Starsector API
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com.fs.starfarer.api.combat.CombatEngineAPI Interface Reference

Public Member Functions

boolean isInCampaign ()
 
boolean isInCampaignSim ()
 
CombatUIAPI getCombatUI ()
 
void setHyperspaceMode ()
 
List< BattleObjectiveAPIgetAllObjectives ()
 
List< ShipAPIgetAllShips ()
 
List< BattleObjectiveAPIgetObjectives ()
 
List< ShipAPIgetShips ()
 
List< MissileAPIgetMissiles ()
 
List< CombatEntityAPIgetAsteroids ()
 
List< BeamAPIgetBeams ()
 
List< DamagingProjectileAPIgetProjectiles ()
 
boolean isEntityInPlay (CombatEntityAPI entity)
 
FogOfWarAPI getFogOfWar (int owner)
 
void removeEntity (CombatEntityAPI entity)
 
CombatFleetManagerAPI getFleetManager (FleetSide side)
 
CombatFleetManagerAPI getFleetManager (int owner)
 
ShipAPI getPlayerShip ()
 
boolean isPaused ()
 
void endCombat (float delay)
 
void setDoNotEndCombat (boolean doNotEndCombat)
 
void endCombat (float delay, FleetSide winner)
 
ViewportAPI getViewport ()
 
void applyDamage (CombatEntityAPI entity, Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source, boolean playSound)
 
void applyDamage (CombatEntityAPI entity, Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source)
 
void applyDamage (Object damageModifierParam, CombatEntityAPI entity, Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, Object source, boolean playSound)
 
void addHitParticle (Vector2f loc, Vector2f vel, float size, float brightness, float duration, Color color)
 
void addSmoothParticle (Vector2f loc, Vector2f vel, float size, float brightness, float duration, Color color)
 
void addSmokeParticle (Vector2f loc, Vector2f vel, float size, float opacity, float duration, Color color)
 
void spawnExplosion (Vector2f loc, Vector2f vel, Color color, float size, float maxDuration)
 
CombatEntityAPI spawnAsteroid (int size, float x, float y, float dx, float dy)
 
void addFloatingText (Vector2f loc, String text, float size, Color color, CombatEntityAPI attachedTo, float flashFrequency, float flashDuration)
 
void addFloatingDamageText (Vector2f loc, float damage, Color color, CombatEntityAPI attachedTo, CombatEntityAPI damageSource)
 
CombatEntityAPI spawnProjectile (ShipAPI ship, WeaponAPI weapon, String weaponId, Vector2f point, float angle, Vector2f shipVelocity)
 
EmpArcEntityAPI spawnEmpArc (ShipAPI damageSource, Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core)
 
EmpArcEntityAPI spawnEmpArc (ShipAPI damageSource, Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core, EmpArcParams params)
 
EmpArcEntityAPI spawnEmpArcPierceShields (ShipAPI damageSource, Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core)
 
EmpArcEntityAPI spawnEmpArcPierceShields (ShipAPI damageSource, Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, String impactSoundId, float thickness, Color fringe, Color core, EmpArcParams params)
 
float getMapWidth ()
 
float getMapHeight ()
 
BattleCreationContext getContext ()
 
float getTotalElapsedTime (boolean includePaused)
 
float getElapsedInLastFrame ()
 
void addPlugin (EveryFrameCombatPlugin plugin)
 
void removePlugin (EveryFrameCombatPlugin plugin)
 
boolean isSimulation ()
 
boolean isMission ()
 
String getMissionId ()
 
void setPlayerShipExternal (ShipAPI ship)
 
boolean isUIShowingDialog ()
 
boolean isUIShowingHUD ()
 
boolean isUIAutopilotOn ()
 
float getElapsedInContactWithEnemy ()
 
boolean isFleetsInContact ()
 
void setSideDeploymentOverrideSide (FleetSide sideDeploymentOverrideSide)
 
Map< String, Object > getCustomData ()
 
void maintainStatusForPlayerShip (Object key, String spriteName, String title, String data, boolean isDebuff)
 
void setPaused (boolean paused)
 
boolean playerHasNonAllyReserves ()
 
boolean playerHasAllyReserves ()
 
CombatDamageData getDamageData ()
 
MutableStat getTimeMult ()
 
void setMaxFleetPoints (FleetSide side, int fleetPoints)
 
CombatNebulaAPI getNebula ()
 
boolean isInFastTimeAdvance ()
 
CombatEntityAPI spawnProjectile (ShipAPI ship, WeaponAPI weapon, String weaponId, String projSpecId, Vector2f point, float angle, Vector2f shipVelocity)
 
void updateStationModuleLocations (ShipAPI station)
 
