Object
Abstract class for all game objects, implemented by various subclasses using different states and components. Note that not all methods listed here are accessible on all objects, so before using a component call, check whether the object has the right component for that call using the has[Component] accessors.
Members
-
bool
alwaysVisible
— Whether the object can be seen from any distance.
-
float
sightRange
— Radius around which the object can see other objects.
-
vec3d
position
— Current position in space.
-
vec3d
velocity
— Current momentary velocity.
-
vec3d
acceleration
— Current acceleration vector.
-
quaterniond
rotation
— Rotation/facing expressed as a quaternion.
-
double
radius
— Radius of the object's bounding sphere and size of its visuals.
-
int
id
— Unique identifier referring to this object.
-
Region@
region
— Member created from datafiles.
Methods
-
Empire@
get_owner(
) const
-
string
get_name(
) const
-
bool
get_valid(
) const
-
bool
get_engaged(
) const
-
bool
get_named(
) const
-
bool
get_inCombat(
) const
-
bool
isFocus(
) const
-
void
focus(
)
-
bool
get_initialized(
) const
-
ObjectType
get_type(
) const
-
bool
get_selected(
) const
-
void
set_selected(
bool
value
)
-
bool
get_isPhysical(
) const
-
bool
get_visible(
) const
-
bool
get_known(
) const
-
ObjectGroup@
get_group(
)
-
const ObjectGroup@
get_group(
) const
-
Node@
getNode(
) const
-
vec3d
get_node_position(
)
-
quaterniond
get_node_rotation(
)
-
uint
get_abilityCount(
) const
-
DataList@
getAbilities(
) const
-
uint
get_abilityTypes(
int
id
) const
-
void
activateAbility(
int
id
)
-
void
activateAbility(
int
id,
vec3d
point
)
-
void
activateAbility(
int
id,
const Object@
target
)
-
bool
get_hasAbilities(
) const
-
Component_Abilities@
get_Abilities(
)
-
bool
get_canBuildShips(
)
-
bool
get_canBuildOrbitals(
)
-
bool
get_canBuildAsteroids(
)
-
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
-
float
get_constructionProgress(
) const
-
string
get_constructionName(
uint
num
) const
-
const Design@
get_constructionDesign(
) const
-
DataList@
getConstructionQueue(
)
-
DataList@
getConstructionQueue(
uint
limit
)
-
Object@
get_rallyObject(
) const
-
void
cancelConstruction(
int
id
)
-
void
buildFlagship(
const Design@
design
)
-
void
buildOrbital(
int
OrbitalType,
vec3d
position
)
-
void
buildStation(
const Design@
design,
vec3d
position
)
-
void
buildDryDock(
const Design@
forDesign,
float
pct
)
-
void
workDryDock(
const Orbital@
dryDock
)
-
void
buildAsteroid(
const Asteroid@
asteroid,
uint
resourceId
)
-
void
startTerraform(
const Planet@
planet,
uint
resourceId
)
-
void
addSupportShipConstruction(
int
id,
const Design@
dsg,
uint
amount
)
-
void
removeSupportShipConstruction(
int
id,
const Design@
dsg,
uint
amount
)
-
void
exportLaborTo(
const Object@
other
)
-
void
clearRally(
)
-
void
rallyTo(
const Object@
dest
)
-
void
rallyTo(
vec3d
position
)
-
bool
get_hasConstruction(
) const
-
Component_Construction@
get_Construction(
)
-
double
getFormationRadius(
)
-
DataList@
getSupportGroups(
) const
-
uint
get_supportCount(
)
-
Object@
get_supportShip(
uint
index
)
-
double
getFleetHP(
) const
-
double
getFleetDPS(
) const
-
double
getFleetStrength(
) const
-
double
getFleetMaxStrength(
) const
-
float
getFleetEffectiveness(
) const
-
