Package com.fs.starfarer.api.combat
Interface CombatEngineAPI
public interface CombatEngineAPI
- Author:
- Alex Mosolov Copyright 2012 Fractal Softworks, LLC
-
Method Summary
Modifier and TypeMethodDescriptionvoid
addEntity
(CombatEntityAPI entity) void
addFloatingDamageText
(org.lwjgl.util.vector.Vector2f loc, float damage, float spread, Color color, CombatEntityAPI to, CombatEntityAPI source) void
addFloatingDamageText
(org.lwjgl.util.vector.Vector2f loc, float damage, Color color, CombatEntityAPI attachedTo, CombatEntityAPI damageSource) void
addFloatingText
(org.lwjgl.util.vector.Vector2f loc, String text, float size, Color color, CombatEntityAPI attachedTo, float flashFrequency, float flashDuration) void
addFloatingTextAlways
(org.lwjgl.util.vector.Vector2f loc, String text, float size, Color color, CombatEntityAPI attachedTo, float flashFrequency, float flashDuration, float durInPlace, float durFloatingUp, float durFadingOut, float baseAlpha) void
addHitParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, float durationIn, float totalDuration, Color color) void
addHitParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, float duration, Color color) Particle with a somewhat brighter middle.void
addHitParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, Color color) Duration gets auto-computed.void
addNebulaParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) void
addNebulaParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt) void
addNebulaSmokeParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) void
addNebulaSmoothParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) void
addNebulaSmoothParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt) void
addNegativeNebulaParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) void
addNegativeParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float rampUpFraction, float totalDuration, Color color) void
addNegativeSwirlyNebulaParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) void
addPlugin
(EveryFrameCombatPlugin plugin) Plugin has its init method called inside this method.void
addSmokeParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float opacity, float duration, Color color) Opaque smoke particle.void
addSmoothParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, float rampUpFraction, float totalDuration, Color color) void
addSmoothParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, float duration, Color color) Standard glowy particle.void
addSwirlyNebulaParticle
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt) void
applyDamage
(CombatEntityAPI entity, org.lwjgl.util.vector.Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source) void
applyDamage
(CombatEntityAPI entity, org.lwjgl.util.vector.Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source, boolean playSound) void
applyDamage
(Object damageModifierParam, CombatEntityAPI entity, org.lwjgl.util.vector.Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source, boolean playSound) void
applyDamageModifiersToSpawnedProjectileWithNullWeapon
(ShipAPI source, WeaponAPI.WeaponType type, boolean isBeam, DamageAPI damage) void
applyImpact
(org.lwjgl.util.vector.Vector2f vel, float impact, CombatEntityAPI target, org.lwjgl.util.vector.Vector2f point) createFakeWeapon
(ShipAPI ship, String weaponId) createFXDrone
(ShipVariantAPI variant) createProximityFuseAI
(MissileAPI missile) void
endCombat
(float delay) void
org.lwjgl.util.vector.Vector2f
getAimPointWithLeadForAutofire
(CombatEntityAPI from, float accuracyFactor, CombatEntityAPI to, float projSpeed) accuracyFactor: 1 = best accuracy, >1 (up to around 2 at most normally) poor accuracy, <1 = leading target too much, not used.All combat entities.Deprecated.Deprecated.Asteroids only.getBeams()
float
BattleCreationContext used to initialize this battle.float
Time elapsed while both sides can see at least one enemy ship.float
Does *not* return 0 if the game is paused; actually the *current* frame.getFleetManager
(int owner) getFleetManager
(FleetSide side) getFogOfWar
(int owner) float
float
Missiles only.Includes missiles.Ships only.getShips()
float
getTotalElapsedTime
(boolean includePaused) int
0 = player, 1 = enemy, 2 = player allies, no player ships left.boolean
hasAttachedFloaty
(CombatEntityAPI entity) boolean
void
headInDirectionWithoutTurning
