Starsector API
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com.fs.starfarer.api.combat.ShipAPI Interface Reference
Inheritance diagram for com.fs.starfarer.api.combat.ShipAPI:
[legend]
Collaboration diagram for com.fs.starfarer.api.combat.ShipAPI:
[legend]

Classes

enum  HullSize
 

Public Member Functions

String getFleetMemberId ()
 
Vector2f getMouseTarget ()
 
boolean isShuttlePod ()
 
boolean isDrone ()
 
boolean isFighter ()
 
boolean isFrigate ()
 
boolean isDestroyer ()
 
boolean isCruiser ()
 
boolean isCapital ()
 
HullSize getHullSize ()
 
ShipAPI getShipTarget ()
 
void setShipTarget (ShipAPI ship)
 
int getOriginalOwner ()
 
void setOriginalOwner (int originalOwner)
 
void resetOriginalOwner ()
 
MutableShipStatsAPI getMutableStats ()
 
boolean isHulk ()
 
List< WeaponAPIgetAllWeapons ()
 
ShipSystemAPI getPhaseCloak ()
 
ShipSystemAPI getSystem ()
 
ShipSystemAPI getTravelDrive ()
 
void toggleTravelDrive ()
 
void setShield (ShieldType type, float shieldUpkeep, float shieldEfficiency, float arc)
 
ShipHullSpecAPI getHullSpec ()
 
ShipVariantAPI getVariant ()
 
void useSystem ()
 
FluxTrackerAPI getFluxTracker ()
 
List< ShipAPIgetWingMembers ()
 
ShipAPI getWingLeader ()
 
boolean isWingLeader ()
 
FighterWingAPI getWing ()
 
List< ShipAPIgetDeployedDrones ()
 
ShipAPI getDroneSource ()
 
Object getWingToken ()
 
ArmorGridAPI getArmorGrid ()
 
void setRenderBounds (boolean renderBounds)
 
void setCRAtDeployment (float cr)
 
float getCRAtDeployment ()
 
float getCurrentCR ()
 
void setCurrentCR (float cr)
 
float getWingCRAtDeployment ()
 
void setHitpoints (float value)
 
float getTimeDeployedForCRReduction ()
 
float getFullTimeDeployed ()
 
boolean losesCRDuringCombat ()
 
boolean controlsLocked ()
 
void setControlsLocked (boolean controlsLocked)
 
void setShipSystemDisabled (boolean systemDisabled)
 
Set< WeaponAPIgetDisabledWeapons ()
 
int getNumFlameouts ()
 
float getHullLevelAtDeployment ()
 
void setSprite (String category, String key)
 
SpriteAPI getSpriteAPI ()
 
ShipEngineControllerAPI getEngineController ()
 
void giveCommand (ShipCommand command, Object param, int groupNumber)
 
void setShipAI (ShipAIPlugin ai)
 
ShipAIPlugin getShipAI ()
 
void resetDefaultAI ()
 
void turnOnTravelDrive ()
 
void turnOnTravelDrive (float dur)
 
void turnOffTravelDrive ()
 
boolean isRetreating ()
 
void abortLanding ()
 
void beginLandingAnimation (ShipAPI target)
 
boolean isLanding ()
 
boolean isFinishedLanding ()
 
boolean isAlive ()
 
boolean isInsideNebula ()
 
void setInsideNebula (boolean isInsideNebula)
 
boolean isAffectedByNebula ()
 
void setAffectedByNebula (boolean affectedByNebula)
 
float getDeployCost ()
 
void removeWeaponFromGroups (WeaponAPI weapon)
 
void applyCriticalMalfunction (Object module)
 
float getBaseCriticalMalfunctionDamage ()
 
float getEngineFractionPermanentlyDisabled ()
 
float getCombinedAlphaMult ()
 
float getLowestHullLevelReached ()
 
ShipwideAIFlags getAIFlags ()
 
List< WeaponGroupAPIgetWeaponGroupsCopy ()
 
boolean isHoldFire ()
 
boolean isHoldFireOneFrame ()
 
void setHoldFireOneFrame (boolean holdFireOneFrame)
 
boolean isPhased ()
 
boolean isAlly ()
 
void setWeaponGlow (float glow, Color color, EnumSet< WeaponType > types)
 
void setVentCoreColor (Color color)
 
void setVentFringeColor (Color color)
 
Color getVentCoreColor ()
 
Color getVentFringeColor ()
 
String getHullStyleId ()
 
WeaponGroupAPI getWeaponGroupFor (WeaponAPI weapon)
 
void setCopyLocation (Vector2f loc, float copyAlpha, float copyFacing)
 
Vector2f getCopyLocation ()
 
void setAlly (boolean ally)
 
void applyCriticalMalfunction (Object module, boolean permanent)
 
String getId ()
 
String getName ()
 
void setJitter (Object source, Color color, float intensity, int copies, float range)
 
void setJitterUnder (Object source, Color color, float intensity, int copies, float range)
 
void setJitter (Object source, Color color, float intensity, int copies, float minRange, float range)
 
void setJitterUnder (Object source, Color color, float intensity, int copies, float minRange, float range)
 
float getTimeDeployedUnderPlayerControl ()
 
SpriteAPI getSmallTurretCover ()
 
SpriteAPI getSmallHardpointCover ()
 
SpriteAPI getMediumTurretCover ()
 
SpriteAPI getMediumHardpointCover ()
 
SpriteAPI getLargeTurretCover ()
 
SpriteAPI getLargeHardpointCover ()
 
boolean isDefenseDisabled ()
 
void setDefenseDisabled (boolean defenseDisabled)
 
void setPhased (boolean phased)
 
void setExtraAlphaMult (float transparency)
 
void setApplyExtraAlphaToEngines (boolean applyExtraAlphaToEngines)
 
void setOverloadColor (Color color)
 
void resetOverloadColor ()
 
Color getOverloadColor ()
 
boolean isRecentlyShotByPlayer ()
 
float getMaxSpeedWithoutBoost ()
 
float getHardFluxLevel ()
 
void fadeToColor (Object source, Color color, float durIn, float durOut, float maxShift)
 
boolean isShowModuleJitterUnder ()
 
void setShowModuleJitterUnder (boolean showModuleJitterUnder)
 
void addAfterimage (Color color, float locX, float locY, float velX, float velY, float maxJitter, float in, float dur, float out, boolean additive, boolean combineWithSpriteColor, boolean aboveShip)
 
PersonAPI getCaptain ()
 
WeaponSlotAPI getStationSlot ()
 
void setStationSlot (WeaponSlotAPI stationSlot)
 
