Territory

Derived Object created based on datafiles. Can be cast to and from an Object@.

Members

Methods

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 get_engaged( ) const

Returns bool : Whether the object is engaged.

bool get_named( ) const

Returns bool : Whether the object has been named..

bool get_inCombat( ) const

Returns bool : Whether the object is considered in combat.

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.

bool get_initialized( ) const

Returns bool : Whether the object has been fully initialized in its creation step.

ObjectType get_type( ) const

Returns ObjectType : The type of this object.

bool get_selected( ) const

Returns bool : Whether the object is currently selected.

void set_selected( bool value )

bool get_isPhysical( ) const

Returns bool : Whether the object is a physical object.

bool get_visible( ) const

Returns true if the player empire can see this object.

bool get_known( ) const

Returns true if the player empire has ever seen this object.

ObjectGroup@ get_group( )

Returns ObjectGroup@ : The object group associated with the object.

const ObjectGroup@ get_group( ) const

Returns const ObjectGroup@ : The object group associated with the object.

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.