27 #ifndef __DESTINYMANAGER_H_INCL__
28 #define __DESTINYMANAGER_H_INCL__
105 void SendDestinyUpdate(std::vector<PyTuple*> &updates,
bool self_only=
false)
const;
106 void SendDestinyUpdate(std::vector<PyTuple*> &updates, std::vector<PyTuple*> &events,
bool self_only=
false)
const;
164 void Jump(
bool showCloak=
true);
184 void SendCloakFx(
bool apply=
false,
bool module=
false)
const;
186 void SendSpecialEffect(
uint32 entityID,
uint32 moduleID,
uint32 moduleTypeID,
uint32 targetID,
uint32 chargeTypeID, std::string guid,
bool isOffensive,
bool start,
bool isActive,
int32 duration,
uint32 repeat,
int32 graphicInfo = 0)
const;
332 void WarpStop(
double currentShipSpeed);
340 double total_distance_,
float m_currentSpeedFraction
bool IsAligned(GPoint &targetPoint)
double GetFollowDistance()
void WarpCruise(uint16 sec_into_warp)
void SendAnchorLift() const
void SendGateActivity(uint32 gateID) const
void GotoDirection(const GPoint &direction)
void SendJettisonPacket() const
void MakeMissile(Missile *missile)
static const float TURN_ALIGNMENT
void SendCloakFx(bool apply=false, bool module=false) const
void SendJumpInEffect(std::string JumpEffect) const
void SendJumpOutEffect(std::string JumpEffect, uint32 locationID) const
float m_prevSpeedFraction
bool m_hasSentShipUpdates
void SetCloak(bool set=false)
const GVector & GetVelocity() const
void SendDestinyUpdate(std::vector< PyTuple * > &updates, bool self_only=false) const
void SetMaxVelocity(float maxVelocity)
this is a class that kinda mimics how python polymorph's numbers.
void SendSetState() const
float m_maxOrbitSpeedFraction
void Bounce(GVector direction, float speed)
float m_activeSpeedFraction
void UpdateOldShip(ShipSE *pShipSE)
void WarpStop(double currentShipSpeed)
SystemEntity * GetTargetEntity()
WarpState(uint32 start_time_, double total_distance_, double warp_speed_, double accel_dist_, double cruise_dist_, double decel_dist_, float warp_time_, bool accel_, bool cruise_, bool decel_, const GVector &warp_vector_)
std::pair< uint32, SystemEntity * > m_targetEntity
void SendSpecialEffect(uint32 entityID, uint32 moduleID, uint32 moduleTypeID, uint32 targetID, uint32 chargeTypeID, std::string guid, bool isOffensive, bool start, bool isActive, int32 duration, uint32 repeat, int32 graphicInfo=0) const
void WarpDecel(uint16 sec_into_warp)
void SendAnchorDrop() const
void SendJumpOut(uint32 gateID) const
void AlignTo(SystemEntity *pSE)
void SetSpeedFraction(float fraction=1.0f, bool startMovement=false)
void EntityRemoved(SystemEntity *pSE)
void WarpAccel(uint16 sec_into_warp)
void UpdateVelocity(bool isMoving=false)
void UpdateNewShip(const ShipItemRef newShipRef)
void Jump(bool showCloak=true)
void SetPosition(const GPoint &pt, bool update=false)
void SendSingleDestinyUpdate(PyTuple **up, bool self_only=false) const
void Bump(SystemEntity *who)
void SetFrozen(bool set=false)
void GotoPoint(const GPoint &point)
void WarpTo(const GPoint &where, int32 distance=0, bool autoPilot=false, SystemEntity *pSE=nullptr)
void SendSpecialEffect10(uint32 entityID, uint32 targetID, std::string guid, bool isOffensive, bool start, bool isActive) const
void UpdateShipVariables()
void SendTerminalExplosion(uint32 shipID, uint32 bubbleID, bool isGlobal=false) const
void SendSingleDestinyEvent(PyTuple **ev, bool self_only=false) const
void TractorBeamStart(SystemEntity *pShipSE, EvilNumber speed)
double m_warpCapacitorNeed
void WarpUpdate(double currentShipSpeed)
GPoint ComputePosition(double curRad)
const GPoint & GetPosition() const
void SpeedBoost(bool deactivate=false)
DestinyManager(SystemEntity *self)
void SendBallInteractive(const ShipItemRef shipRef, bool set=false) const
SystemBubble * m_targBubble
PyResult AttemptDockOperation()
static const uint16 BUMP_DISTANCE
static const float WARP_ALIGNMENT
float m_userSpeedFraction
void WebbedMe(InventoryItemRef modRef, bool apply=false)
void SetBubble(bool set=false)