ShipAPI getParentStation ()
 
void setParentStation (ShipAPI station)
 
Vector2f getFixedLocation ()
 
void setFixedLocation (Vector2f fixedLocation)
 
boolean hasRadarRibbonIcon ()
 
boolean isTargetable ()
 
void setStation (boolean isStation)
 
boolean isSelectableInWarroom ()
 
boolean isShipWithModules ()
 
void setShipWithModules (boolean isShipWithModules)
 
List< ShipAPIgetChildModulesCopy ()
 
boolean isPiece ()
 
BoundsAPI getVisualBounds ()
 
Vector2f getRenderOffset ()
 
ShipAPI splitShip ()
 
int getNumFighterBays ()
 
boolean isPullBackFighters ()
 
void setPullBackFighters (boolean pullBackFighters)
 
boolean hasLaunchBays ()
 
List< FighterLaunchBayAPIgetLaunchBaysCopy ()
 
float getFighterTimeBeforeRefit ()
 
void setFighterTimeBeforeRefit (float fighterTimeBeforeRefit)
 
List< FighterWingAPIgetAllWings ()
 
float getSharedFighterReplacementRate ()
 
boolean areSignificantEnemiesInRange ()
 
List< WeaponAPIgetUsableWeapons ()
 
Vector2f getModuleOffset ()
 
float getMassWithModules ()
 
PersonAPI getOriginalCaptain ()
 
boolean isRenderEngines ()
 
void setRenderEngines (boolean renderEngines)
 
WeaponGroupAPI getSelectedGroupAPI ()
 
void setHullSize (HullSize hullSize)
 
void ensureClonedStationSlotSpec ()
 
void setMaxHitpoints (float maxArmor)
 
void setDHullOverlay (String spriteName)
 
boolean isStation ()
 
boolean isStationModule ()
 
boolean areAnyEnemiesInRange ()
 
void blockCommandForOneFrame (ShipCommand command)
 
float getMaxTurnRate ()
 
float getTurnAcceleration ()
 
float getTurnDeceleration ()
 
float getDeceleration ()
 
float getAcceleration ()
 
float getMaxSpeed ()
 
float getFluxLevel ()
 
float getCurrFlux ()
 
float getMaxFlux ()
 
float getMinFluxLevel ()
 
float getMinFlux ()
 
void setLightDHullOverlay ()
 
void setMediumDHullOverlay ()
 
void setHeavyDHullOverlay ()
 
boolean isJitterShields ()
 
void setJitterShields (boolean jitterShields)
 
boolean isInvalidTransferCommandTarget ()
 
void setInvalidTransferCommandTarget (boolean invalidTransferCommandTarget)
 
void clearDamageDecals ()
 
void syncWithArmorGridState ()
 
void syncWeaponDecalsWithArmorDamage ()
 
boolean isDirectRetreat ()
 
void setRetreating (boolean retreating, boolean direct)
 
boolean isLiftingOff ()
 
void setVariantForHullmodCheckOnly (ShipVariantAPI variant)
 
Vector2f getShieldCenterEvenIfNoShield ()
 
float getShieldRadiusEvenIfNoShield ()
 
FleetMemberAPI getFleetMember ()
 
Vector2f getShieldTarget ()
 
void setShieldTargetOverride (float x, float y)
 
CombatListenerManagerAPI getListenerManager ()
 
void addListener (Object listener)
 
void removeListener (Object listener)
 
void removeListenerOfClass (Class<?> c)
 
boolean hasListener (Object listener)
 
boolean hasListenerOfClass (Class<?> c)
 
< T > List< T > getListeners (Class< T > c)
 
Object getParamAboutToApplyDamage ()
 
void setParamAboutToApplyDamage (Object param)
 
float getFluxBasedEnergyWeaponDamageMultiplier ()
 
void setName (String name)
 
void setHulk (boolean isHulk)
 
void setCaptain (PersonAPI captain)
 
float getShipExplosionRadius ()
 
void setCircularJitter (boolean circular)
 
float getExtraAlphaMult ()
 
void setAlphaMult (float alphaMult)
 
float getAlphaMult ()
 
void setAnimatedLaunch ()
 
void setLaunchingShip (ShipAPI launchingShip)
 
boolean isNonCombat (boolean considerOrders)
 
float findBestArmorInArc (float facing, float arc)
 
float getAverageArmorInSlice (float direction, float arc)
 
void setHoldFire (boolean holdFire)
 
void cloneVariant ()
 
void setTimeDeployed (float timeDeployed)
 
void setFluxVentTextureSheet (String textureId)
 
String getFluxVentTextureSheet ()
 
float getAimAccuracy ()
 
float getForceCarrierTargetTime ()
 
void setForceCarrierTargetTime (float forceCarrierTargetTime)
 
float getForceCarrierPullBackTime ()
 
void setForceCarrierPullBackTime (float forceCarrierPullBackTime)
 
ShipAPI getForceCarrierTarget ()
 
void setForceCarrierTarget (ShipAPI forceCarrierTarget)
 
void setWing (FighterWingAPI wing)
 
float getExplosionScale ()
 
void setExplosionScale (float explosionScale)
 
Color getExplosionFlashColorOverride ()
 
void setExplosionFlashColorOverride (Color explosionFlashColorOverride)
 
Vector2f getExplosionVelocityOverride ()
 
void setExplosionVelocityOverride (Vector2f explosionVelocityOverride)
 
void setNextHitHullDamageThresholdMult (float threshold, float multBeyondThreshold)
 
boolean isEngineBoostActive ()
 
void makeLookDisabled ()
 
void setExtraAlphaMult2 (float transparency)
 
float getExtraAlphaMult2 ()
 
void setDrone (boolean isDrone)
 
CombatEngineLayers getLayer ()
 
void setLayer (CombatEngineLayers layer)
 
boolean isForceHideFFOverlay ()
 
void setForceHideFFOverlay (boolean forceHideFFOverlay)
 
Set< String > getTags ()
 
void addTag (String tag)
 
boolean hasTag (String tag)
 
void setSprite (SpriteAPI sprite)
 
float getPeakTimeRemaining ()
 
EnumSet< CombatEngineLayersgetActiveLayers ()
 
boolean isShipSystemDisabled ()
 
boolean isDoNotFlareEnginesWhenStrafingOrDecelerating ()
 
void setDoNotFlareEnginesWhenStrafingOrDecelerating (boolean doNotFlare)
 
PersonAPI getFleetCommander ()
 
- Public Member Functions inherited from com.fs.starfarer.api.combat.CombatEntityAPI
Vector2f getLocation ()
 
Vector2f getVelocity ()
 
float getFacing ()
 
void setFacing (float facing)
 
float getAngularVelocity ()
 
void setAngularVelocity (float angVel)
 
int getOwner ()
 
void setOwner (int owner)
 
float getCollisionRadius ()
 
CollisionClass getCollisionClass ()
 
void setCollisionClass (CollisionClass collisionClass)
 
float getMass ()
 
void setMass (float mass)
 
BoundsAPI getExactBounds ()
 
ShieldAPI getShield ()
 
float getHullLevel ()
 
float getHitpoints ()
 
float getMaxHitpoints ()
 
void setCollisionRadius (float radius)
 
Object getAI ()
 
boolean isExpired ()
 
void setCustomData (String key, Object data)
 
void removeCustomData (String key)
 
Map< String, Object > getCustomData ()
 

Detailed Description

Author
Alex Mosolov

Copyright 2012 Fractal Softworks, LLC

Definition at line 23 of file ShipAPI.java.

