28 #ifndef __TARGETMANAGER_H_INCL__
29 #define __TARGETMANAGER_H_INCL__
PyList * GetTargets() const
void QueueUpdate(PyTuple **up) const
void TargetedAdd(SystemEntity *tSE)
void ClearAllTargets(bool notify=true)
void ClearTarget(SystemEntity *tSE)
static const char * GetModeName(uint8 mode)
TargetManager(SystemEntity *self)
void Depleted(MiningLaser *pMod)
void Dump(SystemEntity *pSE) const
static const char * GetStateName(uint8 state)
void ClearTargets(bool notify=true)
void TargetLost(SystemEntity *tSE)
void TargetAdded(SystemEntity *tSE)
PyList * GetTargeters() const
std::map< SystemEntity *, TargetEntry * > m_targets
void TargetedLost(SystemEntity *tSE)
SystemEntity * GetFirstTarget(bool need_locked=false)
void RemoveTarget(SystemEntity *tSE)
void RemoveTargetModule(ActiveModule *pMod)
SystemEntity * GetTarget(uint32 targetID, bool need_locked=true) const
std::map< SystemEntity *, TargetedByEntry * > m_targetedBy
float TimeToLock(ShipItemRef sRef, SystemEntity *tSE) const
std::map< uint32, ActiveModule * > m_modules
std::string TargetList(uint16 &length, uint16 &count)
void TargetedByLost(SystemEntity *tSE)
bool HasNoTargets() const
void QueueEvent(PyTuple **up) const
void AddTargetModule(ActiveModule *pMod)
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 kick all and halt server immediate command list all items in current location s gives list of cargo contents and volumes in all holds list current session values show current ship DNA show current objects in their destiny state
void TargetedByLocked(SystemEntity *tSE)
void Dump(SystemEntity *pSE) const
bool IsTargetedBy(SystemEntity *pSE)
bool StartTargeting(SystemEntity *tSE, ShipItemRef sRef)