CollisionGridAPI getAllObjectGrid ()
 
CollisionGridAPI getShipGrid ()
 
CollisionGridAPI getMissileGrid ()
 
CollisionGridAPI getAsteroidGrid ()
 
DamagingProjectileAPI spawnDamagingExplosion (DamagingExplosionSpec spec, ShipAPI source, Vector2f location)
 
DamagingProjectileAPI spawnDamagingExplosion (DamagingExplosionSpec spec, ShipAPI source, Vector2f location, boolean canDamageSource)
 
int getWinningSideId ()
 
boolean isCombatOver ()
 
void removeObject (Object object)
 
CombatEntityAPI addLayeredRenderingPlugin (CombatLayeredRenderingPlugin plugin)
 
boolean isEnemyInFullRetreat ()
 
boolean isMissileAlive (MissileAPI missile)
 
void spawnMuzzleFlashOrSmoke (ShipAPI ship, WeaponSlotAPI slot, WeaponSpecAPI spec, int barrel, float targetAngle)
 
CollisionGridAPI getAiGridMissiles ()
 
CollisionGridAPI getAiGridShips ()
 
CollisionGridAPI getAiGridAsteroids ()
 
boolean isAwareOf (int owner, CombatEntityAPI other)
 
void headInDirectionWithoutTurning (MissileAPI missile, float desiredHeading, float desiredSpeed)
 
void headInDirectionWithoutTurning (ShipAPI ship, float desiredHeading, float desiredSpeed)
 
Vector2f getAimPointWithLeadForAutofire (CombatEntityAPI from, float accuracyFactor, CombatEntityAPI to, float projSpeed)
 
CombatListenerManagerAPI getListenerManager ()
 
void applyDamageModifiersToSpawnedProjectileWithNullWeapon (ShipAPI source, WeaponType type, boolean isBeam, DamageAPI damage)
 
void addHitParticle (Vector2f loc, Vector2f vel, float size, float brightness, float durationIn, float totalDuration, Color color)
 
void addHitParticle (Vector2f loc, Vector2f vel, float size, float brightness, Color color)
 
EmpArcEntityAPI spawnEmpArcVisual (Vector2f from, CombatEntityAPI fromAnchor, Vector2f to, CombatEntityAPI toAnchor, float thickness, Color fringe, Color core)
 
EmpArcEntityAPI spawnEmpArcVisual (Vector2f from, CombatEntityAPI fromAnchor, Vector2f to, CombatEntityAPI toAnchor, float thickness, Color fringe, Color core, EmpArcParams params)
 
void addSmoothParticle (Vector2f loc, Vector2f vel, float size, float brightness, float rampUpFraction, float totalDuration, Color color)
 
void addNegativeParticle (Vector2f loc, Vector2f vel, float size, float rampUpFraction, float totalDuration, Color color)
 
void addNebulaParticle (Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color)
 
void addNegativeNebulaParticle (Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color)
 
void addNebulaSmokeParticle (Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color)
 
boolean hasAttachedFloaty (CombatEntityAPI entity)
 
void addNebulaParticle (Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt)
 
void addSwirlyNebulaParticle (Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt)
 
void addNegativeSwirlyNebulaParticle (Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color)
 
boolean isInPlay (Object object)
 
void setCombatNotOverForAtLeast (float seconds)
 
void setCombatNotOverFor (float seconds)
 
float getCombatNotOverFor ()
 
void setCustomExit (String buttonTitle, String confirmString)
 
String getCustomExitButtonTitle ()
 
String getCustomExitButtonConfirmString ()
 
void addFloatingTextAlways (Vector2f loc, String text, float size, Color color, CombatEntityAPI attachedTo, float flashFrequency, float flashDuration, float durInPlace, float durFloatingUp, float durFadingOut, float baseAlpha)
 
WeaponAPI createFakeWeapon (ShipAPI ship, String weaponId)
 
ShipAPI getShipPlayerIsTransferringCommandFrom ()
 
ShipAPI getShipPlayerIsTransferringCommandTo ()
 
ShipAPI getShipPlayerLastTransferredCommandTo ()
 
ShipAPI createFXDrone (ShipVariantAPI variant)
 
void addEntity (CombatEntityAPI entity)
 
void addNebulaSmoothParticle (Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color)
 
void addNebulaSmoothParticle (Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, Color color, boolean expandAsSqrt)
 
Color getBackgroundColor ()
 
void setBackgroundColor (Color backgroundColor)
 
boolean isBackgroundGlowColorNonAdditive ()
 
void setBackgroundGlowColorNonAdditive (boolean backgroundGlowColorNonAdditive)
 
void setBackgroundGlowColor (Color backgroundGlowColor)
 