Member Function Documentation

◆ abortLanding()

void com.fs.starfarer.api.combat.ShipAPI.abortLanding ( )

Should be set to "true" to allow the ship to go outside the map bounds and be picked up as "retreated" when it gets past the proper map boundary.

Parameters
retreatingCall this if beginLandingAnimation() was already called, but
the ship being landed on was destroyed before FighterLaunchBayAPI.land() is called.

Will cause the fighter to reverse its landing animation and take off.

◆ addAfterimage()

void com.fs.starfarer.api.combat.ShipAPI.addAfterimage ( Color  color,
float  locX,
float  locY,
float  velX,
float  velY,
float  maxJitter,
float  in,
float  dur,
float  out,
boolean  additive,
boolean  combineWithSpriteColor,
boolean  aboveShip 
)

Location is relative to center of ship.

Parameters
color
locX
locY
velX
velY
maxJitter
in
dur
out
additive
combineWithSpriteColor
aboveShip

◆ addListener()

void com.fs.starfarer.api.combat.ShipAPI.addListener ( Object  listener)

◆ addTag()

void com.fs.starfarer.api.combat.ShipAPI.addTag ( String  tag)

◆ applyCriticalMalfunction() [1/2]

void com.fs.starfarer.api.combat.ShipAPI.applyCriticalMalfunction ( Object  module)
Parameters
moduleWeaponAPI or ShipEngineAPI.

◆ applyCriticalMalfunction() [2/2]

void com.fs.starfarer.api.combat.ShipAPI.applyCriticalMalfunction ( Object  module,
boolean  permanent 
)

◆ areAnyEnemiesInRange()

boolean com.fs.starfarer.api.combat.ShipAPI.areAnyEnemiesInRange ( )

◆ areSignificantEnemiesInRange()

boolean com.fs.starfarer.api.combat.ShipAPI.areSignificantEnemiesInRange ( )

◆ beginLandingAnimation()

void com.fs.starfarer.api.combat.ShipAPI.beginLandingAnimation ( ShipAPI  target)

The fighter will become invulnerable and gradually get smaller/fade out. Purely visual. If nothing else is done, it will remain this way, so FighterLaunchBayAPI.land() should be called to remove it from the engine when the landing animation is complete.

Parameters
targetUsed to determine what ship the fighter's shadow is cast on.

◆ blockCommandForOneFrame()

void com.fs.starfarer.api.combat.ShipAPI.blockCommandForOneFrame ( ShipCommand  command)

◆ clearDamageDecals()

void com.fs.starfarer.api.combat.ShipAPI.clearDamageDecals ( )

◆ cloneVariant()

void com.fs.starfarer.api.combat.ShipAPI.cloneVariant ( )

◆ controlsLocked()

boolean com.fs.starfarer.api.combat.ShipAPI.controlsLocked ( )

If controls are locked due to crash (or regular) mothballing; only applicable in "ESCAPE" battles.

Returns

◆ ensureClonedStationSlotSpec()

void com.fs.starfarer.api.combat.ShipAPI.ensureClonedStationSlotSpec ( )

◆ fadeToColor()

void com.fs.starfarer.api.combat.ShipAPI.fadeToColor ( Object  source,
Color  color,
float  durIn,
float  durOut,
float  maxShift 
)

◆ findBestArmorInArc()

float com.fs.starfarer.api.combat.ShipAPI.findBestArmorInArc ( float  facing,
float  arc 
)

◆ getAcceleration()

float com.fs.starfarer.api.combat.ShipAPI.getAcceleration ( )

◆ getActiveLayers()

EnumSet< CombatEngineLayers > com.fs.starfarer.api.combat.ShipAPI.getActiveLayers ( )

◆ getAIFlags()

ShipwideAIFlags com.fs.starfarer.api.combat.ShipAPI.getAIFlags ( )

Null if the ship is not AI-controlled.

Returns

◆ getAimAccuracy()

float com.fs.starfarer.api.combat.ShipAPI.getAimAccuracy ( )

◆ getAllWeapons()

List< WeaponAPI > com.fs.starfarer.api.combat.ShipAPI.getAllWeapons ( )

◆ getAllWings()

List< FighterWingAPI > com.fs.starfarer.api.combat.ShipAPI.getAllWings ( )

◆ getAlphaMult()

float com.fs.starfarer.api.combat.ShipAPI.getAlphaMult ( )

◆ getArmorGrid()

ArmorGridAPI com.fs.starfarer.api.combat.ShipAPI.getArmorGrid ( )

◆ getAverageArmorInSlice()

float com.fs.starfarer.api.combat.ShipAPI.getAverageArmorInSlice ( float  direction,
float  arc 
)

◆ getBaseCriticalMalfunctionDamage()

float com.fs.starfarer.api.combat.ShipAPI.getBaseCriticalMalfunctionDamage ( )

◆ getCaptain()

PersonAPI com.fs.starfarer.api.combat.ShipAPI.getCaptain ( )

◆ getChildModulesCopy()

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

◆ getCombinedAlphaMult()

float com.fs.starfarer.api.combat.ShipAPI.getCombinedAlphaMult ( )

Alpha the base ship should be rendered at. Includes alpha modifier from ship systems and from fighters taking off/landing.

Returns

◆ getCopyLocation()

Vector2f com.fs.starfarer.api.combat.ShipAPI.getCopyLocation ( )

◆ getCRAtDeployment()

float com.fs.starfarer.api.combat.ShipAPI.getCRAtDeployment ( )

◆ getCurrentCR()

float com.fs.starfarer.api.combat.ShipAPI.getCurrentCR ( )

◆ getCurrFlux()

float com.fs.starfarer.api.combat.ShipAPI.getCurrFlux ( )

◆ getDeceleration()

float com.fs.starfarer.api.combat.ShipAPI.getDeceleration ( )

◆ getDeployCost()

float com.fs.starfarer.api.combat.ShipAPI.getDeployCost ( )

CR cost to deploy, range is [0, 1]. For fighters returns cost for entire wing.

