public interface WeaponAPI
Modifier and Type | Interface and Description |
---|---|
static class |
WeaponAPI.AIHints |
static interface |
WeaponAPI.DerivedWeaponStatsAPI |
static class |
WeaponAPI.WeaponSize |
static class |
WeaponAPI.WeaponType |
Modifier and Type | Method and Description |
---|---|
void |
beginSelectionFlash() |
void |
disable() |
void |
disable(boolean permanent) |
float |
distanceFromArc(Vector2f target)
Returns 0 if the target is in arc, angular distance to edge of arc otherwise.
|
void |
ensureClonedSpec() |
void |
forceShowBeamGlow() |
int |
getAmmo() |
float |
getAmmoPerSecond() |
AmmoTrackerAPI |
getAmmoTracker() |
AnimationAPI |
getAnimation() |
float |
getArc() |
float |
getArcFacing() |
SpriteAPI |
getBarrelSpriteAPI()
Sprite with the weapon barrels, or null if the weapon doesn't use recoil/separate barrel graphics.
|
java.util.List<BeamAPI> |
getBeams() |
float |
getBurstFireTimeRemaining() |
float |
getChargeLevel() |
float |
getCooldown() |
float |
getCooldownRemaining() |
float |
getCurrAngle() |
float |
getCurrHealth() |
float |
getCurrSpread() |
DamageAPI |
getDamage() |
DamageType |
getDamageType() |
WeaponAPI.DerivedWeaponStatsAPI |
getDerivedStats()
Base stats, does not include character skill bonuses/hull mods/etc.
|
float |
getDisabledDuration() |
float |
getDisplayArcRadius() |
java.lang.String |
getDisplayName() |
EveryFrameWeaponEffectPlugin |
getEffectPlugin() |
Vector2f |
getFirePoint(int barrel) |
float |
getFluxCostToFire() |
SpriteAPI |
getGlowSpriteAPI() |
java.lang.String |
getId() |
Vector2f |
getLocation() |
int |
getMaxAmmo() |
float |
getMaxHealth() |
java.util.List<MissileRenderDataAPI> |
getMissileRenderData() |
MuzzleFlashSpec |
getMuzzleFlashSpec() |
WeaponSpecAPI |
getOriginalSpec() |
CollisionClass |
getProjectileCollisionClass() |
float |
getProjectileFadeRange() |
float |
getProjectileSpeed() |
float |
getRange() |
float |
getRefireDelay() |
Vector2f |
getRenderOffsetForDecorativeBeamWeaponsOnly() |
ShipAPI |
getShip() |
WeaponAPI.WeaponSize |
getSize() |
WeaponSlotAPI |
getSlot() |
WeaponSpecAPI |
getSpec() |
SpriteAPI |
getSprite()
Note:
setAlphaMult() and setAngle() will be called on the sprite returned here just prior to rendering.
|
float |
getTurnRate() |
WeaponAPI.WeaponType |
getType() |
SpriteAPI |
getUnderSpriteAPI()
"Base" sprite for the weapon (see: mjolnir.wpn), or null.
|
boolean |
hasAIHint(WeaponAPI.AIHints hint) |
boolean |
isAlwaysFire() |
boolean |
isBeam() |
boolean |
isBurstBeam() |
boolean |
isDecorative() |
boolean |
isDisabled() |
boolean |
isFiring() |
boolean |
isInBurst() |
boolean |
isKeepBeamTargetWhileChargingDown() |
boolean |
isPermanentlyDisabled() |
boolean |
isPulse() |
boolean |
isRenderBarrelBelow()
Whether the barrel goes below or above the weapon sprite.
|
void |
renderBarrel(SpriteAPI sprite,
Vector2f loc,
float alphaMult)
Renders the barrel.
|
void |
repair() |
boolean |
requiresFullCharge() |
void |
resetAmmo() |
void |
setAmmo(int ammo) |
void |
setCurrAngle(float angle) |
void |
setCurrHealth(float currHealth) |
void |
setFacing(float facing) |
void |
setForceFireOneFrame(boolean forceFire) |
void |
setForceNoFireOneFrame(boolean forceNoFireOneFrame) |
void |
setGlowAmount(float glow,
java.awt.Color glowColor) |
void |
setKeepBeamTargetWhileChargingDown(boolean keepTargetWhileChargingDown) |
void |
setMaxAmmo(int maxAmmo) |
void |
setPD(boolean pd) |
void |
setPDAlso(boolean pdAlso) |
void |
setRefireDelay(float delay) |
void |
setRemainingCooldownTo(float value) |
void |
setRenderOffsetForDecorativeBeamWeaponsOnly(Vector2f renderOffsetForDecorativeBeamWeaponsOnly) |
void |
setScaleBeamGlowBasedOnDamageEffectiveness(boolean scaleGlowBasedOnDamageEffectiveness) |
void |
setSuspendAutomaticTurning(boolean suspendAutomaticTurning) |
void |
setTurnRateOverride(java.lang.Float turnRateOverride) |
void |
setWeaponGlowHeightMult(float weaponGlowHeightMult) |
void |
setWeaponGlowWidthMult(float weaponGlowWidthMult) |
void |
stopFiring() |
void |
updateBeamFromPoints() |
boolean |
usesAmmo() |
boolean |
usesEnergy() |
java.lang.String getId()
WeaponAPI.WeaponType getType()
WeaponAPI.WeaponSize getSize()
void setPD(boolean pd)
float distanceFromArc(Vector2f target)
target
- boolean isAlwaysFire()
float getCurrSpread()
float getCurrAngle()
float getArcFacing()
float getArc()
void setCurrAngle(float angle)
float getRange()
float getDisplayArcRadius()
float getChargeLevel()
float getTurnRate()
float getProjectileSpeed()
java.lang.String getDisplayName()
int getAmmo()
int getMaxAmmo()
void setMaxAmmo(int maxAmmo)
void resetAmmo()
float getCooldownRemaining()
float getCooldown()
void setRemainingCooldownTo(float value)
boolean isBeam()
boolean isBurstBeam()
boolean isPulse()
boolean requiresFullCharge()
Vector2f getLocation()
boolean isFiring()
boolean usesAmmo()
boolean usesEnergy()
boolean hasAIHint(WeaponAPI.AIHints hint)
CollisionClass getProjectileCollisionClass()
void beginSelectionFlash()
float getFluxCostToFire()
float getMaxHealth()
float getCurrHealth()
boolean isDisabled()
float getDisabledDuration()
boolean isPermanentlyDisabled()
DamageType getDamageType()
ShipAPI getShip()
WeaponAPI.DerivedWeaponStatsAPI getDerivedStats()
void setAmmo(int ammo)
AnimationAPI getAnimation()
SpriteAPI getSprite()
SpriteAPI getUnderSpriteAPI()
SpriteAPI getBarrelSpriteAPI()
void renderBarrel(SpriteAPI sprite, Vector2f loc, float alphaMult)
alphaMult
- boolean isRenderBarrelBelow()
void disable()
void disable(boolean permanent)
void repair()
WeaponSpecAPI getSpec()
WeaponSlotAPI getSlot()
EveryFrameWeaponEffectPlugin getEffectPlugin()
java.util.List<MissileRenderDataAPI> getMissileRenderData()
DamageAPI getDamage()
float getProjectileFadeRange()
boolean isDecorative()
void ensureClonedSpec()
float getAmmoPerSecond()
void setPDAlso(boolean pdAlso)
void setCurrHealth(float currHealth)
MuzzleFlashSpec getMuzzleFlashSpec()
java.util.List<BeamAPI> getBeams()
Vector2f getFirePoint(int barrel)
void setTurnRateOverride(java.lang.Float turnRateOverride)
SpriteAPI getGlowSpriteAPI()
AmmoTrackerAPI getAmmoTracker()
void setRefireDelay(float delay)
void setFacing(float facing)
void updateBeamFromPoints()
boolean isKeepBeamTargetWhileChargingDown()
void setKeepBeamTargetWhileChargingDown(boolean keepTargetWhileChargingDown)
void setScaleBeamGlowBasedOnDamageEffectiveness(boolean scaleGlowBasedOnDamageEffectiveness)
void setForceFireOneFrame(boolean forceFire)
void setGlowAmount(float glow, java.awt.Color glowColor)
void setForceNoFireOneFrame(boolean forceNoFireOneFrame)
void setSuspendAutomaticTurning(boolean suspendAutomaticTurning)
float getBurstFireTimeRemaining()
Vector2f getRenderOffsetForDecorativeBeamWeaponsOnly()
void setRenderOffsetForDecorativeBeamWeaponsOnly(Vector2f renderOffsetForDecorativeBeamWeaponsOnly)
float getRefireDelay()
void forceShowBeamGlow()
boolean isInBurst()
WeaponSpecAPI getOriginalSpec()
void setWeaponGlowWidthMult(float weaponGlowWidthMult)
void setWeaponGlowHeightMult(float weaponGlowHeightMult)
void stopFiring()
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