26 #ifndef __SYSTEMBUBBLE_H_INCL__
27 #define __SYSTEMBUBBLE_H_INCL__
109 void BubblecastDestiny(std::vector<PyTuple*> &updates, std::vector<PyTuple*> &events,
const char* desc)
const;
131 void GetEntities(std::map< uint32, SystemEntity* >& into)
const;
133 void GetAllEntities(std::map< uint32, SystemEntity* >& into)
const;
135 void GetPlayers(std::vector<Client*> &into)
const;
137 void GetEntityVec(std::vector<SystemEntity*> &into)
const;
176 void MarkBubble(
const GPoint& position, std::string& name, std::string& desc,
bool center=
false);
void MarkBubble(const GPoint &position, std::string &name, std::string &desc, bool center=false)
std::map< uint32, SystemEntity * > m_dynamicEntities
std::map< uint32, SystemEntity * > m_markers
void GetEntityVec(std::vector< SystemEntity * > &into) const
void BubblecastDestinyUpdateExclusive(PyTuple **payload, const char *desc, SystemEntity *pSE) const
void AddBallExclusive(SystemEntity *about_who)
void SendAddBalls(SystemEntity *to_who)
void SetWarpBubble(bool set=false)
bool InBubble(const GPoint &pt, bool inWarp=false) const
void GetEntities(std::map< uint32, SystemEntity * > &into) const
void SetIHubSE(IHubSE *pIHub)
void SendAddBalls2(SystemEntity *to_who)
itemID[count] Create count or of the specified() x() entityID Translocate to the specified entity Immediately stops setting then Sends Bubble AddBalls and Destiny SetState(resets spaceview with current server data)" ) COMMAND( sendstate
void BubblecastSendNotification(const char *notifyType, const char *idType, PyTuple **payload, bool seq=true)
std::map< uint32, DroneSE * > m_drones
SystemManager *const GetSystem() const
PyObject * GetDroneState() const
SystemBubble(SystemManager *pSystem, const GPoint ¢er, double radius)
void SetMission(bool set=true)
SystemEntity * GetRandomEntity()
void BubblecastDestiny(std::vector< PyTuple * > &updates, std::vector< PyTuple * > &events, const char *desc) const
void RemoveBallExclusive(SystemEntity *about_who)
void GetAllEntities(std::map< uint32, SystemEntity * > &into) const
void SetAnomaly(bool set=true)
void SetGate(uint32 gateID)
void BubblecastDestinyEvent(std::vector< PyTuple * > &events, const char *desc) const
void SetIncursion(bool set=true)
void SetBelt(InventoryItemRef itemRef)
void SetSBUSE(SBUSE *pSBU)
void SetSpawnTimer(bool isBelt=false)
ContainerSE * GetCenterMarker()
std::map< uint32, Client * > m_players
void ResetBubbleRatSpawn()
bool IsOverlap(const GPoint &pt) const
void RemoveExclusive(SystemEntity *pSE)
void RemoveBall(SystemEntity *about_who)
void SetTCUSE(TCUSE *pTCU)
void ProcessWander(std::vector< SystemEntity * > &wanderers)
void Remove(SystemEntity *pSE)
void SetTowerSE(TowerSE *pTower)
void SetSpawned(bool set=true)
SystemEntity *const GetEntity(uint32 entityID) const
std::map< uint32, SystemEntity * > m_entities
void RemoveBalls(SystemEntity *to_who)
void BubblecastDestinyUpdate(std::vector< PyTuple * > &updates, const char *desc) const
void Add(SystemEntity *pSE)
void GetPlayers(std::vector< Client * > &into) const