Returns

◆ getDeployedDrones()

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

◆ getDisabledWeapons()

Set< WeaponAPI > com.fs.starfarer.api.combat.ShipAPI.getDisabledWeapons ( )

All weapons ever disabled during the last battle.

Returns

◆ getDroneSource()

ShipAPI com.fs.starfarer.api.combat.ShipAPI.getDroneSource ( )

◆ getEngineController()

ShipEngineControllerAPI com.fs.starfarer.api.combat.ShipAPI.getEngineController ( )

◆ getEngineFractionPermanentlyDisabled()

float com.fs.starfarer.api.combat.ShipAPI.getEngineFractionPermanentlyDisabled ( )

◆ getExplosionFlashColorOverride()

Color com.fs.starfarer.api.combat.ShipAPI.getExplosionFlashColorOverride ( )

◆ getExplosionScale()

float com.fs.starfarer.api.combat.ShipAPI.getExplosionScale ( )

◆ getExplosionVelocityOverride()

Vector2f com.fs.starfarer.api.combat.ShipAPI.getExplosionVelocityOverride ( )

◆ getExtraAlphaMult()

float com.fs.starfarer.api.combat.ShipAPI.getExtraAlphaMult ( )

◆ getExtraAlphaMult2()

float com.fs.starfarer.api.combat.ShipAPI.getExtraAlphaMult2 ( )

◆ getFighterTimeBeforeRefit()

float com.fs.starfarer.api.combat.ShipAPI.getFighterTimeBeforeRefit ( )

◆ getFixedLocation()

Vector2f com.fs.starfarer.api.combat.ShipAPI.getFixedLocation ( )

◆ getFleetCommander()

PersonAPI com.fs.starfarer.api.combat.ShipAPI.getFleetCommander ( )

◆ getFleetMember()

FleetMemberAPI com.fs.starfarer.api.combat.ShipAPI.getFleetMember ( )

◆ getFleetMemberId()

String com.fs.starfarer.api.combat.ShipAPI.getFleetMemberId ( )

ID of FleetMemberAPI this Ship corresponds to. Can be null if there isn't one.

Returns

◆ getFluxBasedEnergyWeaponDamageMultiplier()

float com.fs.starfarer.api.combat.ShipAPI.getFluxBasedEnergyWeaponDamageMultiplier ( )

◆ getFluxLevel()

float com.fs.starfarer.api.combat.ShipAPI.getFluxLevel ( )

◆ getFluxTracker()

FluxTrackerAPI com.fs.starfarer.api.combat.ShipAPI.getFluxTracker ( )

◆ getFluxVentTextureSheet()

String com.fs.starfarer.api.combat.ShipAPI.getFluxVentTextureSheet ( )

◆ getForceCarrierPullBackTime()

float com.fs.starfarer.api.combat.ShipAPI.getForceCarrierPullBackTime ( )

◆ getForceCarrierTarget()

ShipAPI com.fs.starfarer.api.combat.ShipAPI.getForceCarrierTarget ( )

◆ getForceCarrierTargetTime()

float com.fs.starfarer.api.combat.ShipAPI.getForceCarrierTargetTime ( )

◆ getFullTimeDeployed()

float com.fs.starfarer.api.combat.ShipAPI.getFullTimeDeployed ( )

◆ getHardFluxLevel()

float com.fs.starfarer.api.combat.ShipAPI.getHardFluxLevel ( )

◆ getHullLevelAtDeployment()

float com.fs.starfarer.api.combat.ShipAPI.getHullLevelAtDeployment ( )

◆ getHullSize()

HullSize com.fs.starfarer.api.combat.ShipAPI.getHullSize ( )

◆ getHullSpec()

ShipHullSpecAPI com.fs.starfarer.api.combat.ShipAPI.getHullSpec ( )

◆ getHullStyleId()

String com.fs.starfarer.api.combat.ShipAPI.getHullStyleId ( )

◆ getId()

String com.fs.starfarer.api.combat.ShipAPI.getId ( )

◆ getLargeHardpointCover()

SpriteAPI com.fs.starfarer.api.combat.ShipAPI.getLargeHardpointCover ( )

◆ getLargeTurretCover()

SpriteAPI com.fs.starfarer.api.combat.ShipAPI.getLargeTurretCover ( )

◆ getLaunchBaysCopy()

List< FighterLaunchBayAPI > com.fs.starfarer.api.combat.ShipAPI.getLaunchBaysCopy ( )

◆ getLayer()

CombatEngineLayers com.fs.starfarer.api.combat.ShipAPI.getLayer ( )

◆ getListenerManager()

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

Will be null if no listeners added.

Returns

◆ getListeners()

< T > List< T > com.fs.starfarer.api.combat.ShipAPI.getListeners ( Class< T >  c)

◆ getLowestHullLevelReached()

float com.fs.starfarer.api.combat.ShipAPI.getLowestHullLevelReached ( )

◆ getMassWithModules()

float com.fs.starfarer.api.combat.ShipAPI.getMassWithModules ( )

◆ getMaxFlux()

float com.fs.starfarer.api.combat.ShipAPI.getMaxFlux ( )

◆ getMaxSpeed()

float com.fs.starfarer.api.combat.ShipAPI.getMaxSpeed ( )

◆ getMaxSpeedWithoutBoost()

float com.fs.starfarer.api.combat.ShipAPI.getMaxSpeedWithoutBoost ( )

◆ getMaxTurnRate()

float com.fs.starfarer.api.combat.ShipAPI.getMaxTurnRate ( )

◆ getMediumHardpointCover()

SpriteAPI com.fs.starfarer.api.combat.ShipAPI.getMediumHardpointCover ( )

◆ getMediumTurretCover()

SpriteAPI com.fs.starfarer.api.combat.ShipAPI.getMediumTurretCover ( )

◆ getMinFlux()

float com.fs.starfarer.api.combat.ShipAPI.getMinFlux ( )

◆ getMinFluxLevel()

float com.fs.starfarer.api.combat.ShipAPI.getMinFluxLevel ( )

◆ getModuleOffset()

Vector2f com.fs.starfarer.api.combat.ShipAPI.getModuleOffset ( )

◆ getMouseTarget()

Vector2f com.fs.starfarer.api.combat.ShipAPI.getMouseTarget ( )
Returns
Where the ship is aiming with the mouse pointer, in engine coordinates. Works for AI controlled ships too.

