27 #ifndef __COLONY_H_INCL__
28 #define __COLONY_H_INCL__
47 void Update(
bool updateTimes=
false);
77 void PlanetXfer(
uint32 spaceportID, std::map< uint32, uint16 > importItems, std::map< uint32, uint16 > exportItems,
double taxRate);
void PlanetXfer(uint32 spaceportID, std::map< uint32, uint16 > importItems, std::map< uint32, uint16 > exportItems, double taxRate)
void KillExtractorHead(uint32 ecuID, uint16 headID)
void ProcessPlants(bool &save)
void CreatePin(uint32 groupID, uint32 pinID, uint32 typeID, double latitude, double longitude)
void RemoveRoute(uint16 routeID)
void AddExtractorHead(uint32 ecuID, uint16 headID, double latitude, double longitude)
void Update(bool updateTimes=false)
void UpdatePlantPins(uint32 pinID=0)
PyRep * LaunchCommodities(uint32 pinID, std::map< uint16, uint32 > &items)
void RemoveLink(uint32 src, uint32 dest)
std::map< uint8, uint32 > tempPinIDs
std::multimap< uint32, PI_Route > m_destRoutes
void CreateRoute(uint16 routeID, uint32 typeID, uint32 qty, PyList *path)
void CreateLink(uint32 src, uint32 dest, uint16 level)
void InstallProgram(uint32 ecuID, uint16 typeID, float headRadius, PlanetMgr *pPMgr)
PyDict * TransferCommodities(uint32 srcID, uint32 destID, std::map< uint16, uint32 > items)
void CreateCommandPin(uint32 itemID, uint32 typeID, double latitude, double longitude)
std::vector< uint32 > tempECUs
void ProcessECUs(bool &save)
void MoveExtractorHead(uint32 ecuID, uint16 headID, double latitude, double longitude)
void UpgradeCommandCenter(uint32 pinID, int8 level)
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 SetSchematic(uint32 pinID, uint8 schematicID=0)
std::multimap< uint32, PI_Route > m_srcRoutes
Colony(PyServiceMgr *mgr, Client *pClient, SystemEntity *pSE)
void PrioritizeRoute(uint16 routeID, uint8 priority)
std::multimap< uint8, uint32 > m_plantMap
void RemovePin(uint32 pinID)
entityID heal the character with the entityID note giving you detailed ship status information gives a list of all dynamic entities and players and their destinyState in this bubble shows some current destiny variables save all items
void UpgradeLink(uint32 src, uint32 dest, uint8 level)
void SetProgramResults(uint32 ecuID, uint16 typeID, uint16 numCycles, float headRadius, float cycleTime, uint32 qtyPerCycle)