Blueprint
A physical instance of a design. A blueprint belongs to one ship and holds all the information about the internals of that particular ship.
Members
-
double
currentHP
— The current hp of the ship.
-
double
shipEffectiveness
— The effectiveness of the ship as a whole.
-
uint
destroyedHexes
— The amount of hexes that have been destroyed.
-
const Design@
design
— The design that this particular blueprint is based on.
-
vec2i
repairingHex
— The hexagon that is currently being repaired.
Methods
-
bool
hasTagActive(
SubsystemTag
tag
)
-
double
getTagEfficiency(
SubsystemTag
tag,
bool
ignoreInactive = true
)
-
double
getEfficiencySum(
SubsystemVariable
var,
SubsystemTag
tag = ST_NULL,
bool
ignoreInactive = true
)
-
double
getEfficiencyFactor(
SubsystemVariable
var,
SubsystemTag
tag = ST_NULL,
bool
ignoreInactive = true
)
-
vec3d
getOptimalFacing(
SubsystemVariable
var,
SubsystemTag
tag = ST_NULL,
bool
ignoreInactive = true
)
-
Object@
getCombatTarget(
)
-
const HexStatus@
getHexStatus(
uint
index
) const
-
const HexStatus@
getHexStatus(
uint
x,
uint
y
) const
-
const SysStatus@
getSysStatus(
uint
index
) const
-
const SysStatus@
getSysStatus(
uint
x,
uint
y
) const
-
bool
canTarget(
Object&
obj,
Object&
target
)
-
bool
doesAutoTarget(
Object&
obj,
Object&
target
)
double
getTagEfficiency(
SubsystemTag
tag,
bool
ignoreInactive = true
)
Calculate the total efficiency of subsystems with a particular tag.
-
SubsystemTag
tag — Tag to check for.
-
bool
ignoreInactive — Whether to ignore remaining efficiency on subsystems that are disabled.
Returns
double
: Total efficiency.
vec3d
getOptimalFacing(
SubsystemVariable
var,
SubsystemTag
tag = ST_NULL,
bool
ignoreInactive = true
)
Calculate the optimal facing so that effectors in this blueprint can fire with optimal value for the passed variable.
-
SubsystemVariable
var — Variable to use.
-
SubsystemTag
tag — Tag to filter subsystems by.
-
bool
ignoreInactive — Whether to ignore remaining efficiency on subsystems that are disabled.
Returns
vec3d
: Optimal facing.
Object@
getCombatTarget(
)
Find a target this ship is firing on.
const HexStatus@
getHexStatus(
uint
x,
uint
y
) const
-
uint
x — X coordinate of the hex.
-
uint
y — Y coordinate of the hex.
Returns
const HexStatus@
: Current status of the hex on this blueprint.
const SysStatus@
getSysStatus(
uint
x,
uint
y
) const
-
uint
x — X coordinate of the hex.
-
uint
y — Y coordinate of the hex.
Returns
const SysStatus@
: Current status of the subsystem the hex belongs to.
bool
canTarget(
Object&
obj,
Object&
target
)
Check whether the effectors in this blueprint can target an object.
-
Object&
obj — Object this blueprint is for.
-
Object&
target — Object to check targeting for.
Returns
bool
: Whether the object can be targeted.
bool
doesAutoTarget(
Object&
obj,
Object&
target
)
Check whether the effectors in this blueprint can auto-target an object.
-
Object&
obj — Object this blueprint is for.
-
Object&
target — Object to check auto-targeting for.
Returns
bool
: Whether the object can be auto-targeted.