◆ getMutableStats()

MutableShipStatsAPI com.fs.starfarer.api.combat.ShipAPI.getMutableStats ( )

◆ getName()

String com.fs.starfarer.api.combat.ShipAPI.getName ( )

◆ getNumFighterBays()

int com.fs.starfarer.api.combat.ShipAPI.getNumFighterBays ( )

◆ getNumFlameouts()

int com.fs.starfarer.api.combat.ShipAPI.getNumFlameouts ( )

Number of times a full engine flameout occurred during the last battle.

Returns

◆ getOriginalCaptain()

PersonAPI com.fs.starfarer.api.combat.ShipAPI.getOriginalCaptain ( )

◆ getOriginalOwner()

int com.fs.starfarer.api.combat.ShipAPI.getOriginalOwner ( )
Returns
0 or 1, never 100 (neutral).

◆ getOverloadColor()

Color com.fs.starfarer.api.combat.ShipAPI.getOverloadColor ( )

◆ getParamAboutToApplyDamage()

Object com.fs.starfarer.api.combat.ShipAPI.getParamAboutToApplyDamage ( )

◆ getParentStation()

ShipAPI com.fs.starfarer.api.combat.ShipAPI.getParentStation ( )

◆ getPeakTimeRemaining()

float com.fs.starfarer.api.combat.ShipAPI.getPeakTimeRemaining ( )

◆ getPhaseCloak()

ShipSystemAPI com.fs.starfarer.api.combat.ShipAPI.getPhaseCloak ( )

◆ getRenderOffset()

Vector2f com.fs.starfarer.api.combat.ShipAPI.getRenderOffset ( )

Rendering offset for weapons and such, due to ship center changes on a ship piece. (0, 0) for an intact ship.

Returns

◆ getSelectedGroupAPI()

WeaponGroupAPI com.fs.starfarer.api.combat.ShipAPI.getSelectedGroupAPI ( )

◆ getSharedFighterReplacementRate()

float com.fs.starfarer.api.combat.ShipAPI.getSharedFighterReplacementRate ( )

◆ getShieldCenterEvenIfNoShield()

Vector2f com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield ( )

◆ getShieldRadiusEvenIfNoShield()

float com.fs.starfarer.api.combat.ShipAPI.getShieldRadiusEvenIfNoShield ( )

◆ getShieldTarget()

Vector2f com.fs.starfarer.api.combat.ShipAPI.getShieldTarget ( )

◆ getShipAI()

ShipAIPlugin com.fs.starfarer.api.combat.ShipAPI.getShipAI ( )

Does NOT return the same ai passed in to setShipAI(), but a wrapper around it. Can be used to save/restore the AI.

Returns

◆ getShipExplosionRadius()

float com.fs.starfarer.api.combat.ShipAPI.getShipExplosionRadius ( )

◆ getShipTarget()

ShipAPI com.fs.starfarer.api.combat.ShipAPI.getShipTarget ( )

◆ getSmallHardpointCover()

SpriteAPI com.fs.starfarer.api.combat.ShipAPI.getSmallHardpointCover ( )

◆ getSmallTurretCover()

SpriteAPI com.fs.starfarer.api.combat.ShipAPI.getSmallTurretCover ( )

◆ getSpriteAPI()

SpriteAPI com.fs.starfarer.api.combat.ShipAPI.getSpriteAPI ( )

A wrapper around the internal implementation of a sprite. Creates a new wrapper with every call, should store the return value and reuse it when possible instead of calling this method every time.

Returns

◆ getStationSlot()

WeaponSlotAPI com.fs.starfarer.api.combat.ShipAPI.getStationSlot ( )

◆ getSystem()

ShipSystemAPI com.fs.starfarer.api.combat.ShipAPI.getSystem ( )

◆ getTags()

Set< String > com.fs.starfarer.api.combat.ShipAPI.getTags ( )

◆ getTimeDeployedForCRReduction()

float com.fs.starfarer.api.combat.ShipAPI.getTimeDeployedForCRReduction ( )
Returns
the time that counts for peak CR reduction purposes, not necessarily the full time.

◆ getTimeDeployedUnderPlayerControl()

float com.fs.starfarer.api.combat.ShipAPI.getTimeDeployedUnderPlayerControl ( )

◆ getTravelDrive()

ShipSystemAPI com.fs.starfarer.api.combat.ShipAPI.getTravelDrive ( )

◆ getTurnAcceleration()

float com.fs.starfarer.api.combat.ShipAPI.getTurnAcceleration ( )

◆ getTurnDeceleration()

float com.fs.starfarer.api.combat.ShipAPI.getTurnDeceleration ( )

◆ getUsableWeapons()

List< WeaponAPI > com.fs.starfarer.api.combat.ShipAPI.getUsableWeapons ( )

◆ getVariant()

ShipVariantAPI com.fs.starfarer.api.combat.ShipAPI.getVariant ( )

◆ getVentCoreColor()

Color com.fs.starfarer.api.combat.ShipAPI.getVentCoreColor ( )

◆ getVentFringeColor()

Color com.fs.starfarer.api.combat.ShipAPI.getVentFringeColor ( )

◆ getVisualBounds()

BoundsAPI com.fs.starfarer.api.combat.ShipAPI.getVisualBounds ( )

Visual clipping bounds for pieces of ships. Returns null for intact ships.

Returns

◆ getWeaponGroupFor()

WeaponGroupAPI com.fs.starfarer.api.combat.ShipAPI.getWeaponGroupFor ( WeaponAPI  weapon)

◆ getWeaponGroupsCopy()

List< WeaponGroupAPI > com.fs.starfarer.api.combat.ShipAPI.getWeaponGroupsCopy ( )

◆ getWing()

FighterWingAPI com.fs.starfarer.api.combat.ShipAPI.getWing ( )

◆ getWingCRAtDeployment()

float com.fs.starfarer.api.combat.ShipAPI.getWingCRAtDeployment ( )

◆ getWingLeader()

ShipAPI com.fs.starfarer.api.combat.ShipAPI.getWingLeader ( )

Use getWing().getLeader() instead.

Returns

◆ getWingMembers()

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

Use getWing().getWingMembers() instead.

Returns
null, or list of fighter wing members.

◆ getWingToken()

Object com.fs.starfarer.api.combat.ShipAPI.getWingToken ( )

Useful for determining whether fighters are part of the same wing.

Returns

◆ giveCommand()

void com.fs.starfarer.api.combat.ShipAPI.giveCommand ( ShipCommand  command,
Object  param,
int  groupNumber 
)

Should only be used by a ShipAIPlugin.

