13 #ifndef EVE_SHIP_MODULES_MODULEMANAGER_H
14 #define EVE_SHIP_MODULES_MODULEMANAGER_H
108 void GetWeapons(std::list<GenericModule*>& weaponList);
112 void SortModulesBySlotDec(std::vector< uint32 >& modVec, std::vector< GenericModule* >& pModList);
169 #endif // EVE_SHIP_MODULES_MODULEMANAGER_H
void addModuleRef(EVEItemFlags flag, GenericModule *pMod)
void CheckSlotFitLimited(EVEItemFlags flag)
void deleteModuleRef(EVEItemFlags flag, GenericModule *pMod)
void DeOverload(uint32 itemID)
InventoryItemRef GetLoadedChargeOnModule(EVEItemFlags flag)
void UnfitModule(uint32 itemID)
void UnloadModule(uint32 itemID)
void GetActiveModules(uint8 rack, std::vector< GenericModule * > &modVec)
void CheckGroupFitLimited(EVEItemFlags flag, InventoryItemRef iRef)
void GetShipRigs(std::vector< uint32 > &modVec)
this is a class that kinda mimics how python polymorph's numbers.
void GetLoadedCharges(std::map< EVEItemFlags, InventoryItemRef > &charges)
void UninstallRig(uint32 itemID)
void GetModulesInBank(EVEItemFlags flag, std::vector< GenericModule * > &modVec)
void GetWeapons(std::list< GenericModule * > &weaponList)
std::map< uint8, GenericModule * > m_fittings
typeID Spawn an NPC with the specified type text Search for items matching the specified query() type()() itemID() copy() materialLevel()()() itemID() itemID Fits selected item to active ship() skillID(level)-gives skillID to specified level." ) COMMAND( online
void GetModuleListOfRefsAsc(std::vector< InventoryItemRef > &modVec)
GenericModule * GetModule(EVEItemFlags flag)
PyRep * ModuleRepair(uint32 modID)
void UpdateModules(std::vector< uint32 > modVec)
bool VerifySlotExchange(EVEItemFlags slot1, EVEItemFlags slot2)
void GetModuleListOfRefsOrderedRev(std::vector< InventoryItemRef > &modVec)
bool InstallRig(ModuleItemRef mRef, EVEItemFlags flag)
void GetModuleListOfRefsOrdered(std::vector< InventoryItemRef > &modVec)
bool InstallSubSystem(ModuleItemRef mRef, EVEItemFlags flag)
std::map< EVEItemFlags, InventoryItemRef > m_charges
void DeactivateAllModules()
void Activate(int32 itemID, uint16 effectID, int32 targetID, int32 repeat)
uint8 GetFittedModuleCountByGroup(uint16 groupID)
void GetShipSubSystems(std::vector< uint32 > &modVec)
void StopModuleRepair(uint32 modID)
void SortModulesBySlotDec(std::vector< uint32 > &modVec, std::vector< GenericModule * > &pModList)
GenericModule * GetRandModule()
void RemoveTarget(SystemEntity *pSE)
void UnloadCharge(GenericModule *pMod)
void GetModuleListByReqSkill(uint16 skillID, std::vector< InventoryItemRef > &modVec)
void Deactivate(uint32 itemID, std::string effectName)
std::map< uint16, uint8 > m_modByGroup
void CharacterLeavingShip()
uint16 GetAvailableSlotInBank(EVEEffectID slotBank)
void Offline(uint32 itemID)
void LoadCharge(InventoryItemRef chargeRef, EVEItemFlags flag)
typeID Spawn an NPC with the specified type text Search for items matching the specified query() type()() itemID() copy() materialLevel()() itemID(attributeID)-Retrieves attribute value." ) COMMAND( setattr
void RepairModule(uint32 itemID, EvilNumber amount)
bool AddModule(ModuleItemRef mRef, EVEItemFlags flag)
std::map< uint8, GenericModule * > m_systems
void Online(uint32 itemID)
void GetActiveModulesHeat(uint8 rack, float &heat)
void CharacterBoardingShip()
void Overload(uint32 itemID)
std::map< uint8, GenericModule * > m_modules
bool IsSlotOccupied(EVEItemFlags flag)
ModuleManager(ShipItem *const pShip)
void DamageModule(uint32 itemID, float amount)
uint8 GetActiveModulesCount(uint8 rack)
void GetModuleListOfRefsDec(std::vector< InventoryItemRef > &modVec)
Reference-counting-based smart pointer.