double
get_GhostHP(
) const
-
double
get_GhostDPS(
) const
-
uint
get_SupplyUsed(
) const
-
uint
get_SupplyCapacity(
) const
-
uint
get_SupplyAvailable(
) const
-
bool
get_hasOrders(
)
-
bool
hasOrder(
uint
type,
bool
checkQueued = false
)
-
uint
get_orderCount(
)
-
string
get_orderName(
uint
num
)
-
uint
get_orderType(
uint
num
) const
-
bool
get_orderHasMovement(
uint
num
) const
-
vec3d
get_orderMoveDestination(
uint
num
) const
-
vec3d
get_finalMoveDestination(
) const
-
int
getRetrofitCost(
) const
-
double
getRetrofitLabor(
) const
-
uint
getGhostCount(
const Design@
design
) const
-
uint
getAutoMode(
)
-
uint
getEngageType(
)
-
uint
getEngageBehave(
)
-
bool
get_autoBuySupports(
) const
-
bool
get_autoFillSupports(
) const
-
void
addGotoOrder(
Object&
target,
bool
append = false
)
-
void
addAttackOrder(
Object&
target,
bool
append = false
)
-
void
addAbilityOrder(
int
abilityId,
vec3d
target,
bool
append = false
)
-
void
addCaptureOrder(
Planet&
target,
bool
append = false
)
-
void
addPickupOrder(
Pickup&
target,
bool
append = false
)
-
void
addMoveOrder(
vec3d
target,
bool
append = false
)
-
void
addMoveOrder(
vec3d
target,
quaterniond
facing,
bool
append = false
)
-
void
addHyperdriveOrder(
vec3d
target,
bool
append = false
)
-
void
addFlingOrder(
Orbital&
beacon,
vec3d
target,
bool
append = false
)
-
void
addScanOrder(
Anomaly&
target,
bool
append = false
)
-
void
addRefreshOrder(
Object&
target,
bool
append = false
)
-
void
addOddityGateOrder(
Oddity&
target,
bool
append = false
)
-
void
addSlipstreamOrder(
vec3d
target,
bool
append = false
)
-
void
addAutoExploreOrder(
bool
useFTL,
bool
append = false
)
-
void
addSecondaryToSlipstream(
Object&
other
)
-
void
addWaitOrder(
const Object@
waitingFor = null,
bool
append = false,
bool
moveTo = false
)
-
void
moveAfterWait(
vec3d
position,
const Object@
waitingFor = null
)
-
void
clearOrders(
)
-
void
insertMoveOrder(
vec3d
target,
uint
index
)
-
void
insertHyperdriveOrder(
vec3d
target,
uint
index
)
-
void
insertFlingOrder(
Orbital&
beacon,
vec3d
target,
uint
index
)
-
void
transferSupports(
const Design@
ofDesign,
uint
amount,
const Object@
transferTo
)
-
void
orderSupports(
const Design@
ofDesign,
uint
amount
)
-
void
scuttleSupports(
const Design@
ofDesign,
uint
amount
)
-
void
rebuildAllGhosts(
)
-
void
clearAllGhosts(
)
-
void
retrofitFleetAt(
const Object@
obj
)
-
void
setAutoMode(
uint
type
)
-
void
setEngageType(
uint
type
)
-
void
setEngageBehave(
uint
type
)
-
void
setHoldPosition(
bool
hold
)
-
void
refreshSupportsFrom(
const Object@
obj,
bool
keepGhosts = false
)
-
void
set_autoBuySupports(
bool
value
)
-
void
set_autoFillSupports(
bool
value
)
-
bool
get_hasLeaderAI(
) const
-
Component_LeaderAI@
get_LeaderAI(
)
-
bool
get_inFTL(
) const
-
bool
get_isMoving(
) const
-
vec3d
get_moveDestination(
) const
-
bool
get_hasMovePath(
) const
-
DataList@
getMovePath(
) const
-
bool
get_hasMover(
) const
-
Component_Mover@
get_Mover(
)
-
DataList@
getNativeResources(
) const
-
DataList@
getAllResources(
) const
-
uint
get_nativeResourceCount(
) const
-
uint
get_nativeResourceType(
uint
index
) const
-
int
get_nativeResourceId(
uint
index
) const
-
uint
get_nativeResourceTotalLevel(
) const
-
bool
get_nativeResourceUsable(
uint
index
) const
-
bool
get_nativeResourceLocked(