Color getBackgroundGlowColor ()
 
boolean isRenderStarfield ()
 
void setRenderStarfield (boolean renderStarfield)
 
void setShipPlayerLastTransferredCommandTo (ShipAPI ship)
 
void spawnMuzzleFlashOrSmoke (ShipAPI ship, Vector2f point, WeaponSpecAPI spec, float targetAngle)
 
boolean isInMissionSim ()
 
boolean isShipAlive (ShipAPI ship)
 
void spawnDebrisSmall (Vector2f loc, Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation)
 
void spawnDebrisMedium (Vector2f loc, Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation)
 
void spawnDebrisLarge (Vector2f loc, Vector2f vel, int num, float facing, float spread, float minVel, float velRange, float maxRotation)
 
void addFloatingDamageText (Vector2f loc, float damage, float spread, Color color, CombatEntityAPI to, CombatEntityAPI source)
 
MissileAIPlugin createProximityFuseAI (MissileAPI missile)
 
String getBackgroundSpriteName ()
 
boolean isInEngine (ShipAPI ship)
 
boolean hasPluginOfClass (Class c)
 
void applyImpact (Vector2f vel, float impact, CombatEntityAPI target, Vector2f point)
 
void playShipExplosionSound (ShipAPI ship)
 
CombatEntityAPI spawnAsteroid (String spriteName, float x, float y, float dx, float dy, boolean fromRing)
 

Detailed Description

Author
Alex Mosolov

Copyright 2012 Fractal Softworks, LLC

Definition at line 24 of file CombatEngineAPI.java.

Member Function Documentation

◆ addEntity()

void com.fs.starfarer.api.combat.CombatEngineAPI.addEntity ( CombatEntityAPI entity)

◆ addFloatingDamageText() [1/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.addFloatingDamageText ( Vector2f loc,
float damage,
Color color,
CombatEntityAPI attachedTo,
CombatEntityAPI damageSource )

◆ addFloatingDamageText() [2/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.addFloatingDamageText ( Vector2f loc,
float damage,
float spread,
Color color,
CombatEntityAPI to,
CombatEntityAPI source )

◆ addFloatingText()

void com.fs.starfarer.api.combat.CombatEngineAPI.addFloatingText ( Vector2f loc,
String text,
float size,
Color color,
CombatEntityAPI attachedTo,
float flashFrequency,
float flashDuration )

◆ addFloatingTextAlways()

void com.fs.starfarer.api.combat.CombatEngineAPI.addFloatingTextAlways ( Vector2f loc,
String text,
float size,
Color color,
CombatEntityAPI attachedTo,
float flashFrequency,
float flashDuration,
float durInPlace,
float durFloatingUp,
float durFadingOut,
float baseAlpha )

◆ addHitParticle() [1/3]

void com.fs.starfarer.api.combat.CombatEngineAPI.addHitParticle ( Vector2f loc,
Vector2f vel,
float size,
float brightness,
Color color )

Duration gets auto-computed.

Parameters
loc
vel
size
brightness
color

◆ addHitParticle() [2/3]

void com.fs.starfarer.api.combat.CombatEngineAPI.addHitParticle ( Vector2f loc,
Vector2f vel,
float size,
float brightness,
float duration,
Color color )

Particle with a somewhat brighter middle.

Parameters
brightnessfrom 0 to 1
durationin seconds

◆ addHitParticle() [3/3]

void com.fs.starfarer.api.combat.CombatEngineAPI.addHitParticle ( Vector2f loc,
Vector2f vel,
float size,
float brightness,
float durationIn,
float totalDuration,
Color color )

◆ addLayeredRenderingPlugin()

CombatEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.addLayeredRenderingPlugin ( CombatLayeredRenderingPlugin plugin)

◆ addNebulaParticle() [1/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.addNebulaParticle ( Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
Color color )

◆ addNebulaParticle() [2/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.addNebulaParticle ( Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
Color color,
boolean expandAsSqrt )

◆ addNebulaSmokeParticle()

void com.fs.starfarer.api.combat.CombatEngineAPI.addNebulaSmokeParticle ( Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
Color color )

◆ addNebulaSmoothParticle() [1/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.addNebulaSmoothParticle ( Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
Color color )

◆ addNebulaSmoothParticle() [2/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.addNebulaSmoothParticle ( Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
Color color,
boolean expandAsSqrt )

◆ addNegativeNebulaParticle()

void com.fs.starfarer.api.combat.CombatEngineAPI.addNegativeNebulaParticle ( Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
Color color )

◆ addNegativeParticle()

void com.fs.starfarer.api.combat.CombatEngineAPI.addNegativeParticle ( Vector2f loc,
Vector2f vel,
float size,
float rampUpFraction,
float totalDuration,
Color color )

◆ addNegativeSwirlyNebulaParticle()

void com.fs.starfarer.api.combat.CombatEngineAPI.addNegativeSwirlyNebulaParticle ( Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
Color color )

◆ addPlugin()

void com.fs.starfarer.api.combat.CombatEngineAPI.addPlugin ( EveryFrameCombatPlugin plugin)

Plugin has its init method called inside this method.

