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<html>
<head>
<title> Sector [Server]</title>
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<h1 class="documentationheader">Avorion Script API Documentation</h1>
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<div class="headerlisting flexheader">
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<a href="Functions.html">Functions</a>
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<div class="floatleft">
<div class="codecontainer">
<table>
<tr>
<td>
<a class="type" href="Sector [Server].html">Sector [Server]</a>
<a class="function" href="#Sector">Sector</a>
</td>
</tr>
<tr><td><br/></td></tr>
<tr><td><span class="docheader">Properties</span></td></tr>
<tr><td>
<a href="#name">name</a>
</td></tr>
<tr><td>
<a href="#numEntities">numEntities</a>
</td></tr>
<tr><td>
<a href="#numPlayers">numPlayers</a>
</td></tr>
<tr><td>
<a href="#persistent">persistent</a>
</td></tr>
<tr><td>
<a href="#pvpDamage">pvpDamage</a>
</td></tr>
<tr><td>
<a href="#seed">seed</a>
</td></tr>
<tr><td><br/></td></tr>
<tr><td><span class="docheader">Member Functions</span></td></tr>
<tr><td>
<a class="code" href="#addScript">addScript</a>
</td></tr>
<tr><td>
<a class="code" href="#addScriptOnce">addScriptOnce</a>
</td></tr>
<tr><td>
<a class="code" href="#belongsToFaction">belongsToFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#broadcastChatMessage">broadcastChatMessage</a>
</td></tr>
<tr><td>
<a class="code" href="#callbacksRegistered">callbacksRegistered</a>
</td></tr>
<tr><td>
<a class="code" href="#clearTickLengthAnalysisQueue">clearTickLengthAnalysisQueue</a>
</td></tr>
<tr><td>
<a class="code" href="#clearValues">clearValues</a>
</td></tr>
<tr><td>
<a class="code" href="#collectGarbage">collectGarbage</a>
</td></tr>
<tr><td>
<a class="code" href="#copyEntity">copyEntity</a>
</td></tr>
<tr><td>
<a class="code" href="#createAsteroid">createAsteroid</a>
</td></tr>
<tr><td>
<a class="code" href="#createEntity">createEntity</a>
</td></tr>
<tr><td>
<a class="code" href="#createObject">createObject</a>
</td></tr>
<tr><td>
<a class="code" href="#createShip">createShip</a>
</td></tr>
<tr><td>
<a class="code" href="#createStation">createStation</a>
</td></tr>
<tr><td>
<a class="code" href="#createWormHole">createWormHole</a>
</td></tr>
<tr><td>
<a class="code" href="#createWreckage">createWreckage</a>
</td></tr>
<tr><td>
<a class="code" href="#deleteEntity">deleteEntity</a>
</td></tr>
<tr><td>
<a class="code" href="#deleteEntityJumped">deleteEntityJumped</a>
</td></tr>
<tr><td>
<a class="code" href="#dropBundle">dropBundle</a>
</td></tr>
<tr><td>
<a class="code" href="#dropCargo">dropCargo</a>
</td></tr>
<tr><td>
<a class="code" href="#dropMoney">dropMoney</a>
</td></tr>
<tr><td>
<a class="code" href="#dropResources">dropResources</a>
</td></tr>
<tr><td>
<a class="code" href="#dropSectorTurret">dropSectorTurret</a>
</td></tr>
<tr><td>
<a class="code" href="#dropTurret">dropTurret</a>
</td></tr>
<tr><td>
<a class="code" href="#dropUpgrade">dropUpgrade</a>
</td></tr>
<tr><td>
<a class="code" href="#dropUsableItem">dropUsableItem</a>
</td></tr>
<tr><td>
<a class="code" href="#dropVanillaItem">dropVanillaItem</a>
</td></tr>
<tr><td>
<a class="code" href="#exists">exists</a>
</td></tr>
<tr><td>
<a class="code" href="#getAllies">getAllies</a>
</td></tr>
<tr><td>
<a class="code" href="#getCoordinates">getCoordinates</a>
</td></tr>
<tr><td>
<a class="code" href="#getEnemies">getEnemies</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntities">getEntities</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntitiesByComponent">getEntitiesByComponent</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntitiesByComponents">getEntitiesByComponents</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntitiesByFaction">getEntitiesByFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntitiesByLocation">getEntitiesByLocation</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntitiesByScript">getEntitiesByScript</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntitiesByScriptValue">getEntitiesByScriptValue</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntitiesByType">getEntitiesByType</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntity">getEntity</a>
</td></tr>
<tr><td>
<a class="code" href="#getEntityByFactionAndName">getEntityByFactionAndName</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumAllies">getNumAllies</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEnemies">getNumEnemies</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEntities">getNumEntities</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEntitiesByComponent">getNumEntitiesByComponent</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEntitiesByComponents">getNumEntitiesByComponents</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEntitiesByFaction">getNumEntitiesByFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEntitiesByLocation">getNumEntitiesByLocation</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEntitiesByScript">getNumEntitiesByScript</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEntitiesByScriptValue">getNumEntitiesByScriptValue</a>
</td></tr>
<tr><td>
<a class="code" href="#getNumEntitiesByType">getNumEntitiesByType</a>
</td></tr>
<tr><td>
<a class="code" href="#getPlayers">getPlayers</a>
</td></tr>
<tr><td>
<a class="code" href="#getPresentFactions">getPresentFactions</a>
</td></tr>
<tr><td>
<a class="code" href="#getScripts">getScripts</a>
</td></tr>
<tr><td>
<a class="code" href="#getValue">getValue</a>
</td></tr>
<tr><td>
<a class="code" href="#getValues">getValues</a>
</td></tr>
<tr><td>
<a class="code" href="#hasEnemies">hasEnemies</a>
</td></tr>
<tr><td>
<a class="code" href="#hasScript">hasScript</a>
</td></tr>
<tr><td>
<a class="code" href="#intersectBeamRay">intersectBeamRay</a>
</td></tr>
<tr><td>
<a class="code" href="#invokeFunction">invokeFunction</a>
</td></tr>
<tr><td>
<a class="code" href="#isEntitySetForDeletion">isEntitySetForDeletion</a>
</td></tr>
<tr><td>
<a class="code" href="#registerCallback">registerCallback</a>
</td></tr>
<tr><td>
<a class="code" href="#removeScript">removeScript</a>
</td></tr>
<tr><td>
<a class="code" href="#replaceEntity">replaceEntity</a>
</td></tr>
<tr><td>
<a class="code" href="#resendEntity">resendEntity</a>
</td></tr>
<tr><td>
<a class="code" href="#resolveScriptPath">resolveScriptPath</a>
</td></tr>
<tr><td>
<a class="code" href="#sendCallback">sendCallback</a>
</td></tr>
<tr><td>
<a class="code" href="#setValue">setValue</a>
</td></tr>
<tr><td>
<a class="code" href="#transferEntity">transferEntity</a>
</td></tr>
<tr><td>
<a class="code" href="#unregisterCallback">unregisterCallback</a>
</td></tr>
</table>
</div>
</div>
<div class="floatright">
<h1>Sector [Server]</h1>
<p>
<span class="warning">This object is only available on the server.</span>
</p>
<div id="Sector" class="codecontainer">
<div id="Sector" class="function">
<p>
<span class="keyword">function </span> Sector() <br/>
</p>
</div>
<div id="Sector" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
A new instance of Sector
</p>
</div>
</p>
</div>
</div>
<div id="Properties" class="codecontainer">
<div id="name">
<table style="width:100%;"><tr>
<td><span class="keyword">property</span> <span class="type">string </span> <span class="property">name</span></td><td align="right"></td></tr></table>
<div style="padding-left:20px; padding-bottom:10px">
Get the name of the sector, as specified by its SectorSpecifics
</div>
</div>
<div id="numEntities">
<table style="width:100%;"><tr>