Parameters
commandtype of the command.
paramGenerally a Vector2f with a "mouse" location. See ShipCommand.java for details.
groupNumberOnly used for weapon-group-related commands.

◆ hasLaunchBays()

boolean com.fs.starfarer.api.combat.ShipAPI.hasLaunchBays ( )

◆ hasListener()

boolean com.fs.starfarer.api.combat.ShipAPI.hasListener ( Object  listener)

◆ hasListenerOfClass()

boolean com.fs.starfarer.api.combat.ShipAPI.hasListenerOfClass ( Class<?>  c)

◆ hasRadarRibbonIcon()

boolean com.fs.starfarer.api.combat.ShipAPI.hasRadarRibbonIcon ( )

◆ hasTag()

boolean com.fs.starfarer.api.combat.ShipAPI.hasTag ( String  tag)

◆ isAffectedByNebula()

boolean com.fs.starfarer.api.combat.ShipAPI.isAffectedByNebula ( )

◆ isAlive()

boolean com.fs.starfarer.api.combat.ShipAPI.isAlive ( )
Returns
true if the ship is still in play, including fighters that are currently landed in a launch bay.

◆ isAlly()

boolean com.fs.starfarer.api.combat.ShipAPI.isAlly ( )

◆ isCapital()

boolean com.fs.starfarer.api.combat.ShipAPI.isCapital ( )

◆ isCruiser()

boolean com.fs.starfarer.api.combat.ShipAPI.isCruiser ( )

◆ isDefenseDisabled()

boolean com.fs.starfarer.api.combat.ShipAPI.isDefenseDisabled ( )

◆ isDestroyer()

boolean com.fs.starfarer.api.combat.ShipAPI.isDestroyer ( )

◆ isDirectRetreat()

boolean com.fs.starfarer.api.combat.ShipAPI.isDirectRetreat ( )

◆ isDoNotFlareEnginesWhenStrafingOrDecelerating()

boolean com.fs.starfarer.api.combat.ShipAPI.isDoNotFlareEnginesWhenStrafingOrDecelerating ( )

◆ isDrone()

boolean com.fs.starfarer.api.combat.ShipAPI.isDrone ( )

◆ isEngineBoostActive()

boolean com.fs.starfarer.api.combat.ShipAPI.isEngineBoostActive ( )

◆ isFighter()

boolean com.fs.starfarer.api.combat.ShipAPI.isFighter ( )

◆ isFinishedLanding()

boolean com.fs.starfarer.api.combat.ShipAPI.isFinishedLanding ( )
Returns
whether the landing animation is finished.

◆ isForceHideFFOverlay()

boolean com.fs.starfarer.api.combat.ShipAPI.isForceHideFFOverlay ( )

◆ isFrigate()

boolean com.fs.starfarer.api.combat.ShipAPI.isFrigate ( )

◆ isHoldFire()

boolean com.fs.starfarer.api.combat.ShipAPI.isHoldFire ( )

◆ isHoldFireOneFrame()

boolean com.fs.starfarer.api.combat.ShipAPI.isHoldFireOneFrame ( )

◆ isHulk()

boolean com.fs.starfarer.api.combat.ShipAPI.isHulk ( )

◆ isInsideNebula()

boolean com.fs.starfarer.api.combat.ShipAPI.isInsideNebula ( )

◆ isInvalidTransferCommandTarget()

boolean com.fs.starfarer.api.combat.ShipAPI.isInvalidTransferCommandTarget ( )

◆ isJitterShields()

boolean com.fs.starfarer.api.combat.ShipAPI.isJitterShields ( )

◆ isLanding()

boolean com.fs.starfarer.api.combat.ShipAPI.isLanding ( )
Returns
whether the landing animation has been kicked off (i.e. beginLandingAnimation() was called, and abortLanding() was not)

◆ isLiftingOff()

boolean com.fs.starfarer.api.combat.ShipAPI.isLiftingOff ( )

◆ isNonCombat()

boolean com.fs.starfarer.api.combat.ShipAPI.isNonCombat ( boolean  considerOrders)

◆ isPhased()

boolean com.fs.starfarer.api.combat.ShipAPI.isPhased ( )

◆ isPiece()

boolean com.fs.starfarer.api.combat.ShipAPI.isPiece ( )

◆ isPullBackFighters()

boolean com.fs.starfarer.api.combat.ShipAPI.isPullBackFighters ( )

◆ isRecentlyShotByPlayer()

boolean com.fs.starfarer.api.combat.ShipAPI.isRecentlyShotByPlayer ( )

◆ isRenderEngines()

boolean com.fs.starfarer.api.combat.ShipAPI.isRenderEngines ( )

◆ isRetreating()

boolean com.fs.starfarer.api.combat.ShipAPI.isRetreating ( )

◆ isSelectableInWarroom()

boolean com.fs.starfarer.api.combat.ShipAPI.isSelectableInWarroom ( )

◆ isShipSystemDisabled()

boolean com.fs.starfarer.api.combat.ShipAPI.isShipSystemDisabled ( )

◆ isShipWithModules()

boolean com.fs.starfarer.api.combat.ShipAPI.isShipWithModules ( )

◆ isShowModuleJitterUnder()

boolean com.fs.starfarer.api.combat.ShipAPI.isShowModuleJitterUnder ( )

◆ isShuttlePod()

boolean com.fs.starfarer.api.combat.ShipAPI.isShuttlePod ( )

◆ isStation()

boolean com.fs.starfarer.api.combat.ShipAPI.isStation ( )

◆ isStationModule()

boolean com.fs.starfarer.api.combat.ShipAPI.isStationModule ( )

◆ isTargetable()

boolean com.fs.starfarer.api.combat.ShipAPI.isTargetable ( )

◆ isWingLeader()

boolean com.fs.starfarer.api.combat.ShipAPI.isWingLeader ( )

◆ losesCRDuringCombat()

boolean com.fs.starfarer.api.combat.ShipAPI.losesCRDuringCombat ( )

◆ makeLookDisabled()

void com.fs.starfarer.api.combat.ShipAPI.makeLookDisabled ( )

◆ removeListener()

void com.fs.starfarer.api.combat.ShipAPI.removeListener ( Object  listener)

◆ removeListenerOfClass()

void com.fs.starfarer.api.combat.ShipAPI.removeListenerOfClass ( Class<?>  c)

◆ removeWeaponFromGroups()

void com.fs.starfarer.api.combat.ShipAPI.removeWeaponFromGroups ( WeaponAPI  weapon)

Removes weapon from any groups it's in. Should be used in conjunction with permanently disabling the weapon.