Parameters
plugin

◆ addSmokeParticle()

void com.fs.starfarer.api.combat.CombatEngineAPI.addSmokeParticle ( Vector2f loc,
Vector2f vel,
float size,
float opacity,
float duration,
Color color )

Opaque smoke particle.

Parameters
brightnessfrom 0 to 1
durationin seconds

◆ addSmoothParticle() [1/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.addSmoothParticle ( Vector2f loc,
Vector2f vel,
float size,
float brightness,
float duration,
Color color )

Standard glowy particle.

Parameters
brightnessfrom 0 to 1
durationin seconds

◆ addSmoothParticle() [2/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.addSmoothParticle ( Vector2f loc,
Vector2f vel,
float size,
float brightness,
float rampUpFraction,
float totalDuration,
Color color )

◆ addSwirlyNebulaParticle()

void com.fs.starfarer.api.combat.CombatEngineAPI.addSwirlyNebulaParticle ( Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
Color color,
boolean expandAsSqrt )

◆ applyDamage() [1/3]

void com.fs.starfarer.api.combat.CombatEngineAPI.applyDamage ( CombatEntityAPI entity,
Vector2f point,
float damageAmount,
DamageType damageType,
float empAmount,
boolean bypassShields,
boolean dealsSoftFlux,
Object source )

◆ applyDamage() [2/3]

void com.fs.starfarer.api.combat.CombatEngineAPI.applyDamage ( CombatEntityAPI entity,
Vector2f point,
float damageAmount,
DamageType damageType,
float empAmount,
boolean bypassShields,
boolean dealsSoftFlux,
Object source,
boolean playSound )
Parameters
entity
pointLocation the damage is dealt at, in absolute engine coordinates (i.e. not relative to the ship). MUST fall within the sprite of a ship, given its current location and facing, for armor to properly be taken into account.
damageAmount
damageType
empAmount
bypassShieldsWhether shields are ignored completely.
dealsSoftFluxWhether damage dealt to shields results in soft flux.
sourceShould be a ShipAPI if the damage ultimately attributed to it. Can also be null.
playSoundWhether a sound based on the damage dealt should be played.

◆ applyDamage() [3/3]

void com.fs.starfarer.api.combat.CombatEngineAPI.applyDamage ( Object damageModifierParam,
CombatEntityAPI entity,
Vector2f point,
float damageAmount,
DamageType damageType,
float empAmount,
boolean bypassShields,
boolean dealsSoftFlux,
Object source,
boolean playSound )

◆ applyDamageModifiersToSpawnedProjectileWithNullWeapon()

void com.fs.starfarer.api.combat.CombatEngineAPI.applyDamageModifiersToSpawnedProjectileWithNullWeapon ( ShipAPI source,
WeaponType type,
boolean isBeam,
DamageAPI damage )

◆ applyImpact()

void com.fs.starfarer.api.combat.CombatEngineAPI.applyImpact ( Vector2f vel,
float impact,
CombatEntityAPI target,
Vector2f point )

◆ createFakeWeapon()

WeaponAPI com.fs.starfarer.api.combat.CombatEngineAPI.createFakeWeapon ( ShipAPI ship,
String weaponId )

◆ createFXDrone()

ShipAPI com.fs.starfarer.api.combat.CombatEngineAPI.createFXDrone ( ShipVariantAPI variant)

◆ createProximityFuseAI()

MissileAIPlugin com.fs.starfarer.api.combat.CombatEngineAPI.createProximityFuseAI ( MissileAPI missile)

◆ endCombat() [1/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.endCombat ( float delay)

◆ endCombat() [2/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.endCombat ( float delay,
FleetSide winner )

◆ getAiGridAsteroids()

CollisionGridAPI com.fs.starfarer.api.combat.CombatEngineAPI.getAiGridAsteroids ( )

◆ getAiGridMissiles()

CollisionGridAPI com.fs.starfarer.api.combat.CombatEngineAPI.getAiGridMissiles ( )

◆ getAiGridShips()

CollisionGridAPI com.fs.starfarer.api.combat.CombatEngineAPI.getAiGridShips ( )

◆ getAimPointWithLeadForAutofire()

Vector2f com.fs.starfarer.api.combat.CombatEngineAPI.getAimPointWithLeadForAutofire ( CombatEntityAPI from,
float accuracyFactor,
CombatEntityAPI to,
float projSpeed )

accuracyFactor: 1 = best accuracy, >1 (up to around 2 at most normally) poor accuracy, <1 = leading target too much, not used.

