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 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)
 
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)
 
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)
 

Detailed Description

Author
Alex Mosolov

Copyright 2012 Fractal Softworks, LLC

Definition at line 22 of file CombatEngineAPI.java.

Member Function Documentation

◆ addEntity()

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

◆ addFloatingDamageText()

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

◆ 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 
)

◆ createFakeWeapon()

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

◆ createFXDrone()

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

◆ 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 ( )

◆ 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)

◆ 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 ( )

◆ isInFastTimeAdvance()

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

◆ 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 ( )

◆ 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 ( )

◆ 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()

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

◆ 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 
)

◆ spawnEmpArc()

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

◆ spawnEmpArcPierceShields()

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.

◆ spawnEmpArcVisual()

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

◆ 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 
)

DOES NOT WORK.

◆ 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: