1package com.fs.starfarer.api.impl.combat.threat;
5import com.fs.starfarer.api.combat.MutableShipStatsAPI;
6import com.fs.starfarer.api.combat.ShipAPI;
7import com.fs.starfarer.api.combat.ShipCommand;
8import com.fs.starfarer.api.combat.ShipwideAIFlags.AIFlags;
9import com.fs.starfarer.api.combat.WeaponGroupAPI;
10import com.fs.starfarer.api.impl.combat.BaseShipSystemScript;
11import com.fs.starfarer.api.util.Misc;
37 applyImpl(ship, stats,
id, state, effectLevel);
54 float jitterLevel = effectLevel;
55 jitterLevel = 0.5f + 0.5f * jitterLevel;
56 if (state == State.OUT) {
57 jitterLevel *= jitterLevel;
61 ship.
setJitter(
this, overColor, jitterLevel, 1, 0f, 4f);
68 if (!g.isAutofiring()) {
Object getCustom(AIFlags flag)
void hitWithEnergyLash(ShipAPI overseer, ShipAPI ship)
void setStandardJitter(ShipAPI ship, State state, float effectLevel)
abstract void applyImpl(ShipAPI ship, MutableShipStatsAPI stats, String id, State state, float effectLevel)
void makeAllGroupsAutofireOneFrame(ShipAPI ship)
void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel)
static Color EMP_FRINGE_COLOR
static Color setAlpha(Color color, int alpha)
CombatEntityAPI getEntity()
void setCircularJitter(boolean circular)
void setShipTarget(ShipAPI ship)
List< WeaponGroupAPI > getWeaponGroupsCopy()
void resetSelectedGroup()
void blockCommandForOneFrame(ShipCommand command)
void setJitterShields(boolean jitterShields)
ShipwideAIFlags getAIFlags()
ShipSystemAPI getSystem()
void setJitter(Object source, Color color, float intensity, int copies, float range)
void giveCommand(ShipCommand command, Object param, int groupNumber)