Parameters
from
accuracyFactor
to
projSpeed
Returns

◆ getAllObjectGrid()

CollisionGridAPI com.fs.starfarer.api.combat.CombatEngineAPI.getAllObjectGrid ( )

All combat entities.

Returns

◆ getAllObjectives()

List< BattleObjectiveAPI > com.fs.starfarer.api.combat.CombatEngineAPI.getAllObjectives ( )

Use getObjectives() instead.

◆ getAllShips()

List< ShipAPI > com.fs.starfarer.api.combat.CombatEngineAPI.getAllShips ( )

Use getShips() instead.

◆ getAsteroidGrid()

CollisionGridAPI com.fs.starfarer.api.combat.CombatEngineAPI.getAsteroidGrid ( )

Asteroids only.

Returns

◆ getAsteroids()

List< CombatEntityAPI > com.fs.starfarer.api.combat.CombatEngineAPI.getAsteroids ( )

◆ getBackgroundColor()

Color com.fs.starfarer.api.combat.CombatEngineAPI.getBackgroundColor ( )

◆ getBackgroundGlowColor()

Color com.fs.starfarer.api.combat.CombatEngineAPI.getBackgroundGlowColor ( )

◆ getBackgroundSpriteName()

String com.fs.starfarer.api.combat.CombatEngineAPI.getBackgroundSpriteName ( )

◆ getBeams()

List< BeamAPI > com.fs.starfarer.api.combat.CombatEngineAPI.getBeams ( )

◆ getCombatNotOverFor()

float com.fs.starfarer.api.combat.CombatEngineAPI.getCombatNotOverFor ( )

◆ getCombatUI()

CombatUIAPI com.fs.starfarer.api.combat.CombatEngineAPI.getCombatUI ( )

◆ getContext()

BattleCreationContext com.fs.starfarer.api.combat.CombatEngineAPI.getContext ( )

BattleCreationContext used to initialize this battle.

Returns

◆ getCustomData()

Map< String, Object > com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData ( )

◆ getCustomExitButtonConfirmString()

String com.fs.starfarer.api.combat.CombatEngineAPI.getCustomExitButtonConfirmString ( )

◆ getCustomExitButtonTitle()

String com.fs.starfarer.api.combat.CombatEngineAPI.getCustomExitButtonTitle ( )

◆ getDamageData()

CombatDamageData com.fs.starfarer.api.combat.CombatEngineAPI.getDamageData ( )

◆ getElapsedInContactWithEnemy()

float com.fs.starfarer.api.combat.CombatEngineAPI.getElapsedInContactWithEnemy ( )

Time elapsed while both sides can see at least one enemy ship.

Returns

◆ getElapsedInLastFrame()

float com.fs.starfarer.api.combat.CombatEngineAPI.getElapsedInLastFrame ( )

Does not return 0 if the game is paused; actually the current frame.

Returns

◆ getFleetManager() [1/2]

CombatFleetManagerAPI com.fs.starfarer.api.combat.CombatEngineAPI.getFleetManager ( FleetSide side)

◆ getFleetManager() [2/2]

CombatFleetManagerAPI com.fs.starfarer.api.combat.CombatEngineAPI.getFleetManager ( int owner)

◆ getFogOfWar()

FogOfWarAPI com.fs.starfarer.api.combat.CombatEngineAPI.getFogOfWar ( int owner)

◆ getListenerManager()

CombatListenerManagerAPI com.fs.starfarer.api.combat.CombatEngineAPI.getListenerManager ( )

◆ getMapHeight()

float com.fs.starfarer.api.combat.CombatEngineAPI.getMapHeight ( )

◆ getMapWidth()

float com.fs.starfarer.api.combat.CombatEngineAPI.getMapWidth ( )

◆ getMissileGrid()

CollisionGridAPI com.fs.starfarer.api.combat.CombatEngineAPI.getMissileGrid ( )

Missiles only.

Returns

◆ getMissiles()

List< MissileAPI > com.fs.starfarer.api.combat.CombatEngineAPI.getMissiles ( )

◆ getMissionId()

String com.fs.starfarer.api.combat.CombatEngineAPI.getMissionId ( )

◆ getNebula()

CombatNebulaAPI com.fs.starfarer.api.combat.CombatEngineAPI.getNebula ( )

◆ getObjectives()

List< BattleObjectiveAPI > com.fs.starfarer.api.combat.CombatEngineAPI.getObjectives ( )

◆ getPlayerShip()

ShipAPI com.fs.starfarer.api.combat.CombatEngineAPI.getPlayerShip ( )

◆ getProjectiles()

List< DamagingProjectileAPI > com.fs.starfarer.api.combat.CombatEngineAPI.getProjectiles ( )

Includes missiles.

