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starruler-linux/data/components/region_objects.txt
T
2018-07-17 14:15:37 +02:00

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