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

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Empire.ResourceManager : components.ResourceManager::ResourceManager {
local:
double get_EstTotalPopulation() const;
@return Estimated amount of population in this empire, visible to everyone.
restricted local:
double get_TotalPopulation() const;
@return Total exact amount of population in this empire.
double get_FTLIncome() const;
@return FTL income per second.
double get_FTLStored() const;
@return Current stored FTL.
double get_FTLCapacity() const;
@return Total FTL storage capacity.
double get_FTLUse() const;
@return Current used ftl per second.
bool get_FTLShortage() const;
@return Whether there isn't currently enough ftl to run.
bool isFTLShortage(double amt) const;
@return Whether we would be in ftl shortage using this much energy.
double get_EnergyIncome();
@return Energy income per second.
double get_EnergyStored();
@return Current stored Energy.
double get_EnergyUse();
@return Current used energy per second.
double get_EnergyEfficiency();
@return Current efficiency of energy income based on storage.
bool get_EnergyShortage();
@return Whether there isn't currently enough energy to run.
bool isEnergyShortage(double amt);
@return Whether we would be in energy shortage using this much energy.
int get_TotalBudget() const;
@return Money generated before reduction by maintenance.
int get_MaintenanceBudget() const;
@return Maintenance being paid every budget cycle.
int get_RemainingBudget() const;
@return Money still available for spending in this budget cycle.
int get_ForwardBudget() const;
@return Money added to the next budget as a single-time modifier.
int get_BonusBudget() const;
@return Special funds bonus budget gotten from one-time incomes.
int get_EstNextBudget() const;
@return Estimated value of the next budget amount.
int getMoneyFromType(uint type) const;
@return The contribution to the budget from a particular type of income/expense.
uint get_WelfareMode() const;
@return The type of welfare exchange mode the empire is using.
int getEstBudgetConsuming(int amount) const;
@return The estimated budget after consuming the given amount.
double get_BorrowRate() const;
@return Factor of borrowed money the next budget is reduced by.
double get_BudgetCycle() const;
@return Total amount of time a single budget cycle lasts.
double get_BudgetTimer() const;
@return Time that has passed since the beginning of this budget cycle.
bool canBorrow(int amount) const;
@arg Total amount of money that would be borrowed.
@return Whether it's possible to borrow that amount of money without getting a negative next budget.
bool canPay(int amount) const;
@arg Amount of money that would be spent.
@return Whether it's possible to spend that amount of money, including borrowing, without getting a negative next budget.
float get_DebtFactor() const;
@return The factor of income the empire is currently in debt.
restricted remote:
void set_WelfareMode(uint mode);
@arg The type of welfare exchange mode the empire should use
server:
void resourceTick(double time);
@doc Internal processing function.
void modFTLCapacity(double amount);
@doc Modify the FTL storage capacity.
void modFTLStored(double amount, bool obeyMaximum = false);
@doc Modify how much FTL is currently stored.
@arg Whether to limit the stored ftl to the maximum ftl cap.
void modFTLIncome(double amount);
@doc Modify the current FTL income.
void modFTLUse(double amount);
@doc Modify the current FTL use.
double consumeFTL(double amount, bool partial = true, bool record = true);
@doc Consume an amount of FTL resource.
@arg FTL to consume.
@arg Whether a partial amount can be consumed.
@arg Whether to immediately record the amount as 'Spent FTL'.
@return The amount of FTL that was consumed.
bool consumeFTLUse(double amount);
@doc Grab a chunk of ftl use for our purposes.
@arg FTL use to add.
@return Whether we can use this much ftl.
void modEnergyStored(double amount);
@doc Modify how much Energy is currently stored.
void modEnergyAllocated(double amount);
@doc Modify how much Energy is currently allocated. Allocated energy is considered stored for efficiency purposes, but does not appear as usable energy.
void modEnergyIncome(double amount);
@doc Modify the current Energy income.
void modEnergyUse(double amount);
@doc Modify the current Energy use.
double consumeEnergy(double amount, bool consumePartial = true);
@doc Consume an amount of global energy.
@arg Energy to consume.
@arg Whether a partial amount can be consumed.
@return The amount of energy that was consumed.
bool consumeEnergyUse(double amount);
@doc Grab a chunk of energy use for our purposes.
@arg Energy use to add.
@return Whether we can use this much energy.
void addFloatedEnergy(Empire@ other, double amount);
@doc Add energy floated for another empire, until spent.
int get_BudgetCycleId();
@return ID for the currently active budget cycle.
int consumeBudget(int amount, bool borrow = true);
@doc Spend a chunk of money from the remaining budget.
@arg Amount of money to spend.
@arg Whether to allow borrowing some or all of the money.
@return Budget cycle ID the money was spent in, -1 if unsuccesful.
int lowerBudget(int amount);
@doc Lower the available budget by an amount of money, always able to borrow.
@arg Amount of money to spend.
@return Budget cycle ID the money was spent in.
void refundBudget(int amount, int cycleId);
@doc Refunds money back to the budget, but only if the money was from this cycle.
@arg Amount of money to refund.
@arg Budget cycle ID the money was spent in.
void modMaintenance(int amount, uint type = 0);
@doc Modify current maintenance costs.
void modTotalBudget(int amount, uint type = 0);
@doc Modify total money income.
void modForwardBudget(int amount);
@doc Add money to the upcoming budget as a single-time modifier.
void addBonusBudget(int amount);
@doc Add money into the bonus budget. Will not go away until spent.
void modRemainingBudget(int amount);
@doc Add money to the current budget as a single-time modifier.
void resetBudget();
@doc Cycle the budget right now.
void multBorrowPenalty(double multiply);
@doc Multiply the penalty for borrowing money from the next cycle.
@arg Factor to multiply by.
void modTotalPopulation(double amount);
@doc Modify the total empire population remembered.
void writeResources(Message& msg);
@doc Internal message passing.
shadow:
void readResources(Message& msg);
@doc Internal message passing.
};