◆ getShipGrid()

CollisionGridAPI com.fs.starfarer.api.combat.CombatEngineAPI.getShipGrid ( )

Ships only.

Returns

◆ getShipPlayerIsTransferringCommandFrom()

ShipAPI com.fs.starfarer.api.combat.CombatEngineAPI.getShipPlayerIsTransferringCommandFrom ( )

◆ getShipPlayerIsTransferringCommandTo()

ShipAPI com.fs.starfarer.api.combat.CombatEngineAPI.getShipPlayerIsTransferringCommandTo ( )

◆ getShipPlayerLastTransferredCommandTo()

ShipAPI com.fs.starfarer.api.combat.CombatEngineAPI.getShipPlayerLastTransferredCommandTo ( )

◆ getShips()

List< ShipAPI > com.fs.starfarer.api.combat.CombatEngineAPI.getShips ( )

◆ getTimeMult()

MutableStat com.fs.starfarer.api.combat.CombatEngineAPI.getTimeMult ( )

◆ getTotalElapsedTime()

float com.fs.starfarer.api.combat.CombatEngineAPI.getTotalElapsedTime ( boolean includePaused)

◆ getViewport()

ViewportAPI com.fs.starfarer.api.combat.CombatEngineAPI.getViewport ( )

◆ getWinningSideId()

int com.fs.starfarer.api.combat.CombatEngineAPI.getWinningSideId ( )

0 = player, 1 = enemy, 2 = player allies, no player ships left.

Returns

◆ hasAttachedFloaty()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.hasAttachedFloaty ( CombatEntityAPI entity)

◆ hasPluginOfClass()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.hasPluginOfClass ( Class c)

◆ headInDirectionWithoutTurning() [1/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.headInDirectionWithoutTurning ( MissileAPI missile,
float desiredHeading,
float desiredSpeed )

Gives strafe left/right and accelerate forward/backward/decelerate commands to accomplish this.

Parameters
missile
desiredHeading
desiredSpeed

◆ headInDirectionWithoutTurning() [2/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.headInDirectionWithoutTurning ( ShipAPI ship,
float desiredHeading,
float desiredSpeed )

Gives strafe left/right and accelerate forward/backward/decelerate commands to accomplish this.

Parameters
ship
desiredHeading
desiredSpeed

◆ isAwareOf()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isAwareOf ( int owner,
CombatEntityAPI other )

Visible (i.e. not under fog) or recently seen.

Parameters
owner
other
Returns

◆ isBackgroundGlowColorNonAdditive()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isBackgroundGlowColorNonAdditive ( )

◆ isCombatOver()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isCombatOver ( )

◆ isEnemyInFullRetreat()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isEnemyInFullRetreat ( )

◆ isEntityInPlay()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isEntityInPlay ( CombatEntityAPI entity)

◆ isFleetsInContact()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isFleetsInContact ( )

◆ isInCampaign()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isInCampaign ( )
Returns
true if this battle is inside the campaign, false otherwise (i.e., mission or simulation, including in-campaign simulations).

◆ isInCampaignSim()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isInCampaignSim ( )

◆ isInEngine()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isInEngine ( ShipAPI ship)

◆ isInFastTimeAdvance()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isInFastTimeAdvance ( )

◆ isInMissionSim()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isInMissionSim ( )

◆ isInPlay()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isInPlay ( Object object)

◆ isMissileAlive()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isMissileAlive ( MissileAPI missile)

◆ isMission()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isMission ( )

◆ isPaused()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isPaused ( )

◆ isRenderStarfield()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isRenderStarfield ( )

◆ isShipAlive()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isShipAlive ( ShipAPI ship)

◆ isSimulation()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isSimulation ( )

◆ isUIAutopilotOn()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isUIAutopilotOn ( )

◆ isUIShowingDialog()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isUIShowingDialog ( )

◆ isUIShowingHUD()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.isUIShowingHUD ( )

◆ maintainStatusForPlayerShip()

void com.fs.starfarer.api.combat.CombatEngineAPI.maintainStatusForPlayerShip ( Object key,
String spriteName,
String title,
String data,
boolean isDebuff )

In the status list above the left side of the ship info widget in the bottom left.

