1package com.fs.starfarer.api.impl.combat.dweller;
3import org.lwjgl.util.vector.Vector2f;
5import com.fs.starfarer.api.Global;
6import com.fs.starfarer.api.combat.CombatEngineAPI;
7import com.fs.starfarer.api.combat.DamageType;
8import com.fs.starfarer.api.combat.ShipAIConfig;
9import com.fs.starfarer.api.combat.ShipAIPlugin;
10import com.fs.starfarer.api.combat.ShipAPI;
11import com.fs.starfarer.api.combat.ShipCommand;
12import com.fs.starfarer.api.combat.ShipwideAIFlags;
13import com.fs.starfarer.api.util.IntervalUtil;
14import com.fs.starfarer.api.util.Misc;
18 public static class FlockingData {
25 public float repelAtAngleDist;
28 public float attractWeight;
29 public float repelWeight;
30 public float cohesionWeight;
56 turnDir = Math.signum(0.5f - (
float) Math.random() * 0.5f);
static CombatEngineAPI getCombatEngine()
static float HULL_FRACTION_LOST_PER_SECOND
ShipwideAIFlags getAIFlags()
void giveMovementCommands()
void forceCircumstanceEvaluation()
ShroudedEjectaAI(ShipAPI ship)
IntervalUtil updateInterval
void advance(float amount)
void setDoNotFireDelay(float amount)
void cancelCurrentManeuver()
void forceIntervalElapsed()
void advance(float amount)
static float getAngleInDegrees(Vector2f v)
void applyDamage(CombatEntityAPI entity, Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source, boolean playSound)
float getMaxSpeedWithoutBoost()
void setHitpoints(float value)
void giveCommand(ShipCommand command, Object param, int groupNumber)