(MissileAPI missile, float desiredHeading, float desiredSpeed) Gives strafe left/right and accelerate forward/backward/decelerate commands to accomplish this.void
headInDirectionWithoutTurning
(ShipAPI ship, float desiredHeading, float desiredSpeed) Gives strafe left/right and accelerate forward/backward/decelerate commands to accomplish this.boolean
isAwareOf
(int owner, CombatEntityAPI other) Visible (i.e.boolean
boolean
boolean
boolean
isEntityInPlay
(CombatEntityAPI entity) boolean
boolean
boolean
boolean
isInEngine
(ShipAPI ship) boolean
boolean
boolean
boolean
isMissileAlive
(MissileAPI missile) boolean
boolean
isPaused()
boolean
boolean
isShipAlive
(ShipAPI ship) boolean
boolean
boolean
boolean
void
maintainStatusForPlayerShip
(Object key, String spriteName, String title, String data, boolean isDebuff) In the status list above the left side of the ship info widget in the bottom left.boolean
boolean
void
void
removeEntity
(CombatEntityAPI entity) void
removeObject
(Object object) void
removePlugin
(EveryFrameCombatPlugin plugin) void
setBackgroundColor
(Color backgroundColor) void
setBackgroundGlowColor
(Color backgroundGlowColor) void
setBackgroundGlowColorNonAdditive
(boolean backgroundGlowColorNonAdditive) void
setCombatNotOverFor
(float seconds) void
setCombatNotOverForAtLeast
(float seconds) void
setCustomExit
(String buttonTitle, String confirmString) void
setDoNotEndCombat
(boolean doNotEndCombat) void
void
setMaxFleetPoints
(FleetSide side, int fleetPoints) void
setPaused
(boolean paused) void
setPlayerShipExternal
(ShipAPI ship) void
setRenderStarfield
(boolean renderStarfield) void
void
setSideDeploymentOverrideSide
(FleetSide sideDeploymentOverrideSide) spawnAsteroid
(int size, float x, float y, float dx, float dy) spawnAsteroid
(String spriteName, float x, float y, float dx, float dy, boolean fromRing) spawnDamagingExplosion
(DamagingExplosionSpec spec, ShipAPI source, org.lwjgl.util.vector.Vector2f location) spawnDamagingExplosion
(DamagingExplosionSpec spec, ShipAPI source, org.lwjgl.util.vector.Vector2f location, boolean canDamageSource) void
spawnDebrisLarge
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation) void
spawnDebrisMedium
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation) void
spawnDebrisSmall
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation) spawnEmpArc
(ShipAPI damageSource, org.lwjgl.util.vector.Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core) spawnEmpArc
(ShipAPI damageSource, org.lwjgl.util.vector.Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core, EmpArcEntityAPI.EmpArcParams params) spawnEmpArcPierceShields
(ShipAPI damageSource, org.lwjgl.util.vector.Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core) Same as spawnEmpArc, but goes through shields if they're blocking the line from the point to the chosen target.spawnEmpArcPierceShields
(ShipAPI damageSource, org.lwjgl.util.vector.Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core, EmpArcEntityAPI.EmpArcParams params) spawnEmpArcVisual
(org.lwjgl.util.vector.Vector2f from, CombatEntityAPI fromAnchor, org.lwjgl.util.vector.Vector2f to, CombatEntityAPI toAnchor, float thickness, Color fringe, Color core) spawnEmpArcVisual
(org.lwjgl.util.vector.Vector2f from, CombatEntityAPI fromAnchor, org.lwjgl.util.vector.Vector2f to, CombatEntityAPI toAnchor, float thickness, Color fringe, Color core, EmpArcEntityAPI.EmpArcParams params) void
spawnExplosion
(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, Color color, float size, float maxDuration) Purely visual.void
spawnMuzzleFlashOrSmoke
(ShipAPI ship, WeaponSlotAPI slot, WeaponSpecAPI spec, int barrel, float targetAngle) void
spawnMuzzleFlashOrSmoke
(ShipAPI ship, org.lwjgl.util.vector.Vector2f point, WeaponSpecAPI spec, float targetAngle) spawnProjectile
(ShipAPI ship, WeaponAPI weapon, String weaponId, String projSpecId, org.lwjgl.util.vector.Vector2f point, float angle, org.lwjgl.util.vector.Vector2f shipVelocity) Should work now.spawnProjectile
(ShipAPI ship, WeaponAPI weapon, String weaponId, org.lwjgl.util.vector.Vector2f point, float angle, org.lwjgl.util.vector.Vector2f shipVelocity) void
updateStationModuleLocations
(ShipAPI station)
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Method Details
-
isInCampaign
boolean isInCampaign()- Returns:
- true if this battle is inside the campaign, false otherwise (i.e., mission or simulation, including in-campaign simulations).