Parameters
key
spriteName
title
data
isDebuff

◆ playerHasAllyReserves()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.playerHasAllyReserves ( )

◆ playerHasNonAllyReserves()

boolean com.fs.starfarer.api.combat.CombatEngineAPI.playerHasNonAllyReserves ( )

◆ playShipExplosionSound()

void com.fs.starfarer.api.combat.CombatEngineAPI.playShipExplosionSound ( ShipAPI ship)

◆ removeEntity()

void com.fs.starfarer.api.combat.CombatEngineAPI.removeEntity ( CombatEntityAPI entity)

◆ removeObject()

void com.fs.starfarer.api.combat.CombatEngineAPI.removeObject ( Object object)

◆ removePlugin()

void com.fs.starfarer.api.combat.CombatEngineAPI.removePlugin ( EveryFrameCombatPlugin plugin)

◆ setBackgroundColor()

void com.fs.starfarer.api.combat.CombatEngineAPI.setBackgroundColor ( Color backgroundColor)

◆ setBackgroundGlowColor()

void com.fs.starfarer.api.combat.CombatEngineAPI.setBackgroundGlowColor ( Color backgroundGlowColor)

◆ setBackgroundGlowColorNonAdditive()

void com.fs.starfarer.api.combat.CombatEngineAPI.setBackgroundGlowColorNonAdditive ( boolean backgroundGlowColorNonAdditive)

◆ setCombatNotOverFor()

void com.fs.starfarer.api.combat.CombatEngineAPI.setCombatNotOverFor ( float seconds)

◆ setCombatNotOverForAtLeast()

void com.fs.starfarer.api.combat.CombatEngineAPI.setCombatNotOverForAtLeast ( float seconds)

◆ setCustomExit()

void com.fs.starfarer.api.combat.CombatEngineAPI.setCustomExit ( String buttonTitle,
String confirmString )

◆ setDoNotEndCombat()

void com.fs.starfarer.api.combat.CombatEngineAPI.setDoNotEndCombat ( boolean doNotEndCombat)

◆ setHyperspaceMode()

void com.fs.starfarer.api.combat.CombatEngineAPI.setHyperspaceMode ( )

◆ setMaxFleetPoints()

void com.fs.starfarer.api.combat.CombatEngineAPI.setMaxFleetPoints ( FleetSide side,
int fleetPoints )

◆ setPaused()

void com.fs.starfarer.api.combat.CombatEngineAPI.setPaused ( boolean paused)

◆ setPlayerShipExternal()

void com.fs.starfarer.api.combat.CombatEngineAPI.setPlayerShipExternal ( ShipAPI ship)

◆ setRenderStarfield()

void com.fs.starfarer.api.combat.CombatEngineAPI.setRenderStarfield ( boolean renderStarfield)

◆ setShipPlayerLastTransferredCommandTo()

void com.fs.starfarer.api.combat.CombatEngineAPI.setShipPlayerLastTransferredCommandTo ( ShipAPI ship)

◆ setSideDeploymentOverrideSide()

void com.fs.starfarer.api.combat.CombatEngineAPI.setSideDeploymentOverrideSide ( FleetSide sideDeploymentOverrideSide)

◆ spawnAsteroid() [1/2]

CombatEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnAsteroid ( int size,
float x,
float y,
float dx,
float dy )
Parameters
size0, 1, 2, or 3, with 3 being the largest.
xlocation x
ylocation y
dxvelocity x
dyvelocity y
Returns

◆ spawnAsteroid() [2/2]

CombatEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnAsteroid ( String spriteName,
float x,
float y,
float dx,
float dy,
boolean fromRing )

◆ spawnDamagingExplosion() [1/2]

DamagingProjectileAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnDamagingExplosion ( DamagingExplosionSpec spec,
ShipAPI source,
Vector2f location )

◆ spawnDamagingExplosion() [2/2]

DamagingProjectileAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnDamagingExplosion ( DamagingExplosionSpec spec,
ShipAPI source,
Vector2f location,
boolean canDamageSource )

◆ spawnDebrisLarge()

void com.fs.starfarer.api.combat.CombatEngineAPI.spawnDebrisLarge ( Vector2f loc,
Vector2f vel,
int num,
float facing,
float spread,
float minVel,
float velRange,
float maxRotation )

◆ spawnDebrisMedium()

void com.fs.starfarer.api.combat.CombatEngineAPI.spawnDebrisMedium ( Vector2f loc,
Vector2f vel,
int num,
float facing,
float spread,
float minVel,
float velRange,
float maxRotation )

◆ spawnDebrisSmall()

void com.fs.starfarer.api.combat.CombatEngineAPI.spawnDebrisSmall ( Vector2f loc,
Vector2f vel,
int num,
float facing,
float spread,
float minVel,
float velRange,
float maxRotation )

◆ spawnEmpArc() [1/2]

EmpArcEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc ( ShipAPI damageSource,
Vector2f point,
CombatEntityAPI pointAnchor,
CombatEntityAPI empTargetEntity,
DamageType damageType,
float damAmount,
float empDamAmount,
float maxRange,
String impactSoundId,
float thickness,
Color fringe,
Color core )
Parameters
damageSourceShip that's ultimately responsible for dealing the damage of this EMP arc. Can be null.
pointstarting point of the EMP arc, in absolute engine coordinates.
pointAnchorThe entity the starting point should move together with, if any.
empTargetEntityTarget of the EMP arc. If it's a ship, it will randomly pick an engine nozzle/weapon to arc to. Can also pass in a custom class implementing CombatEntityAPI to visually target the EMP at a specific location (and not do any damage).
damageType
damAmount
empDamAmount
maxRangeMaximum range the arc can reach (useful for confining EMP arc targets to the area near point)
impactSoundIdCan be null.
thicknessThickness of the arc (visual).
fringe
core
Returns

◆ spawnEmpArc() [2/2]

EmpArcEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc ( ShipAPI damageSource,
Vector2f point,
CombatEntityAPI pointAnchor,
CombatEntityAPI empTargetEntity,
DamageType damageType,
float damAmount,
float empDamAmount,
float maxRange,
String impactSoundId,
float thickness,
Color fringe,
Color core,
EmpArcParams params )

◆ spawnEmpArcPierceShields() [1/2]

EmpArcEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArcPierceShields ( ShipAPI damageSource,
Vector2f point,
CombatEntityAPI pointAnchor,
CombatEntityAPI empTargetEntity,
DamageType damageType,
float damAmount,
float empDamAmount,
float maxRange,
String impactSoundId,
float thickness,
Color fringe,
Color core )

Same as spawnEmpArc, but goes through shields if they're blocking the line from the point to the chosen target.

◆ spawnEmpArcPierceShields() [2/2]

EmpArcEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArcPierceShields ( ShipAPI damageSource,
Vector2f point,
CombatEntityAPI pointAnchor,
CombatEntityAPI empTargetEntity,
DamageType damageType,
float damAmount,
float empDamAmount,
float maxRange,
String impactSoundId,
float thickness,
Color fringe,
Color core,
EmpArcParams params )

◆ spawnEmpArcVisual() [1/2]

EmpArcEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArcVisual ( Vector2f from,
CombatEntityAPI fromAnchor,
Vector2f to,
CombatEntityAPI toAnchor,
float thickness,
Color fringe,
Color core )

◆ spawnEmpArcVisual() [2/2]

EmpArcEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArcVisual ( Vector2f from,
CombatEntityAPI fromAnchor,
Vector2f to,
CombatEntityAPI toAnchor,
float thickness,
Color fringe,
Color core,
EmpArcParams params )

◆ spawnExplosion()

void com.fs.starfarer.api.combat.CombatEngineAPI.spawnExplosion ( Vector2f loc,
Vector2f vel,
Color color,
float size,
float maxDuration )

Purely visual.

◆ spawnMuzzleFlashOrSmoke() [1/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.spawnMuzzleFlashOrSmoke ( ShipAPI ship,
Vector2f point,
WeaponSpecAPI spec,
float targetAngle )

◆ spawnMuzzleFlashOrSmoke() [2/2]

void com.fs.starfarer.api.combat.CombatEngineAPI.spawnMuzzleFlashOrSmoke ( ShipAPI ship,
WeaponSlotAPI slot,
WeaponSpecAPI spec,
int barrel,
float targetAngle )

◆ spawnProjectile() [1/2]

CombatEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnProjectile ( ShipAPI ship,
WeaponAPI weapon,
String weaponId,
String projSpecId,
Vector2f point,
float angle,
Vector2f shipVelocity )

Should work now.

◆ spawnProjectile() [2/2]

CombatEntityAPI com.fs.starfarer.api.combat.CombatEngineAPI.spawnProjectile ( ShipAPI ship,
WeaponAPI weapon,
String weaponId,
Vector2f point,
float angle,
Vector2f shipVelocity )
Parameters
shipThe ship launching this projectile. Can be null.
weaponFiring weapon. Can be null. If not, used for figuring out range/damage bonuses, etc.
weaponIdID of the weapon whose projectile to use. Required.
pointLocation where the projectile will spawn. Required.
angleInitial facing, in degrees (0 = 3 o'clock, 90 = 12 o'clock).
shipVelocityCan be null. Otherwise, will be imparted to projectile.
Returns
Projectile that was created, or null.

◆ updateStationModuleLocations()

void com.fs.starfarer.api.combat.CombatEngineAPI.updateStationModuleLocations ( ShipAPI station)

The documentation for this interface was generated from the following file: