Ship
Derived Object created based on datafiles. Can be cast to and from an Object@.
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.
-
float
MaxEnergy
— Member created from datafiles.
-
float
Energy
— Member created from datafiles.
-
float
DPS
— Member created from datafiles.
-
float
MaxDPS
— Member created from datafiles.
-
float
Supply
— Member created from datafiles.
-
float
MaxSupply
— Member created from datafiles.
-
bool
isFTLing
— Member created from datafiles.
-
bool
isFree
— Member created from datafiles.
-
quaterniond
formationDest
— Member created from datafiles.
-
Blueprint
blueprint
— Member created from datafiles.
-
bool
delayFTL
— Member created from datafiles.
-
double
minEngagementRange
— Member created from datafiles.
-
double
maxEngagementRange
— 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(
)
-
void
scuttle(
)
-
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
-
void
activateAbilities(
)
-
void
deactivateAbilities(
)
-
Component_Abilities@
get_Abilities(
)
-
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
-
void
activateLeaderAI(
)
-
void
deactivateLeaderAI(
)
-
Component_LeaderAI@
get_LeaderAI(
)
-
bool
get_inFTL(
) const
-
bool
get_isMoving(
) const
-
vec3d
get_moveDestination(
) const
-
bool
get_hasMovePath(
) const
-
DataList@
getMovePath(
) const
-
Component_Mover@
get_Mover(
)
-
bool
get_hasOrbit(
) const
-
void
activateOrbit(
)
-
void
deactivateOrbit(
)
-
Component_Orbit@
get_Orbit(
)
-
uint
get_statusEffectCount(
)
-
DataList@
getStatusEffects(
)
-
bool
hasStatusEffect(
uint
typeId
)
-
bool
get_hasStatuses(
) const
-
void
activateStatuses(
)
-
void
deactivateStatuses(
)
-
Component_Statuses@
get_Statuses(
)
-
void
transferTo(
const Object@
leader
)
-
void
transferTo(
const Object@
leader,
vec3d
newOffset
)
-
void
setFleetOffset(
vec3d
offset
)
-
bool
get_hasSupportAI(
) const
-
void
activateSupportAI(
)
-
void
deactivateSupportAI(
)
-
Component_SupportAI@
get_SupportAI(
)
-
Object@
get_Leader(
) const
-
Object@
get_RetrofittingAt(
) 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.
Component_Orbit@
get_Orbit(
)
Returns the component handle for this type of component.
Object@
get_Leader(
) const
Member created from datafiles.
Object@
get_RetrofittingAt(
) const
Member created from datafiles.