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isInCampaignSim
boolean isInCampaignSim() -
getCombatUI
CombatUIAPI getCombatUI() -
setHyperspaceMode
void setHyperspaceMode() -
getAllObjectives
Deprecated.Use getObjectives() instead. -
getAllShips
Deprecated.Use getShips() instead. -
getObjectives
List<BattleObjectiveAPI> getObjectives() -
getShips
-
getMissiles
List<MissileAPI> getMissiles() -
getAsteroids
List<CombatEntityAPI> getAsteroids() -
getBeams
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getProjectiles
List<DamagingProjectileAPI> getProjectiles()Includes missiles. -
isEntityInPlay
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getFogOfWar
-
removeEntity
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getFleetManager
-
getFleetManager
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getPlayerShip
ShipAPI getPlayerShip() -
isPaused
boolean isPaused() -
endCombat
void endCombat(float delay) -
setDoNotEndCombat
void setDoNotEndCombat(boolean doNotEndCombat) -
endCombat
-
getViewport
ViewportAPI getViewport() -
applyDamage
void applyDamage(CombatEntityAPI entity, org.lwjgl.util.vector.Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source, boolean playSound) - Parameters:
entity
-point
- Location the damage is dealt at, in absolute engine coordinates (i.e. *not* relative to the ship). MUST fall within the sprite of a ship, given its current location and facing, for armor to properly be taken into account.damageAmount
-damageType
-empAmount
-bypassShields
- Whether shields are ignored completely.dealsSoftFlux
- Whether damage dealt to shields results in soft flux.source
- Should be a ShipAPI if the damage ultimately attributed to it. Can also be null.playSound
- Whether a sound based on the damage dealt should be played.
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applyDamage
void applyDamage(CombatEntityAPI entity, org.lwjgl.util.vector.Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source) -
applyDamage
void applyDamage(Object damageModifierParam, CombatEntityAPI entity, org.lwjgl.util.vector.Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source, boolean playSound) -
addHitParticle
void addHitParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, float duration, Color color) Particle with a somewhat brighter middle.- Parameters:
brightness
- from 0 to 1duration
- in seconds
-
addSmoothParticle
void addSmoothParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, float duration, Color color) Standard glowy particle.- Parameters:
brightness
- from 0 to 1duration
- in seconds
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addSmokeParticle
void addSmokeParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float opacity, float duration, Color color) Opaque smoke particle.- Parameters:
brightness
- from 0 to 1duration
- in seconds
-
spawnExplosion
void spawnExplosion(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, Color color, float size, float maxDuration) Purely visual. -
spawnAsteroid
- Parameters:
size
- 0, 1, 2, or 3, with 3 being the largest.x
- location xy
- location ydx
- velocity xdy
- velocity y- Returns:
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addFloatingText
void addFloatingText(org.lwjgl.util.vector.Vector2f loc, String text, float size, Color color, CombatEntityAPI attachedTo, float flashFrequency, float flashDuration) -
addFloatingDamageText
void addFloatingDamageText(org.lwjgl.util.vector.Vector2f loc, float damage, Color color, CombatEntityAPI attachedTo, CombatEntityAPI damageSource) -
spawnProjectile
CombatEntityAPI spawnProjectile(ShipAPI ship, WeaponAPI weapon, String weaponId, org.lwjgl.util.vector.Vector2f point, float angle, org.lwjgl.util.vector.Vector2f shipVelocity) - Parameters:
ship
- The ship launching this projectile. Can be null.weapon
- Firing weapon. Can be null. If not, used for figuring out range/damage bonuses, etc.weaponId
- ID of the weapon whose projectile to use. Required.point
- Location where the projectile will spawn. Required.angle
- Initial facing, in degrees (0 = 3 o'clock, 90 = 12 o'clock).shipVelocity
- Can be null. Otherwise, will be imparted to projectile.- Returns:
- Projectile that was created, or null.
-
spawnEmpArc
EmpArcEntityAPI spawnEmpArc(ShipAPI damageSource, org.lwjgl.util.vector.Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core) - Parameters:
damageSource
- Ship that's ultimately responsible for dealing the damage of this EMP arc. Can be null.point
- starting point of the EMP arc, in absolute engine coordinates.pointAnchor
- The entity the starting point should move together with, if any.empTargetEntity
- Target of the EMP arc. If it's a ship, it will randomly pick an engine nozzle/weapon to arc to. Can also pass in a custom class implementing CombatEntityAPI to visually target the EMP at a specific location (and not do any damage).damageType
-damAmount
-empDamAmount
-maxRange
- Maximum range the arc can reach (useful for confining EMP arc targets to the area near point)impactSoundId
- Can be null.thickness
- Thickness of the arc (visual).fringe
-core
-- Returns:
-
spawnEmpArc
EmpArcEntityAPI spawnEmpArc(ShipAPI damageSource, org.lwjgl.util.vector.Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core, EmpArcEntityAPI.EmpArcParams params) -
spawnEmpArcPierceShields
EmpArcEntityAPI spawnEmpArcPierceShields(ShipAPI damageSource, org.lwjgl.util.vector.Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core) Same as spawnEmpArc, but goes through shields if they're blocking the line from the point to the chosen target. -
spawnEmpArcPierceShields
EmpArcEntityAPI spawnEmpArcPierceShields(ShipAPI damageSource, org.lwjgl.util.vector.Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core, EmpArcEntityAPI.EmpArcParams params) -
getMapWidth
float getMapWidth() -
getMapHeight
float getMapHeight() -
getContext
BattleCreationContext getContext()BattleCreationContext used to initialize this battle.- Returns:
-
getTotalElapsedTime
float getTotalElapsedTime(boolean includePaused) -
getElapsedInLastFrame
float getElapsedInLastFrame()Does *not* return 0 if the game is paused; actually the *current* frame.- Returns:
-
addPlugin
Plugin has its init method called inside this method.- Parameters:
plugin
-
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removePlugin
-
isSimulation
boolean isSimulation() -
isMission
boolean isMission() -
getMissionId
String getMissionId() -
setPlayerShipExternal
-
isUIShowingDialog
boolean isUIShowingDialog() -
isUIShowingHUD
boolean isUIShowingHUD() -
isUIAutopilotOn
boolean isUIAutopilotOn() -
getElapsedInContactWithEnemy
float getElapsedInContactWithEnemy()Time elapsed while both sides can see at least one enemy ship.- Returns:
-
isFleetsInContact
boolean isFleetsInContact() -
setSideDeploymentOverrideSide
-
getCustomData
-
maintainStatusForPlayerShip
void maintainStatusForPlayerShip(Object key, String spriteName, String title, String data, boolean isDebuff) In the status list above the left side of the ship info widget in the bottom left.- Parameters:
key
-spriteName
-title
-data
-isDebuff
-
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setPaused
void setPaused(boolean paused) -
playerHasNonAllyReserves
boolean playerHasNonAllyReserves() -
playerHasAllyReserves
boolean playerHasAllyReserves() -
getDamageData
CombatDamageData getDamageData() -
getTimeMult
MutableStat getTimeMult() -
setMaxFleetPoints
-
getNebula
CombatNebulaAPI getNebula() -
isInFastTimeAdvance
boolean isInFastTimeAdvance() -
spawnProjectile
CombatEntityAPI spawnProjectile(ShipAPI ship, WeaponAPI weapon, String weaponId, String projSpecId, org.lwjgl.util.vector.Vector2f point, float angle, org.lwjgl.util.vector.Vector2f shipVelocity) Should work now. -
updateStationModuleLocations
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getAllObjectGrid
CollisionGridAPI getAllObjectGrid()All combat entities.- Returns:
-
getShipGrid