uint
index
)
-
uint
getTradedResourceCount(
) const
-
Object@
get_nativeResourceDestination(
uint
index
) const
-
bool
get_exportEnabled(
) const
-
bool
get_importEnabled(
) const
-
uint
get_resourceModID(
) const
-
bool
isTerraforming(
) const
-
bool
get_hasAutoImports(
) const
-
uint
get_queuedImportCount(
)
-
uint
get_queuedImportType(
uint
i
)
-
Object@
get_queuedImportOrigin(
uint
i
)
-
uint
getImportsOfClass(
uint
cls
) const
-
float
get_resourceVanishRate(
) const
-
uint
get_primaryResourceType(
) const
-
uint
get_primaryResourceLevel(
) const
-
int
get_primaryResourceId(
) const
-
bool
get_primaryResourceUsable(
) const
-
bool
get_primaryResourceLocked(
) const
-
DataList@
getAvailableResources(
) const
-
DataList@
getImportedResources(
) const
-
DataList@
getResourceAmounts(
) const
-
bool
hasImportedResources(
) const
-
uint
get_availableResourceCount(
) const
-
uint
get_availableResourceType(
uint
index
) const
-
bool
get_availableResourceUsable(
uint
index
) const
-
uint
get_usableResourceCount(
) const
-
bool
isResourceAvailable(
uint
id
) const
-
uint
getAvailableResourceAmount(
uint
id
) const
-
Object@
get_availableResourceOrigin(
uint
index
) const
-
void
exportResource(
uint
index,
const Object@
to
)
-
void
exportResourceByID(
int
id,
const Object@
to
)
-
bool
get_hasResources(
) const
-
Component_Resources@
get_Resources(
)
-
bool
get_hasOrbit(
) const
-
Component_Orbit@
get_Orbit(
)
-
bool
get_isPickupProtected(
)
-
Object@
getProtector(
)
-
bool
get_hasPickupControl(
) const
-
Component_PickupControl@
get_PickupControl(
)
-
uint
get_planetCount(
) const
-
Planet@
get_planets(
uint
index
) const
-
uint
getPlanetCount(
const Empire@
emp
) const
-
uint
get_anomalyCount(
) const
-
Anomaly@
get_anomalies(
uint
index
) const
-
uint
get_asteroidCount(
) const
-
Asteroid@
get_asteroids(
uint
index
) const
-
uint
get_objectCount(
) const
-
Object@
get_objects(
uint
index
) const
-
Object@
getOrbitObject(
vec3d
point
) const
-
uint
get_starCount(
) const
-
Star@
get_stars(
uint
index
) const
-
Territory@
getTerritory(
const Empire@
forEmpire
) const
-
bool
sharesTerritory(
Empire&
forEmpire,
Region&
region
) const
-
bool
isTradableRegion(
Empire&
forEmpire
) const
-
Empire@
get_visiblePrimaryEmpire(
) const
-
uint
getContestedState(
const Empire@
forEmpire
) const
-
bool
get_hasRegionObjects(
) const
-
Component_RegionObjects@
get_RegionObjects(
)
-
uint
get_statusEffectCount(
)
-
DataList@
getStatusEffects(
)
-
bool
hasStatusEffect(
uint
typeId
)
-
bool
get_hasStatuses(
) const
-
Component_Statuses@
get_Statuses(
)
-
void
transferTo(
const Object@
leader
)
-
void
transferTo(
const Object@
leader,
vec3d
newOffset
)
-
void
setFleetOffset(
vec3d
offset
)
-
bool
get_hasSupportAI(
) const
-
Component_SupportAI@
get_SupportAI(
)
-
uint
get_maxPopulation(
) const
-
double
get_population(
) const
-
uint
get_level(
) const
-
uint
get_resourceLevel(
) const
-
int
get_income(
) const
-
double
get_decayTime(
) const
-
bool
get_quarantined(
) const
-
double
get_undevelopedMaintenance(
) const
-
double
get_buildingConstructRate(
) const
-
double
get_tileDevelopmentRate(
) const
-
uint
get_pressureCap(
) const
-
float
get_totalPressure(
) const
-
bool
isProtected(
) const
-
int
get_baseLoyalty(
) const
-
int
get_currentLoyalty(
) const
-
int
getLoyaltyFacing(
const Empire@
emp
) const
-
bool
get_isContested(
) const
-
bool
get_isBeingColonized(
) const
-
int
get_buildingMaintenance(
) const
-
Empire@
get_captureEmpire(
) const
-
float
get_capturePct(
) const
-
uint
get_availableDesignations(
) const
-
int
get_designation(
) const
-
bool
get_designationDisabled(
) const
-
bool
get_autoDesignate(
) const
-
Region@
get_projectedDefenseRegion(
) const
-
double
getResourceProduction(
uint
resource
)
-
double
getResourcePressure(
uint
resource
)
-
Empire@
get_visibleOwner(
) const
-
uint
get_visibleLevel(
) const
-
vec3d
get_planetIconPosition(
) const
-
uint
get_totalSurfaceTiles(
) const
-
uint
get_usedSurfaceTiles(
) const
-
DataList@
getPlanetSurface(
)
-
double
get_colonyShipAccel(
) const
-
bool
get_isColonizing(
) const
-
bool
get_canSafelyColonize(
) const
-
uint
get_colonyOrderCount(
) const
-
bool
hasColonyTarget(
Object&
other
) const
-
Object@
get_colonyTarget(
uint
index
) const
-
int
get_lowestLoyalty(
) const
-
DataList@
getAffinities(
) const
-
void
annex(
const Empire@
forEmpire = null
)
-
void
colonize(
Object&
other,
double
toPopulation = 1.0
)
-
void
stopColonizing(
Object&
other
)
-
void
abandon(
)
-
void
buildBuilding(
uint
tid,
vec2i
pos
)
-
void
destroyBuilding(
vec2i
pos
)
-
void
setDesignation(
int
id
)
-
void
setProjectedDefenseRegion(
const Region@
reg
)
-
bool
get_hasSurfaceComponent(
) const
-
Component_SurfaceComponent@
get_SurfaceComponent(
)
-
bool
get_isShip(
) const
-
bool
get_isStar(
) const
-
bool
get_isPlanet(
) const
-
bool
get_isColonyShip(
) const
-
bool
get_isOrbital(
) const
-
bool
get_isRegion(
) const
-
bool
get_isTerritory(
) const
-
bool
get_isPickup(
) const
-
bool
get_isAsteroid(
) const
-
bool
get_isAnomaly(
) const
-
bool
get_isOddity(
) const
-
bool
get_isFreighter(
) const
-
bool
get_isArtifact(
) const
-
bool
get_isCivilian(
) const
Empire@
get_owner(
) const
Returns
Empire@
: The empire that owns this object.
string
get_name(
) const
Returns
string
: Name of the object.
bool
get_valid(
) const
Returns
bool
: Whether the object is valid and not a zombie. Zombies are objects that have already been destroyed but are awaiting disposal.
bool
isFocus(
) const
Returns
bool
: Whether the object is a focus object. Focus objects have higher priority for interpolation and syncing.
void
focus(
)
Mark the object as a focus object. Focus decays and should be set periodically on accessed objects.
Node@
getNode(
) const
Returns the node associated with the object. Asynchronous.
vec3d
get_node_position(
)
Returns
vec3d
: The absolute physical position of the object's graphics node this frame. Can be different from the object position due to graphics interpolation.
quaterniond
get_node_rotation(
)
Returns
quaterniond
: The absolute physical rotation of the object's graphics node this frame. Can be different from the object rotation due to graphics interpolation.
Component_Mover@
get_Mover(
)
Returns the component handle for this type of component.
Returns
Component_Mover@
: Can be null if no component of this type exists for this object.
Component_Orbit@
get_Orbit(
)
Returns the component handle for this type of component.
Returns
Component_Orbit@
: Can be null if no component of this type exists for this object.