id, int beforeId = -1);
void clearRally();
void rallyTo(Object@ dest);
void rallyTo(vec3d position);
void setRepeating(bool value);
server:
safe uint get_constructionType() const;
int get_constructionID(uint num) const;
double get_distributedLabor() const;
safe bool get_isUsingLabor() const;
safe double get_baseLaborIncome() const;
safe double get_laborFactor() const;
void destroyConstruction();
void modLaborIncome(double mod);
void modLaborFactor(double mod);
void setDistributedLabor(double val);
safe bool flagUsingLabor(Object@ obj = null);
void modLaborStorage(double mod);
void modStoredLabor(double mod, bool obeyCap = false);
void modSupportBuildSpeed(int amt);
void modShipBuildCost(int amt);
void modOrbitalBuildCost(int amt);
void modOrbitalMaintenanceMod(double amt);
void modTerraformCostMod(double amt);
void multConstructionCostMod(double multFactor);
uint queuePosition(int id);
void modConstructionHPBonus(double mod);
safe double get_constructionHPBonus();
void startBuildingConstruction(uint type, vec2i position);
void cancelBuildingConstruction(uint type, vec2i position);
void startRetrofitConstruction(Object@ fleet, int buildCost, double laborCost, int extraMaint, Object@ constructFrom = null);
void retrofitDesignCost(Object@ fleet, const Design@ dsg);
void retrofitDesignCostFinish(Object@ fleet);
void buildSupport(uint id, const Design@ design, Object@ buildFor);
void transferBuildSupport(uint id, Object@ buildFor);
void cancelBuildSupport(uint id);
void doRally(Object@ orderObj);
void set_canBuildShips(bool value);
void set_canBuildOrbitals(bool value);
void set_canBuildAsteroids(bool value);
void set_canBuildSupports(bool value);
void set_canTerraform(bool value);
void set_canExportLabor(bool value);
void set_canImportLabor(bool value);
relocking void constructionTick(double time);
bool hasConstructionUnder(double eta);
bool writeConstructionDelta(Message& msg) const;
void writeConstruction(Message& msg) const;
shadow:
void readConstructionDelta(Message& msg);
void readConstruction(Message& msg);
}