CollisionGridAPI getShipGrid()Ships only.- Returns:
-
getMissileGrid
CollisionGridAPI getMissileGrid()Missiles only.- Returns:
-
getAsteroidGrid
CollisionGridAPI getAsteroidGrid()Asteroids only.- Returns:
-
spawnDamagingExplosion
DamagingProjectileAPI spawnDamagingExplosion(DamagingExplosionSpec spec, ShipAPI source, org.lwjgl.util.vector.Vector2f location) -
spawnDamagingExplosion
DamagingProjectileAPI spawnDamagingExplosion(DamagingExplosionSpec spec, ShipAPI source, org.lwjgl.util.vector.Vector2f location, boolean canDamageSource) -
getWinningSideId
int getWinningSideId()0 = player, 1 = enemy, 2 = player allies, no player ships left.- Returns:
-
isCombatOver
boolean isCombatOver() -
removeObject
-
addLayeredRenderingPlugin
-
isEnemyInFullRetreat
boolean isEnemyInFullRetreat() -
isMissileAlive
-
spawnMuzzleFlashOrSmoke
void spawnMuzzleFlashOrSmoke(ShipAPI ship, WeaponSlotAPI slot, WeaponSpecAPI spec, int barrel, float targetAngle) -
getAiGridMissiles
CollisionGridAPI getAiGridMissiles() -
getAiGridShips
CollisionGridAPI getAiGridShips() -
getAiGridAsteroids
CollisionGridAPI getAiGridAsteroids() -
isAwareOf
Visible (i.e. not under fog) or recently seen.- Parameters:
owner
-other
-- Returns:
-
headInDirectionWithoutTurning
Gives strafe left/right and accelerate forward/backward/decelerate commands to accomplish this.- Parameters:
missile
-desiredHeading
-desiredSpeed
-
-
headInDirectionWithoutTurning
Gives strafe left/right and accelerate forward/backward/decelerate commands to accomplish this.- Parameters:
ship
-desiredHeading
-desiredSpeed
-
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getAimPointWithLeadForAutofire
org.lwjgl.util.vector.Vector2f getAimPointWithLeadForAutofire(CombatEntityAPI from, float accuracyFactor, CombatEntityAPI to, float projSpeed) accuracyFactor: 1 = best accuracy, >1 (up to around 2 at most normally) poor accuracy, <1 = leading target too much, not used.- Parameters:
from
-accuracyFactor
-to
-projSpeed
-- Returns:
-
getListenerManager
CombatListenerManagerAPI getListenerManager() -
applyDamageModifiersToSpawnedProjectileWithNullWeapon
void applyDamageModifiersToSpawnedProjectileWithNullWeapon(ShipAPI source, WeaponAPI.WeaponType type, boolean isBeam, DamageAPI damage) -
addHitParticle
void addHitParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, float durationIn, float totalDuration, Color color) -
addHitParticle
void addHitParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, Color color) Duration gets auto-computed.- Parameters:
loc
-vel
-size
-brightness
-color
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spawnEmpArcVisual
EmpArcEntityAPI spawnEmpArcVisual(org.lwjgl.util.vector.Vector2f from, CombatEntityAPI fromAnchor, org.lwjgl.util.vector.Vector2f to, CombatEntityAPI toAnchor, float thickness, Color fringe, Color core) -
spawnEmpArcVisual
EmpArcEntityAPI spawnEmpArcVisual(org.lwjgl.util.vector.Vector2f from, CombatEntityAPI fromAnchor, org.lwjgl.util.vector.Vector2f to, CombatEntityAPI toAnchor, float thickness, Color fringe, Color core, EmpArcEntityAPI.EmpArcParams params) -
addSmoothParticle
void addSmoothParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float brightness, float rampUpFraction, float totalDuration, Color color) -
addNegativeParticle
void addNegativeParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float rampUpFraction, float totalDuration, Color color) -
addNebulaParticle
void addNebulaParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) -
addNegativeNebulaParticle
void addNegativeNebulaParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) -
addNebulaSmokeParticle
void addNebulaSmokeParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) -
hasAttachedFloaty
-