Parameters
weapon

◆ resetDefaultAI()

void com.fs.starfarer.api.combat.ShipAPI.resetDefaultAI ( )

Sets the ship's AI to the core implementation.

◆ resetOriginalOwner()

void com.fs.starfarer.api.combat.ShipAPI.resetOriginalOwner ( )

◆ resetOverloadColor()

void com.fs.starfarer.api.combat.ShipAPI.resetOverloadColor ( )

◆ setAffectedByNebula()

void com.fs.starfarer.api.combat.ShipAPI.setAffectedByNebula ( boolean  affectedByNebula)

◆ setAlly()

void com.fs.starfarer.api.combat.ShipAPI.setAlly ( boolean  ally)

◆ setAlphaMult()

void com.fs.starfarer.api.combat.ShipAPI.setAlphaMult ( float  alphaMult)

◆ setAnimatedLaunch()

void com.fs.starfarer.api.combat.ShipAPI.setAnimatedLaunch ( )

◆ setApplyExtraAlphaToEngines()

void com.fs.starfarer.api.combat.ShipAPI.setApplyExtraAlphaToEngines ( boolean  applyExtraAlphaToEngines)

◆ setCaptain()

void com.fs.starfarer.api.combat.ShipAPI.setCaptain ( PersonAPI  captain)

◆ setCircularJitter()

void com.fs.starfarer.api.combat.ShipAPI.setCircularJitter ( boolean  circular)

◆ setControlsLocked()

void com.fs.starfarer.api.combat.ShipAPI.setControlsLocked ( boolean  controlsLocked)

◆ setCopyLocation()

void com.fs.starfarer.api.combat.ShipAPI.setCopyLocation ( Vector2f  loc,
float  copyAlpha,
float  copyFacing 
)

◆ setCRAtDeployment()

void com.fs.starfarer.api.combat.ShipAPI.setCRAtDeployment ( float  cr)

◆ setCurrentCR()

void com.fs.starfarer.api.combat.ShipAPI.setCurrentCR ( float  cr)

◆ setDefenseDisabled()

void com.fs.starfarer.api.combat.ShipAPI.setDefenseDisabled ( boolean  defenseDisabled)

◆ setDHullOverlay()

void com.fs.starfarer.api.combat.ShipAPI.setDHullOverlay ( String  spriteName)

◆ setDoNotFlareEnginesWhenStrafingOrDecelerating()

void com.fs.starfarer.api.combat.ShipAPI.setDoNotFlareEnginesWhenStrafingOrDecelerating ( boolean  doNotFlare)

◆ setDrone()

void com.fs.starfarer.api.combat.ShipAPI.setDrone ( boolean  isDrone)

◆ setExplosionFlashColorOverride()

void com.fs.starfarer.api.combat.ShipAPI.setExplosionFlashColorOverride ( Color  explosionFlashColorOverride)

◆ setExplosionScale()

void com.fs.starfarer.api.combat.ShipAPI.setExplosionScale ( float  explosionScale)

◆ setExplosionVelocityOverride()

void com.fs.starfarer.api.combat.ShipAPI.setExplosionVelocityOverride ( Vector2f  explosionVelocityOverride)

◆ setExtraAlphaMult()

void com.fs.starfarer.api.combat.ShipAPI.setExtraAlphaMult ( float  transparency)

◆ setExtraAlphaMult2()

void com.fs.starfarer.api.combat.ShipAPI.setExtraAlphaMult2 ( float  transparency)

◆ setFighterTimeBeforeRefit()

void com.fs.starfarer.api.combat.ShipAPI.setFighterTimeBeforeRefit ( float  fighterTimeBeforeRefit)

◆ setFixedLocation()

void com.fs.starfarer.api.combat.ShipAPI.setFixedLocation ( Vector2f  fixedLocation)

◆ setFluxVentTextureSheet()

void com.fs.starfarer.api.combat.ShipAPI.setFluxVentTextureSheet ( String  textureId)

◆ setForceCarrierPullBackTime()

void com.fs.starfarer.api.combat.ShipAPI.setForceCarrierPullBackTime ( float  forceCarrierPullBackTime)

◆ setForceCarrierTarget()

void com.fs.starfarer.api.combat.ShipAPI.setForceCarrierTarget ( ShipAPI  forceCarrierTarget)

◆ setForceCarrierTargetTime()

void com.fs.starfarer.api.combat.ShipAPI.setForceCarrierTargetTime ( float  forceCarrierTargetTime)

◆ setForceHideFFOverlay()

void com.fs.starfarer.api.combat.ShipAPI.setForceHideFFOverlay ( boolean  forceHideFFOverlay)

◆ setHeavyDHullOverlay()

void com.fs.starfarer.api.combat.ShipAPI.setHeavyDHullOverlay ( )

◆ setHitpoints()

void com.fs.starfarer.api.combat.ShipAPI.setHitpoints ( float  value)

◆ setHoldFire()

void com.fs.starfarer.api.combat.ShipAPI.setHoldFire ( boolean  holdFire)

◆ setHoldFireOneFrame()

void com.fs.starfarer.api.combat.ShipAPI.setHoldFireOneFrame ( boolean  holdFireOneFrame)

◆ setHulk()

void com.fs.starfarer.api.combat.ShipAPI.setHulk ( boolean  isHulk)

◆ setHullSize()

void com.fs.starfarer.api.combat.ShipAPI.setHullSize ( HullSize  hullSize)

◆ setInsideNebula()

void com.fs.starfarer.api.combat.ShipAPI.setInsideNebula ( boolean  isInsideNebula)

◆ setInvalidTransferCommandTarget()

void com.fs.starfarer.api.combat.ShipAPI.setInvalidTransferCommandTarget ( boolean  invalidTransferCommandTarget)

◆ setJitter() [1/2]

void com.fs.starfarer.api.combat.ShipAPI.setJitter ( Object  source,
Color  color,
float  intensity,
int  copies,
float  minRange,
float  range 
)

◆ setJitter() [2/2]

void com.fs.starfarer.api.combat.ShipAPI.setJitter ( Object  source,
Color  color,
float  intensity,
int  copies,
float  range 
)

◆ setJitterShields()

void com.fs.starfarer.api.combat.ShipAPI.setJitterShields ( boolean  jitterShields)

◆ setJitterUnder() [1/2]

void com.fs.starfarer.api.combat.ShipAPI.setJitterUnder ( Object  source,
Color  color,
float  intensity,
int  copies,
float  minRange,
float  range 
)

◆ setJitterUnder() [2/2]

void com.fs.starfarer.api.combat.ShipAPI.setJitterUnder ( Object  source,
Color  color,
float  intensity,
int  copies,
float  range 
)

◆ setLaunchingShip()

void com.fs.starfarer.api.combat.ShipAPI.setLaunchingShip ( ShipAPI  launchingShip)

◆ setLayer()

void com.fs.starfarer.api.combat.ShipAPI.setLayer ( CombatEngineLayers  layer)

◆ setLightDHullOverlay()

void com.fs.starfarer.api.combat.ShipAPI.setLightDHullOverlay ( )

◆ setMaxHitpoints()

void com.fs.starfarer.api.combat.ShipAPI.setMaxHitpoints ( float  maxArmor)

◆ setMediumDHullOverlay()

void com.fs.starfarer.api.combat.ShipAPI.setMediumDHullOverlay ( )

◆ setName()

void com.fs.starfarer.api.combat.ShipAPI.setName ( String  name)

◆ setNextHitHullDamageThresholdMult()

void com.fs.starfarer.api.combat.ShipAPI.setNextHitHullDamageThresholdMult ( float  threshold,
float  multBeyondThreshold 
)

◆ setOriginalOwner()

void com.fs.starfarer.api.combat.ShipAPI.setOriginalOwner ( int  originalOwner)

◆ setOverloadColor()

void com.fs.starfarer.api.combat.ShipAPI.setOverloadColor ( Color  color)

◆ setParamAboutToApplyDamage()

void com.fs.starfarer.api.combat.ShipAPI.setParamAboutToApplyDamage ( Object  param)

◆ setParentStation()

void com.fs.starfarer.api.combat.ShipAPI.setParentStation ( ShipAPI  station)

◆ setPhased()

void com.fs.starfarer.api.combat.ShipAPI.setPhased ( boolean  phased)

◆ setPullBackFighters()

void com.fs.starfarer.api.combat.ShipAPI.setPullBackFighters ( boolean  pullBackFighters)

◆ setRenderBounds()

void com.fs.starfarer.api.combat.ShipAPI.setRenderBounds ( boolean  renderBounds)

◆ setRenderEngines()

void com.fs.starfarer.api.combat.ShipAPI.setRenderEngines ( boolean  renderEngines)

◆ setRetreating()

void com.fs.starfarer.api.combat.ShipAPI.setRetreating ( boolean  retreating,
boolean  direct 
)

◆ setShield()

void com.fs.starfarer.api.combat.ShipAPI.setShield ( ShieldType  type,
float  shieldUpkeep,
float  shieldEfficiency,
float  arc 
)

◆ setShieldTargetOverride()

void com.fs.starfarer.api.combat.ShipAPI.setShieldTargetOverride ( float  x,
float  y 
)

◆ setShipAI()

void com.fs.starfarer.api.combat.ShipAPI.setShipAI ( ShipAIPlugin  ai)

Only should be called if the AI needs to be changed dynamically. Otherwise, use ModPlugin.pickShipAI() instead.

Parameters
ai

◆ setShipSystemDisabled()

void com.fs.starfarer.api.combat.ShipAPI.setShipSystemDisabled ( boolean  systemDisabled)

◆ setShipTarget()

void com.fs.starfarer.api.combat.ShipAPI.setShipTarget ( ShipAPI  ship)

◆ setShipWithModules()

void com.fs.starfarer.api.combat.ShipAPI.setShipWithModules ( boolean  isShipWithModules)

◆ setShowModuleJitterUnder()

void com.fs.starfarer.api.combat.ShipAPI.setShowModuleJitterUnder ( boolean  showModuleJitterUnder)

False by default. May need to set to true for ships with large decorative weapons etc.

Parameters
showModuleJitterUnder

◆ setSprite() [1/2]

void com.fs.starfarer.api.combat.ShipAPI.setSprite ( SpriteAPI  sprite)

◆ setSprite() [2/2]

void com.fs.starfarer.api.combat.ShipAPI.setSprite ( String  category,
String  key 
)

Note: If also changing bounds, make sure they are still within the armor grid of the ship, which is determined by the original sprite.

Parameters
categoryunder "graphics" in settings.json
keyid under category.

◆ setStation()

void com.fs.starfarer.api.combat.ShipAPI.setStation ( boolean  isStation)

◆ setStationSlot()

void com.fs.starfarer.api.combat.ShipAPI.setStationSlot ( WeaponSlotAPI  stationSlot)

◆ setTimeDeployed()

void com.fs.starfarer.api.combat.ShipAPI.setTimeDeployed ( float  timeDeployed)

◆ setVariantForHullmodCheckOnly()

void com.fs.starfarer.api.combat.ShipAPI.setVariantForHullmodCheckOnly ( ShipVariantAPI  variant)

◆ setVentCoreColor()

void com.fs.starfarer.api.combat.ShipAPI.setVentCoreColor ( Color  color)

◆ setVentFringeColor()

void com.fs.starfarer.api.combat.ShipAPI.setVentFringeColor ( Color  color)

◆ setWeaponGlow()

void com.fs.starfarer.api.combat.ShipAPI.setWeaponGlow ( float  glow,
Color  color,
EnumSet< WeaponType >  types 
)

◆ setWing()

void com.fs.starfarer.api.combat.ShipAPI.setWing ( FighterWingAPI  wing)

◆ splitShip()

ShipAPI com.fs.starfarer.api.combat.ShipAPI.splitShip ( )

Should be called on a ship that's already a hulk. Will return the smaller of the two pieces (the current ship becomes the larger piece), or null if it did not find a way to split the ship. Calling the method again in this case may result in a valid split being found.

Returns

◆ syncWeaponDecalsWithArmorDamage()

void com.fs.starfarer.api.combat.ShipAPI.syncWeaponDecalsWithArmorDamage ( )

◆ syncWithArmorGridState()

void com.fs.starfarer.api.combat.ShipAPI.syncWithArmorGridState ( )

◆ toggleTravelDrive()

void com.fs.starfarer.api.combat.ShipAPI.toggleTravelDrive ( )

◆ turnOffTravelDrive()

void com.fs.starfarer.api.combat.ShipAPI.turnOffTravelDrive ( )

◆ turnOnTravelDrive() [1/2]

void com.fs.starfarer.api.combat.ShipAPI.turnOnTravelDrive ( )

◆ turnOnTravelDrive() [2/2]

void com.fs.starfarer.api.combat.ShipAPI.turnOnTravelDrive ( float  dur)

◆ useSystem()

void com.fs.starfarer.api.combat.ShipAPI.useSystem ( )

The ship will try to use its system next frame. Equivalent to the player pressing the "use system" button while controlling a ship. So, it may fail for various reasons - out of ammo, not enough flux, overloaded, etc.


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