addNebulaParticle
void addNebulaParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt) -
addSwirlyNebulaParticle
void addSwirlyNebulaParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt) -
addNegativeSwirlyNebulaParticle
void addNegativeSwirlyNebulaParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) -
isInPlay
-
setCombatNotOverForAtLeast
void setCombatNotOverForAtLeast(float seconds) -
setCombatNotOverFor
void setCombatNotOverFor(float seconds) -
getCombatNotOverFor
float getCombatNotOverFor() -
setCustomExit
-
getCustomExitButtonTitle
String getCustomExitButtonTitle() -
getCustomExitButtonConfirmString
String getCustomExitButtonConfirmString() -
addFloatingTextAlways
void addFloatingTextAlways(org.lwjgl.util.vector.Vector2f loc, String text, float size, Color color, CombatEntityAPI attachedTo, float flashFrequency, float flashDuration, float durInPlace, float durFloatingUp, float durFadingOut, float baseAlpha) -
createFakeWeapon
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getShipPlayerIsTransferringCommandFrom
ShipAPI getShipPlayerIsTransferringCommandFrom() -
getShipPlayerIsTransferringCommandTo
ShipAPI getShipPlayerIsTransferringCommandTo() -
getShipPlayerLastTransferredCommandTo
ShipAPI getShipPlayerLastTransferredCommandTo() -
createFXDrone
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addEntity
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addNebulaSmoothParticle
void addNebulaSmoothParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color) -
addNebulaSmoothParticle
void addNebulaSmoothParticle(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt) -
getBackgroundColor
Color getBackgroundColor() -
setBackgroundColor
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isBackgroundGlowColorNonAdditive
boolean isBackgroundGlowColorNonAdditive() -
setBackgroundGlowColorNonAdditive
void setBackgroundGlowColorNonAdditive(boolean backgroundGlowColorNonAdditive) -
setBackgroundGlowColor
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getBackgroundGlowColor
Color getBackgroundGlowColor() -
isRenderStarfield
boolean isRenderStarfield() -
setRenderStarfield
void setRenderStarfield(boolean renderStarfield) -
setShipPlayerLastTransferredCommandTo
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spawnMuzzleFlashOrSmoke
void spawnMuzzleFlashOrSmoke(ShipAPI ship, org.lwjgl.util.vector.Vector2f point, WeaponSpecAPI spec, float targetAngle) -
isInMissionSim
boolean isInMissionSim() -
isShipAlive
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spawnDebrisSmall
void spawnDebrisSmall(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation) -
spawnDebrisMedium
void spawnDebrisMedium(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation) -
spawnDebrisLarge
void spawnDebrisLarge(org.lwjgl.util.vector.Vector2f loc, org.lwjgl.util.vector.Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation) -
addFloatingDamageText
void addFloatingDamageText(org.lwjgl.util.vector.Vector2f loc, float damage, float spread, Color color, CombatEntityAPI to, CombatEntityAPI source) -
createProximityFuseAI
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getBackgroundSpriteName
String getBackgroundSpriteName() -
isInEngine
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hasPluginOfClass
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applyImpact
void applyImpact(org.lwjgl.util.vector.Vector2f vel, float impact, CombatEntityAPI target, org.lwjgl.util.vector.Vector2f point) -
playShipExplosionSound
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spawnAsteroid
CombatEntityAPI spawnAsteroid(String spriteName, float x, float y, float dx, float dy, boolean fromRing)
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