<td><span class="keyword">property</span> <span class="type">unsigned int </span> <span class="property">numEntities</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
<div style="padding-left:20px; padding-bottom:10px">
</div>
</div>
<div id="numPlayers">
<table style="width:100%;"><tr>
<td><span class="keyword">property</span> <span class="type">unsigned int </span> <span class="property">numPlayers</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
<div style="padding-left:20px; padding-bottom:10px">
</div>
</div>
<div id="persistent">
<table style="width:100%;"><tr>
<td><span class="keyword">property</span> <span class="type">bool </span> <span class="property">persistent</span></td><td align="right"></td></tr></table>
<div style="padding-left:20px; padding-bottom:10px">
</div>
</div>
<div id="pvpDamage">
<table style="width:100%;"><tr>
<td><span class="keyword">property</span> <span class="type">bool </span> <span class="property">pvpDamage</span></td><td align="right"></td></tr></table>
<div style="padding-left:20px; padding-bottom:10px">
</div>
</div>
<div id="seed">
<table style="width:100%;"><tr>
<td><span class="keyword">property</span> <span class="type">Seed </span> <span class="property">seed</span></td><td align="right"><span><b>[read-only]</b></span></td></tr></table>
<div style="padding-left:20px; padding-bottom:10px">
</div>
</div>
</div>
<div id="addScript" class="codecontainer">
<div id="addScript" class="function">
<p>
<span class="keyword">function int</span> addScript() <br/>
</p>
</div>
<div id="addScript" class="">
</p>
</div>
</div>
<div id="addScriptOnce" class="codecontainer">
<div id="addScriptOnce" class="function">
<p>
<span class="keyword">function var</span> addScriptOnce() <br/>
</p>
</div>
<div id="addScriptOnce" class="">
</p>
</div>
</div>
<div id="belongsToFaction" class="codecontainer">
<div id="belongsToFaction" class="function">
<p>
<span class="keyword">function bool</span> belongsToFaction(<span class="type">int</span> <span class="parameter">factionIndex</span>, <span class="type">var</span> <span class="parameter">id</span>) <br/>
</p>
</div>
<div id="belongsToFaction" class="">
<p>
Returns if the entity with the given id belongs to a specific faction. This is a performance optimization for quick checks of ids versus faction. Use if you have an id that you want to check for its faction, and not the entity. If you already have an Entity constructed, use the factionIndex property of the entity, that's faster than this function.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">factionIndex</span>
The index of the faction to test <br/>
<span class="parameter">id</span>
The id of the entity to test <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
A boolean indicating if the entity belongs to the faction
</p>
</div>
</p>
</div>
</div>
<div id="broadcastChatMessage" class="codecontainer">
<div id="broadcastChatMessage" class="function">
<p>
<span class="keyword">function var</span> broadcastChatMessage(<span class="type">var</span> <span class="parameter">sender</span>, <span class="type">int</span> <span class="parameter">messageType</span>, <span class="type">string</span> <span class="parameter">message</span>, <span class="type">PluralForm...</span> <span class="parameter">args</span>) <br/>
</p>
</div>
<div id="broadcastChatMessage" class="">
<p>
Broadcast a chat message to all players that are currently in the sector. Supports sending of format arguments so that the chat message can be translated on the client.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">sender</span>
The sender that will be displayed for the chat message <br/>
<span class="parameter">messageType</span>
The type of chat message, 0 = Normal, 1 = Error, 2 = Warning, 3 = Info <br/>
<span class="parameter">message</span>
The message that will be sent <br/>
<span class="parameter">args</span>
The format arguments that will be sent <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="callbacksRegistered" class="codecontainer">
<div id="callbacksRegistered" class="function">
<p>
<span class="keyword">function int</span> callbacksRegistered(<span class="type">string</span> <span class="parameter">callbackName</span>, <span class="type">var</span> <span class="parameter">functionName</span>) <br/>
</p>
</div>
<div id="callbacksRegistered" class="">
<p>
Check how many functions are registered to a callback from the current script VM.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">callbackName</span>
The name of the callback <br/>
<span class="parameter">functionName</span>
The name of the function for which to check. If nil, will count all functions that are registered to this callback. <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The amount of functions registered to the callback
</p>
</div>
</p>
</div>
</div>
<div id="clearTickLengthAnalysisQueue" class="codecontainer">
<div id="clearTickLengthAnalysisQueue" class="function">
<p>
<span class="keyword">function var</span> clearTickLengthAnalysisQueue() <br/>
</p>
</div>
<div id="clearTickLengthAnalysisQueue" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="clearValues" class="codecontainer">
<div id="clearValues" class="function">
<p>
<span class="keyword">function var</span> clearValues() <br/>
</p>
</div>
<div id="clearValues" class="">
<p>
Removes all custom values of the object
</p>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="collectGarbage" class="codecontainer">
<div id="collectGarbage" class="function">
<p>
<span class="keyword">function var</span> collectGarbage(<span class="type">var</span> <span class="parameter">entity</span>) <br/>
</p>
</div>
<div id="collectGarbage" class="">
<p>
Immediately deletes all entities in the sector that are set for deletion. <b>Don't call this function from an entity script.</b> Only call this if you know what you're doing.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">entity</span>
The entity to delete <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="copyEntity" class="codecontainer">
<div id="copyEntity" class="function">
<p>
<span class="keyword">function // see</span> copyEntity(<span class="type">Entity</span> <span class="parameter">entity</span>, <span class="type">Matrix</span> <span class="parameter">positoin</span>) <br/>
</p>
</div>
<div id="copyEntity" class="">
<p>
Creates a copy of an existing entity
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">entity</span>
The entity to copy <br/>
<span class="parameter">positoin</span>
The new position of the copy <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The new entity
</p>
</div>
</p>
</div>
</div>
<div id="createAsteroid" class="codecontainer">
<div id="createAsteroid" class="function">
<p>
<span class="keyword">function Entity</span> createAsteroid(<span class="type">BlockPlan</span> <span class="parameter">plan</span>, <span class="type">bool</span> <span class="parameter">resources</span>, <span class="type">Matrix</span> <span class="parameter">position</span>) <br/>
</p>
</div>
<div id="createAsteroid" class="">
<p>
Convenience function to create an asteroid. Creates a new asteroid in the sector. This entity will have all components required for a default asteroid.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">plan</span>
The plan of the asteroid, this plan will be empty after the call since the plan is moved (instead of copied) into the created entity <br/>
<span class="parameter">resources</span>
1 if the asteroid should have mineable resources, 0 if not <br/>
<span class="parameter">position</span>
The position of the asteroid <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
An entity representing the new asteroid
</p>
</div>
</p>
</div>
</div>
<div id="createEntity" class="codecontainer">
<div id="createEntity" class="function">
<p>
<span class="keyword">function Entity</span> createEntity(<span class="type">EntityDescriptor</span> <span class="parameter">descriptor</span>, <span class="type">var</span> <span class="parameter">arrivalType</span>) <br/>
</p>
</div>
<div id="createEntity" class="">
<p>
Creates a new arbitrary entity in the sector
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">descriptor</span>
A descriptor representing the entity to create, this descriptor will be empty after the call since the data is moved (instead of copied) into the created entity <br/>
<span class="parameter">arrivalType</span>
The arrival type of the ship <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The new entity
</p>
</div>
</p>
</div>
</div>
<div id="createObject" class="codecontainer">
<div id="createObject" class="function">
<p>
<span class="keyword">function Entity</span> createObject(<span class="type">BlockPlan</span> <span class="parameter">plan</span>, <span class="type">Matrix</span> <span class="parameter">position</span>, <span class="type">var</span> <span class="parameter">arrivalType</span>) <br/>
</p>
</div>
<div id="createObject" class="">
<p>
Convenience function to create a default object. Creates a new default object in the sector. This object has basic components for appearance and physics simulation, such as a plan, velocity and physics
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">plan</span>
The plan of the object, this plan will be empty after the call since the plan is moved (instead of copied) into the created entity <br/>
<span class="parameter">position</span>
The position of the object <br/>
<span class="parameter">arrivalType</span>
The arrival type of the ship <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
An entity representing the new object
</p>
</div>
</p>
</div>
</div>
<div id="createShip" class="codecontainer">
<div id="createShip" class="function">
<p>
<span class="keyword">function Entity</span> createShip(<span class="type">Faction</span> <span class="parameter">faction</span>, <span class="type">string</span> <span class="parameter">name</span>, <span class="type">BlockPlan</span> <span class="parameter">plan</span>, <span class="type">Matrix</span> <span class="parameter">position</span>, <span class="type">var</span> <span class="parameter">arrivalType</span>) <br/>
</p>
</div>
<div id="createShip" class="">
<p>
Convenience function to create a ship. Creates a new ship in the sector. This entity will have all components required for a default ship.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">faction</span>
The faction the ship will belong to <br/>
<span class="parameter">name</span>
The name of the ship, pass "" for a random name; Ships for AIFactions will always get a random name <br/>
<span class="parameter">plan</span>
The plan of the ship, this plan will be empty after the call since the plan is moved (instead of copied) into the created entity <br/>
<span class="parameter">position</span>
The position of the ship <br/>
<span class="parameter">arrivalType</span>
The arrival type of the ship <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
An entity representing the new ship
</p>
</div>
</p>
</div>
</div>
<div id="createStation" class="codecontainer">
<div id="createStation" class="function">
<p>
<span class="keyword">function Entity</span> createStation(<span class="type">Faction</span> <span class="parameter">faction</span>, <span class="type">BlockPlan</span> <span class="parameter">plan</span>, <span class="type">Matrix</span> <span class="parameter">position</span>, <span class="type">var</span> <span class="parameter">script</span>, <span class="type">var...</span> <span class="parameter">args</span>) <br/>
</p>
</div>
<div id="createStation" class="">
<p>
Convenience function to create a station. Creates a new station in the sector. A random name will be assigned in case of an AI station. This entity will have all components required for a default station.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">faction</span>
The faction the station will belong to <br/>
<span class="parameter">plan</span>
The plan of the station, this plan will be empty after the call since the plan is moved (instead of copied) into the created entity <br/>
<span class="parameter">position</span>
The position of the station <br/>
<span class="parameter">script</span>
An optional script that will be used on creation of the station <br/>
<span class="parameter">args</span>
Arguments to the script that will be passed to its "initialize" function <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
An entity representing the new station
</p>
</div>
</p>
</div>
</div>
<div id="createWormHole" class="codecontainer">
<div id="createWormHole" class="function">
<p>
<span class="keyword">function Entity</span> createWormHole(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>, <span class="type">Color</span> <span class="parameter">color</span>, <span class="type">float</span> <span class="parameter">visualSize</span>, <span class="type">var</span> <span class="parameter">passageSize</span>) <br/>
</p>
</div>
<div id="createWormHole" class="">
<p>
Convenience function to create a wormhole. Creates a new wormhole in the sector. This entity will have all components required for a default wormhole.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The destination sector's X coordinate <br/>
<span class="parameter">y</span>
The destination sector's Y coordinate <br/>
<span class="parameter">color</span>
The color of the wormhole <br/>
<span class="parameter">visualSize</span>
The size of the wormhole <br/>
<span class="parameter">passageSize</span>
The size that is used to determine if ships fit through. If nil max value will be used. <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
An entity representing the new wormhole
</p>
</div>
</p>
</div>
</div>
<div id="createWreckage" class="codecontainer">
<div id="createWreckage" class="function">
<p>
<span class="keyword">function Entity</span> createWreckage(<span class="type">BlockPlan</span> <span class="parameter">plan</span>, <span class="type">Matrix</span> <span class="parameter">position</span>) <br/>
</p>
</div>
<div id="createWreckage" class="">
<p>
Convenience function to create a wreckage. Creates a new wreckage in the sector. This entity will have all components required for a default wreckage.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">plan</span>
The plan of the wreckage, this plan will be empty after the call since the plan is moved (instead of copied) into the created entity <br/>
<span class="parameter">position</span>
The position of the wreckage <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
An entity representing the new wreckage
</p>
</div>
</p>
</div>
</div>
<div id="deleteEntity" class="codecontainer">
<div id="deleteEntity" class="function">
<p>
<span class="keyword">function var</span> deleteEntity(<span class="type">Entity</span> <span class="parameter">entity</span>) <br/>
</p>
</div>
<div id="deleteEntity" class="">
<p>
Sets an entity for deletion. The entity is not deleted right away, but will be marked for deletion and will be deleted at the end of the current frame.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">entity</span>
The entity to delete <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="deleteEntityJumped" class="codecontainer">
<div id="deleteEntityJumped" class="function">
<p>
<span class="keyword">function var</span> deleteEntityJumped(<span class="type">Entity</span> <span class="parameter">entity</span>) <br/>
</p>
</div>
<div id="deleteEntityJumped" class="">
<p>
Sets an entity for deletion. The entity is not deleted right away, but will be marked for deletion and will be deleted at the end of the current frame. This function also creates a hyperspace animation when deleting the entity.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">entity</span>
The entity to delete <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="dropBundle" class="codecontainer">
<div id="dropBundle" class="function">
<p>
<span class="keyword">function var</span> dropBundle() <br/>
</p>
</div>
<div id="dropBundle" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="dropCargo" class="codecontainer">
<div id="dropCargo" class="function">
<p>
<span class="keyword">function Entity</span> dropCargo(<span class="type">vec3</span> <span class="parameter">position</span>, <span class="type">Faction [or nil]</span> <span class="parameter">reservedFor</span>, <span class="type">Faction [or nil]</span> <span class="parameter">deniedFor</span>, <span class="type">TradingGood</span> <span class="parameter">good</span>, <span class="type">int</span> <span class="parameter">owner</span>, <span class="type">int</span> <span class="parameter">amount</span>) <br/>
</p>
</div>
<div id="dropCargo" class="">
</p>
</div>
</div>
<div id="dropMoney" class="codecontainer">
<div id="dropMoney" class="function">
<p>
<span class="keyword">function Entity</span> dropMoney(<span class="type">vec3</span> <span class="parameter">position</span>, <span class="type">Faction [or nil]</span> <span class="parameter">reservedFor</span>, <span class="type">Faction [or nil]</span> <span class="parameter">deniedFor</span>, <span class="type">int</span> <span class="parameter">amount</span>) <br/>
</p>
</div>
<div id="dropMoney" class="">
</p>
</div>
</div>
<div id="dropResources" class="codecontainer">
<div id="dropResources" class="function">
<p>
<span class="keyword">function Entity</span> dropResources(<span class="type">vec3</span> <span class="parameter">position</span>, <span class="type">Faction [or nil]</span> <span class="parameter">reservedFor</span>, <span class="type">Faction [or nil]</span> <span class="parameter">deniedFor</span>, <span class="type">Material</span> <span class="parameter">material</span>, <span class="type">int</span> <span class="parameter">amount</span>) <br/>
</p>
</div>
<div id="dropResources" class="">
</p>
</div>
</div>
<div id="dropSectorTurret" class="codecontainer">
<div id="dropSectorTurret" class="function">
<p>
<span class="keyword">function Entity</span> dropSectorTurret(<span class="type">vec3</span> <span class="parameter">position</span>, <span class="type">Faction [or nil]</span> <span class="parameter">reservedFor</span>, <span class="type">Faction [or nil]</span> <span class="parameter">deniedFor</span>) <br/>
</p>
</div>
<div id="dropSectorTurret" class="">
<p>
Drops a random turret that is appropriate for this sector. Can return nil as well, since turrets with higher slot numbers won't always be dropped so that not too much money value is dropped all the time.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">position</span>
The position of where to drop the turret <br/>
<span class="parameter">reservedFor</span>
Faction the loot is reserved for, or nil <br/>
<span class="parameter">deniedFor</span>
Faction the loot is denied for, or nil <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The new entity, or nil
</p>
</div>
</p>
</div>
</div>
<div id="dropTurret" class="codecontainer">
<div id="dropTurret" class="function">
<p>
<span class="keyword">function Entity</span> dropTurret(<span class="type">vec3</span> <span class="parameter">position</span>, <span class="type">Faction [or nil]</span> <span class="parameter">reservedFor</span>, <span class="type">Faction [or nil]</span> <span class="parameter">deniedFor</span>, <span class="type">TurretTemplate</span> <span class="parameter">desc</span>) <br/>
</p>
</div>
<div id="dropTurret" class="">
</p>
</div>
</div>
<div id="dropUpgrade" class="codecontainer">
<div id="dropUpgrade" class="function">
<p>
<span class="keyword">function Entity</span> dropUpgrade(<span class="type">vec3</span> <span class="parameter">position</span>, <span class="type">Faction [or nil]</span> <span class="parameter">reservedFor</span>, <span class="type">Faction [or nil]</span> <span class="parameter">deniedFor</span>, <span class="type">SystemUpgradeTemplate</span> <span class="parameter">upgrade</span>) <br/>
</p>
</div>
<div id="dropUpgrade" class="">
</p>
</div>
</div>
<div id="dropUsableItem" class="codecontainer">
<div id="dropUsableItem" class="function">
<p>
<span class="keyword">function Entity</span> dropUsableItem(<span class="type">vec3</span> <span class="parameter">position</span>, <span class="type">Faction [or nil]</span> <span class="parameter">reservedFor</span>, <span class="type">Faction [or nil]</span> <span class="parameter">deniedFor</span>, <span class="type">UsableInventoryItem</span> <span class="parameter">item</span>) <br/>
</p>
</div>
<div id="dropUsableItem" class="">
</p>
</div>
</div>
<div id="dropVanillaItem" class="codecontainer">
<div id="dropVanillaItem" class="function">
<p>
<span class="keyword">function Entity</span> dropVanillaItem(<span class="type">vec3</span> <span class="parameter">position</span>, <span class="type">Faction [or nil]</span> <span class="parameter">reservedFor</span>, <span class="type">Faction [or nil]</span> <span class="parameter">deniedFor</span>, <span class="type">VanillaInventoryItem</span> <span class="parameter">item</span>) <br/>
</p>
</div>
<div id="dropVanillaItem" class="">
</p>
</div>
</div>
<div id="exists" class="codecontainer">
<div id="exists" class="function">
<p>
<span class="keyword">function bool</span> exists(<span class="type">var</span> <span class="parameter">id</span>) <br/>
</p>
</div>
<div id="exists" class="">
<p>
Returns if the entity with the given id exists in the sector. This is a performance optimization for quick checks of existance. Use if you have an id (but not a constructed Entity) that you want to check for existance. If you already have an Entity constructed, use the valid() function, which is faster.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">id</span>
The id of the entity to test <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
A boolean indicating if the entity with the index exists
</p>
</div>
</p>
</div>
</div>
<div id="getAllies" class="codecontainer">
<div id="getAllies" class="function">
<p>
<span class="keyword">function Entity...</span> getAllies(<span class="type">int</span> <span class="parameter">factionIndex</span>) <br/>
</p>
</div>
<div id="getAllies" class="">
<p>
Returns all allies of the given faction in the sector. Allies include ships of the same faction. Allied entities are determined as follows: <br> - they belong to the same faction<br> - they belong to factions whose relations are above 70.000<br> - they belong to players of the same group <br> - they belong to players of the same alliance <br> - they belong to a player and their alliance <br>
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">factionIndex</span>
The faction index of the faction whose ally ships are to be queried <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple values: All detected allies in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getCoordinates" class="codecontainer">
<div id="getCoordinates" class="function">
<p>
<span class="keyword">function int, int</span> getCoordinates() <br/>
</p>
</div>
<div id="getCoordinates" class="">
<p>
Access the x, y coordinates of the sector
</p>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
2 return values: x, y coordinates of the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEnemies" class="codecontainer">
<div id="getEnemies" class="function">
<p>
<span class="keyword">function Entity...</span> getEnemies(<span class="type">int</span> <span class="parameter">factionIndex</span>) <br/>
</p>
</div>
<div id="getEnemies" class="">
<p>
Returns all enemies of the given faction in the sector. Enemies are determined as ships of factions where relations are below -40.000
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">factionIndex</span>
The faction index of the faction whose enemy ships are to be queried <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All detected enemies in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntities" class="codecontainer">
<div id="getEntities" class="function">
<p>
<span class="keyword">function Entity...</span> getEntities() <br/>
</p>
</div>
<div id="getEntities" class="">
<p>
Returns all entities in the sector
</p>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All entities in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntitiesByComponent" class="codecontainer">
<div id="getEntitiesByComponent" class="function">
<p>
<span class="keyword">function Entity...</span> getEntitiesByComponent(<span class="type">int</span> <span class="parameter">type</span>) <br/>
</p>
</div>
<div id="getEntitiesByComponent" class="">
<p>
Returns all entities in the sector that have a specific component
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">type</span>
The desired component type (See enum ComponentType) <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All matching entities in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntitiesByComponents" class="codecontainer">
<div id="getEntitiesByComponents" class="function">
<p>
<span class="keyword">function Entity...</span> getEntitiesByComponents(<span class="type">Type...</span> <span class="parameter">types</span>) <br/>
</p>
</div>
<div id="getEntitiesByComponents" class="">
<p>
Returns all entities in the sector that have a specific set of components
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">types</span>
The desired set of component types (See enum ComponentType) <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All matching entities in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntitiesByFaction" class="codecontainer">
<div id="getEntitiesByFaction" class="function">
<p>
<span class="keyword">function Entity...</span> getEntitiesByFaction(<span class="type">int</span> <span class="parameter">factionIndex</span>) <br/>
</p>
</div>
<div id="getEntitiesByFaction" class="">
<p>
Returns all entities in the sector that belong to the given faction Complexity: O(n)
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">factionIndex</span>
The desired faction <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All matching entities in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntitiesByLocation" class="codecontainer">
<div id="getEntitiesByLocation" class="function">
<p>
<span class="keyword">function Entity...</span> getEntitiesByLocation(<span class="type">Sphere</span> <span class="parameter">sphere</span>) <br/>
</p>
</div>
<div id="getEntitiesByLocation" class="">
<p>
Returns all entities in the sector whose bounding spheres intersect with the given sphere. <b>Entities without a bounding sphere component will not be considered.</b> <br/> Complexity: O(logn)
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">sphere</span>
The intersected sphere <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All matching entities in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntitiesByScript" class="codecontainer">
<div id="getEntitiesByScript" class="function">
<p>
<span class="keyword">function Entity...</span> getEntitiesByScript(<span class="type">string</span> <span class="parameter">script</span>) <br/>
</p>
</div>
<div id="getEntitiesByScript" class="">
<p>
Returns all entities in the sector that have a specific script attached to them
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">script</span>
The script that is to check for. This operation checks if the given script name is contained in the actual script name. <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All matching entities in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntitiesByScriptValue" class="codecontainer">
<div id="getEntitiesByScriptValue" class="function">
<p>
<span class="keyword">function Entity...</span> getEntitiesByScriptValue(<span class="type">string</span> <span class="parameter">name</span>, <span class="type">var</span> <span class="parameter">value</span>) <br/>
</p>
</div>
<div id="getEntitiesByScriptValue" class="">
<p>
Returns all entities in the sector that have a specific value assigned to them. Values can be set with Entity:setValue(name, value) and read with Entity:getValue(name).
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">name</span>
The value name to check for <br/>
<span class="parameter">value</span>
A value to check against. If this is set, only entities will be returned whose value is equal to the passed value. If this is nil, all entities will be returned that have any value with the given name assigned. <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All matching entities in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntitiesByType" class="codecontainer">
<div id="getEntitiesByType" class="function">
<p>
<span class="keyword">function Entity...</span> getEntitiesByType(<span class="type">int</span> <span class="parameter">type</span>) <br/>
</p>
</div>
<div id="getEntitiesByType" class="">
<p>
Returns all entities in the sector that have a specific type
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">type</span>
The desired entity type (See enum EntityType) <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All matching entities in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getEntity" class="codecontainer">
<div id="getEntity" class="function">
<p>
<span class="keyword">function Entity</span> getEntity(<span class="type">var</span> <span class="parameter">index</span>) <br/>
</p>
</div>
<div id="getEntity" class="">
<p>
Find an entity by index in the sector. <br/> Complexity: O(logn)
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">index</span>
The index of the entity as Uuid or std::string <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The entity or nil if not found
</p>
</div>
</p>
</div>
</div>
<div id="getEntityByFactionAndName" class="codecontainer">
<div id="getEntityByFactionAndName" class="function">
<p>
<span class="keyword">function Entity</span> getEntityByFactionAndName(<span class="type">int</span> <span class="parameter">factionIndex</span>, <span class="type">string</span> <span class="parameter">name</span>) <br/>
</p>
</div>
<div id="getEntityByFactionAndName" class="">
</p>
</div>
</div>
<div id="getNumAllies" class="codecontainer">
<div id="getNumAllies" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumAllies(<span class="type">int</span> <span class="parameter">faction</span>) <br/>
</p>
</div>
<div id="getNumAllies" class="">
</p>
</div>
</div>
<div id="getNumEnemies" class="codecontainer">
<div id="getNumEnemies" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEnemies(<span class="type">int</span> <span class="parameter">factionIndex</span>) <br/>
</p>
</div>
<div id="getNumEnemies" class="">
</p>
</div>
</div>
<div id="getNumEntities" class="codecontainer">
<div id="getNumEntities" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEntities() <br/>
</p>
</div>
<div id="getNumEntities" class="">
</p>
</div>
</div>
<div id="getNumEntitiesByComponent" class="codecontainer">
<div id="getNumEntitiesByComponent" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEntitiesByComponent(<span class="type">int</span> <span class="parameter">component</span>) <br/>
</p>
</div>
<div id="getNumEntitiesByComponent" class="">
</p>
</div>
</div>
<div id="getNumEntitiesByComponents" class="codecontainer">
<div id="getNumEntitiesByComponents" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEntitiesByComponents() <br/>
</p>
</div>
<div id="getNumEntitiesByComponents" class="">
</p>
</div>
</div>
<div id="getNumEntitiesByFaction" class="codecontainer">
<div id="getNumEntitiesByFaction" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEntitiesByFaction(<span class="type">int</span> <span class="parameter">factionIndex</span>) <br/>
</p>
</div>
<div id="getNumEntitiesByFaction" class="">
</p>
</div>
</div>
<div id="getNumEntitiesByLocation" class="codecontainer">
<div id="getNumEntitiesByLocation" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEntitiesByLocation(<span class="type">Sphere</span> <span class="parameter">sphere</span>) <br/>
</p>
</div>
<div id="getNumEntitiesByLocation" class="">
</p>
</div>
</div>
<div id="getNumEntitiesByScript" class="codecontainer">
<div id="getNumEntitiesByScript" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEntitiesByScript(<span class="type">string</span> <span class="parameter">scriptName</span>) <br/>
</p>
</div>
<div id="getNumEntitiesByScript" class="">
</p>
</div>
</div>
<div id="getNumEntitiesByScriptValue" class="codecontainer">
<div id="getNumEntitiesByScriptValue" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEntitiesByScriptValue(<span class="type">string</span> <span class="parameter">valueName</span>, <span class="type">var</span> <span class="parameter">value</span>) <br/>
</p>
</div>
<div id="getNumEntitiesByScriptValue" class="">
</p>
</div>
</div>
<div id="getNumEntitiesByType" class="codecontainer">
<div id="getNumEntitiesByType" class="function">
<p>
<span class="keyword">function unsigned int</span> getNumEntitiesByType(<span class="type">int</span> <span class="parameter">type</span>) <br/>
</p>
</div>
<div id="getNumEntitiesByType" class="">
</p>
</div>
</div>
<div id="getPlayers" class="codecontainer">
<div id="getPlayers" class="function">
<p>
<span class="keyword">function Player...</span> getPlayers() <br/>
</p>
</div>
<div id="getPlayers" class="">
<p>
Returns all players that are currently in the sector
</p>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Multiple return values: All players in the sector
</p>
</div>
</p>
</div>
</div>
<div id="getPresentFactions" class="codecontainer">
<div id="getPresentFactions" class="function">
<p>
<span class="keyword">function int...</span> getPresentFactions() <br/>
</p>
</div>
<div id="getPresentFactions" class="">
<p>
Returns all indices of all present factions
</p>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
a list of int indices of all present factions
</p>
</div>
</p>
</div>
</div>
<div id="getScripts" class="codecontainer">
<div id="getScripts" class="function">
<p>
<span class="keyword">function table&lt;int, string&gt;</span> getScripts() <br/>
</p>
</div>
<div id="getScripts" class="">
</p>
</div>
</div>
<div id="getValue" class="codecontainer">
<div id="getValue" class="function">
<p>
<span class="keyword">function var</span> getValue(<span class="type">string</span> <span class="parameter">key</span>) <br/>
</p>
</div>
<div id="getValue" class="">
<p>
Retrieves a custom value saved in the entity with the given key
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">key</span>
A string that serves as the name of the value <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The value if the key exists, otherwise nil
</p>
</div>
</p>
</div>
</div>
<div id="getValues" class="codecontainer">
<div id="getValues" class="function">
<p>
<span class="keyword">function table&lt;string, var&gt;</span> getValues() <br/>
</p>
</div>
<div id="getValues" class="">
<p>
Retrieves all key-value pairs of custom values of the entity
</p>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
A table containing all custom key-value pairs
</p>
</div>
</p>
</div>
</div>
<div id="hasEnemies" class="codecontainer">
<div id="hasEnemies" class="function">
<p>
<span class="keyword">function bool</span> hasEnemies(<span class="type">int</span> <span class="parameter">factionIndex</span>) <br/>
</p>
</div>
<div id="hasEnemies" class="">
<p>
Checks if the given faction has any enemy ships or objects in the sector
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">factionIndex</span>
The index of the faction <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
true if there are enemies present, false otherwise
</p>
</div>
</p>
</div>
</div>
<div id="hasScript" class="codecontainer">
<div id="hasScript" class="function">
<p>
<span class="keyword">function bool</span> hasScript(<span class="type">string</span> <span class="parameter">name</span>) <br/>
</p>
</div>
<div id="hasScript" class="">
</p>
</div>
</div>
<div id="intersectBeamRay" class="codecontainer">
<div id="intersectBeamRay" class="function">
<p>
<span class="keyword">function UserObject...</span> intersectBeamRay(<span class="type">Ray</span> <span class="parameter">ray</span>, <span class="type">Uuid [or nil]</span> <span class="parameter">ignoredEntity</span>, <span class="type">Uuid [or nil]</span> <span class="parameter">ignoredEntityShields</span>) <br/>
</p>
</div>
<div id="intersectBeamRay" class="">
<p>
Intersects a beam in the sector, similar to the way that weapon beams are intersected. If an entity has a shield, that shield will be part of the test. If the beam would intersect with multiple entities, then the entity with its intersection point closest to the ray origin is chosen.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">ray</span>
The ray that should be intersected <br/>
<span class="parameter">ignoredEntity</span>
A uuid that can be optionally set. If this was set, the entity with this ID will be ignored during the intersection. <br/>
<span class="parameter">ignoredEntityShields</span>
A uuid that can be optionally set. If this was set, the shields of the entity with this ID will be ignored during the intersection. <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The entity closest to the origin of the ray, that was hit (if one or more were hit), as well as the point where the ray intersects with the object (or its shield).
</p>
</div>
</p>
</div>
</div>
<div id="invokeFunction" class="codecontainer">
<div id="invokeFunction" class="function">
<p>
<span class="keyword">function var...</span> invokeFunction(<span class="type">var</span> <span class="parameter">scriptName</span>, <span class="type">string</span> <span class="parameter">functionName</span>, <span class="type">var...</span> <span class="parameter">arguments</span>) <br/>
</p>
</div>
<div id="invokeFunction" class="">
<p>
Invokes a function in a script of the sector. Use this function to invoke functions from one script in another script. The first return value of the function is an integer indicating whether or not the call was successful. When it was, this integer is followed by the return values of the invoked function.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">scriptName</span>
The name of the script containing the function <br/>
<span class="parameter">functionName</span>
The name of the function that will be executed <br/>
<span class="parameter">arguments</span>
An arbitrary list of arguments that will be given to the invoked function <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
Returns at least 1 value indicating if the call succeeded:<br/> 0 The call was successful. In this case, the return values of the script are returned in addition to the call result, following the call result<br/> 3 The call failed because the given script was not found in the sector<br/> 4 The call failed because the given function was not found in the script<br/>
</p>
</div>
</p>
</div>
</div>
<div id="isEntitySetForDeletion" class="codecontainer">
<div id="isEntitySetForDeletion" class="function">
<p>
<span class="keyword">function bool</span> isEntitySetForDeletion(<span class="type">Entity</span> <span class="parameter">entity</span>) <br/>
</p>
</div>
<div id="isEntitySetForDeletion" class="">
</p>
</div>
</div>
<div id="registerCallback" class="codecontainer">
<div id="registerCallback" class="function">
<p>
<span class="keyword">function int</span> registerCallback(<span class="type">string</span> <span class="parameter">callbackName</span>, <span class="type">string</span> <span class="parameter">functionName</span>) <br/>
</p>
</div>
<div id="registerCallback" class="">
<p>
Register a callback in the sector. The callback receiver has to be inside the sector for the registration to succeed. The callback will be removed if the receiver leaves the sector or gets destroyed, or the sector gets unloaded. Double registration of callbacks doesn't work. When the same callback to the same callback of the same script instance is registered twice, it will still only be called once.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">callbackName</span>
The name of the callback <br/>
<span class="parameter">functionName</span>
The name of the function that will be executed in the script when the callback happens <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
0 on success, 1 if the registration failed
</p>
</div>
</p>
</div>
</div>
<div id="removeScript" class="codecontainer">
<div id="removeScript" class="function">
<p>
<span class="keyword">function var</span> removeScript(<span class="type">var</span> <span class="parameter">script</span>) <br/>
</p>
</div>
<div id="removeScript" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="replaceEntity" class="codecontainer">
<div id="replaceEntity" class="function">
<p>
<span class="keyword">function Entity</span> replaceEntity(<span class="type">var</span> <span class="parameter">toReplace</span>, <span class="type">EntityDescriptor</span> <span class="parameter">descriptor</span>, <span class="type">var</span> <span class="parameter">arrivalType</span>) <br/>
</p>
</div>
<div id="replaceEntity" class="">
<p>
Creates a new arbitrary entity in the sector, and deletes the previous entity. The replacement will be seamless on the client
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">toReplace</span>
The entity to replace, can be of type Entity, Uuid or string <br/>
<span class="parameter">descriptor</span>
A descriptor representing the entity to create, this descriptor will be empty after the call since the data is moved (instead of copied) into the created entity <br/>
<span class="parameter">arrivalType</span>
The arrival type of the ship <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The new entity
</p>
</div>
</p>
</div>
</div>
<div id="resendEntity" class="codecontainer">
<div id="resendEntity" class="function">
<p>
<span class="keyword">function var</span> resendEntity(<span class="type">Entity</span> <span class="parameter">entity</span>) <br/>
</p>
</div>
<div id="resendEntity" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="resolveScriptPath" class="codecontainer">
<div id="resolveScriptPath" class="function">
<p>
<span class="keyword">function string</span> resolveScriptPath(<span class="type">string</span> <span class="parameter">path</span>) <br/>
</p>
</div>
<div id="resolveScriptPath" class="">
</p>
</div>
</div>
<div id="sendCallback" class="codecontainer">
<div id="sendCallback" class="function">
<p>
<span class="keyword">function var</span> sendCallback() <br/>
</p>
</div>
<div id="sendCallback" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="setValue" class="codecontainer">
<div id="setValue" class="function">
<p>
<span class="keyword">function var</span> setValue(<span class="type">string</span> <span class="parameter">key</span>, <span class="type">var</span> <span class="parameter">value</span>) <br/>
</p>
</div>
<div id="setValue" class="">
<p>
Sets a custom value
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">key</span>
A string that serves as the name of the value <br/>
<span class="parameter">value</span>
The value to save. Must be bool, number, string or nil. If nil is given, the value will be deleted. <br/>
</div>
</p>
</div>
</div>
<div id="transferEntity" class="codecontainer">
<div id="transferEntity" class="function">
<p>
<span class="keyword">function var</span> transferEntity(<span class="type">Entity</span> <span class="parameter">entity</span>, <span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>, <span class="type">int</span> <span class="parameter">type</span>) <br/>
</p>
</div>
<div id="transferEntity" class="">
<p>
Marks an entity for transfer to another sector. Child entities such as turrets will be transferred as well. The entity will be removed from the sector after the frame ends. Default transfer type will just move the entity without any effects or other behaviours and the entity will be placed at the exact same position as in the previous sector. Jump transfer will simulate a jump behavior, including an effect on the client and placing the entity at the edge of the destination sector. Gate and Wormhole transfer will place the entity in front of the outgoing gate or wormhole, if there is any that leads to the origin sector. Otherwise, same behavior as Default transfer. While technically, Wormhole transfer and Gate transfer is the exact same thing internally, we have to distinguish it for different things like for example achievements.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">entity</span>
The entity that is to be transferred <br/>
<span class="parameter">x</span>
The x coordinate of the target sector <br/>
<span class="parameter">y</span>
The y coordinate of the target sector <br/>
<span class="parameter">type</span>
The type of transfer: SectorChangeType <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="unregisterCallback" class="codecontainer">
<div id="unregisterCallback" class="function">
<p>
<span class="keyword">function var</span> unregisterCallback(<span class="type">string</span> <span class="parameter">callbackName</span>, <span class="type">string</span> <span class="parameter">functionName</span>) <br/>
</p>
</div>
<div id="unregisterCallback" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
</div>
</div>
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<span class="docheader">Callbacks</span>
<br><a href="Callbacks.html"> Callbacks</a>
<a href="Alliance [Client] Callbacks.html">Alliance [Client] Callbacks</a>
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<span class="docheader">Predefined Functions & Example Scripts</span>
<br><a href="CommandFunctions.html">Command</a>
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<span class="docheader">Common Components</span>
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<a href="Owner.html">Owner</a>
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<a href="ReadOnlyEnergySystem.html">ReadOnlyEnergySystem</a>
<a href="ReadOnlyEngine.html">ReadOnlyEngine</a>
<a href="ReadOnlyFighterAI.html">ReadOnlyFighterAI</a>
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<a href="ReadOnlyHyperspaceEngine.html">ReadOnlyHyperspaceEngine</a>
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<a href="ReadOnlyTorpedoAI [Server] [Client] [Server] [Client].html">ReadOnlyTorpedoAI [Server] [Client] [Server] [Client]</a>
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<a href="ReadOnlyTorpedoLauncher.html">ReadOnlyTorpedoLauncher</a>
<a href="ReadOnlyTurretBases.html">ReadOnlyTurretBases</a>
<a href="ReadOnlyVelocity.html">ReadOnlyVelocity</a>
<a href="ReadOnlyWeapons.html">ReadOnlyWeapons</a>
<a href="ReadOnlyWormHole.html">ReadOnlyWormHole</a>
<a href="Shield.html">Shield</a>
<a href="ShipAI.html">ShipAI</a>
<a href="ShipSystem.html">ShipSystem</a>
<a href="StructuralIntegrity.html">StructuralIntegrity</a>
<a href="SystemUpgradeLoot.html">SystemUpgradeLoot</a>
<a href="Thrusters.html">Thrusters</a>
<a href="Torpedo.html">Torpedo</a>
<a href="TorpedoAI.html">TorpedoAI</a>
<a href="TorpedoLauncher.html">TorpedoLauncher</a>
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<a href="Weapons.html">Weapons</a>
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<span class="docheader">Common Objects</span>
<br><a href="AllianceMember.html">AllianceMember</a>
<a href="AllianceRank.html">AllianceRank</a>
<a href="BlockPlan.html">BlockPlan</a>
<a href="BlockPlanBlock.html">BlockPlanBlock</a>
<a href="BlockStatistics.html">BlockStatistics</a>
<a href="Box.html">Box</a>
<a href="Captain.html">Captain</a>
<a href="Color.html">Color</a>
<a href="ControlUnitSeat.html">ControlUnitSeat</a>
<a href="CraftDesign.html">CraftDesign</a>
<a href="CraftStatsOverview.html">CraftStatsOverview</a>
<a href="Crew.html">Crew</a>
<a href="CrewMan.html">CrewMan</a>
<a href="CrewProfession.html">CrewProfession</a>
<a href="DebugInfo.html">DebugInfo</a>
<a href="dvec2.html">dvec2</a>
<a href="dvec3.html">dvec3</a>
<a href="dvec4.html">dvec4</a>
<a href="Entity.html">Entity</a>
<a href="EntityDescriptor.html">EntityDescriptor</a>
<a href="FighterTemplate.html">FighterTemplate</a>
<a href="Format.html">Format</a>
<a href="GameSettings.html">GameSettings</a>
<a href="Group.html">Group</a>
<a href="HighResolutionTimer.html">HighResolutionTimer</a>
<a href="Inventory.html">Inventory</a>
<a href="InventoryTurret.html">InventoryTurret</a>
<a href="ivec2.html">ivec2</a>
<a href="ivec3.html">ivec3</a>
<a href="ivec4.html">ivec4</a>
<a href="Language.html">Language</a>
<a href="Mail.html">Mail</a>
<a href="Material.html">Material</a>
<a href="Matrix.html">Matrix</a>
<a href="ModManager.html">ModManager</a>
<a href="NamedFormat.html">NamedFormat</a>
<a href="PlanBspTree.html">PlanBspTree</a>
<a href="PlanetSpecifics.html">PlanetSpecifics</a>
<a href="PlanGenerationStage.html">PlanGenerationStage</a>
<a href="PlanPart.html">PlanPart</a>
<a href="PlanStyle.html">PlanStyle</a>
<a href="PlayerId.html">PlayerId</a>
<a href="PluralForm.html">PluralForm</a>
<a href="Profiler.html">Profiler</a>
<a href="QuadTree.html">QuadTree</a>
<a href="Random.html">Random</a>
<a href="Rarity.html">Rarity</a>
<a href="Ray.html">Ray</a>
<a href="ReadOnlyEntity.html">ReadOnlyEntity</a>
<a href="Rect.html">Rect</a>
<a href="Relation.html">Relation</a>
<a href="Scenario.html">Scenario</a>
<a href="SectorView.html">SectorView</a>
<a href="Seed.html">Seed</a>
<a href="Sphere.html">Sphere</a>
<a href="Squad.html">Squad</a>
<a href="SystemUpgradeTemplate.html">SystemUpgradeTemplate</a>
<a href="Timer.html">Timer</a>
<a href="Tooltip.html">Tooltip</a>
<a href="TooltipLine.html">TooltipLine</a>
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<a href="TorpedoTemplate.html">TorpedoTemplate</a>
<a href="TradingGood.html">TradingGood</a>
<a href="TurretDesign.html">TurretDesign</a>
<a href="TurretDesignPart.html">TurretDesignPart</a>
<a href="TurretTemplate.html">TurretTemplate</a>
<a href="UsableInventoryItem.html">UsableInventoryItem</a>
<a href="Uuid.html">Uuid</a>
<a href="VanillaInventoryItem.html">VanillaInventoryItem</a>
<a href="vec2.html">vec2</a>
<a href="vec3.html">vec3</a>
<a href="vec4.html">vec4</a>
<a href="Version.html">Version</a>
<a href="Weapon.html">Weapon</a>
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<span class="docheader">Client Components</span>
<br><a href="EntityIcon.html">EntityIcon</a>
<a href="EntityTooltip.html">EntityTooltip</a>
<a href="PlanMesh.html">PlanMesh</a>
<a href="ReadOnlyIcon.html">ReadOnlyIcon</a>
<a href="ReadOnlyPlanMesh.html">ReadOnlyPlanMesh</a>
<a href="ReadOnlyScriptUI.html">ReadOnlyScriptUI</a>
<a href="ReadOnlyTooltip.html">ReadOnlyTooltip</a>
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<span class="docheader">Client Objects</span>
<br><a href="Achievements.html">Achievements</a>
<a href="Alliance [Client].html">Alliance [Client]</a>
<a href="CameraKeyFrame.html">CameraKeyFrame</a>
<a href="CaptainSelectionItem.html">CaptainSelectionItem</a>
<a href="Client.html">Client</a>
<a href="ClientSettings.html">ClientSettings</a>
<a href="ColorSelectionItem.html">ColorSelectionItem</a>
<a href="CraftDesignSelectionItem.html">CraftDesignSelectionItem</a>
<a href="Faction [Client].html">Faction [Client]</a>
<a href="Galaxy [Client].html">Galaxy [Client]</a>
<a href="GalaxyMap.html">GalaxyMap</a>
<a href="GameInput.html">GameInput</a>
<a href="GlowFX.html">GlowFX</a>
<a href="IconSelectionItem.html">IconSelectionItem</a>
<a href="InputWindow.html">InputWindow</a>
<a href="InventoryReferenceSelectionItem.html">InventoryReferenceSelectionItem</a>
<a href="InventorySelectionItem.html">InventorySelectionItem</a>
<a href="Keyboard.html">Keyboard</a>
<a href="LaserFX.html">LaserFX</a>
<a href="Mouse.html">Mouse</a>
<a href="Music.html">Music</a>
<a href="PixelIconSelectionItem.html">PixelIconSelectionItem</a>
<a href="Planet.html">Planet</a>
<a href="Player [Client].html">Player [Client]</a>
<a href="PlayerWindow.html">PlayerWindow</a>
<a href="RefractionFX.html">RefractionFX</a>
<a href="Sector [Client].html">Sector [Client]</a>
<a href="SelectionItem.html">SelectionItem</a>
<a href="ShipDatabaseEntry [Client].html">ShipDatabaseEntry [Client]</a>
<a href="SoundSource.html">SoundSource</a>
<a href="StrategyState.html">StrategyState</a>
<a href="TargetIndicator.html">TargetIndicator</a>
<a href="TooltipRenderer.html">TooltipRenderer</a>
<a href="TurretDesignSelectionItem.html">TurretDesignSelectionItem</a>
</div><div class="headerlisting">
<span class="docheader">Client UI Objects</span>
<br><a href="AllianceEmblem.html">AllianceEmblem</a>
<a href="AllianceTab.html">AllianceTab</a>
<a href="ArrowLine.html">ArrowLine</a>
<a href="Button [Client] [Client].html">Button [Client] [Client]</a>
<a href="Button [Client] [Client].html">Button [Client] [Client]</a>
<a href="CaptainIcon.html">CaptainIcon</a>
<a href="CaptainProfile.html">CaptainProfile</a>
<a href="CheckBox.html">CheckBox</a>
<a href="ComboBox.html">ComboBox</a>
<a href="ContextMenu.html">ContextMenu</a>
<a href="CraftPortrait.html">CraftPortrait</a>
<a href="CrewBar.html">CrewBar</a>
<a href="Frame.html">Frame</a>
<a href="Hud.html">Hud</a>
<a href="InventorySelection.html">InventorySelection</a>
<a href="Label.html">Label</a>
<a href="Line.html">Line</a>
<a href="ListBox.html">ListBox</a>
<a href="ListBoxEx.html">ListBoxEx</a>
<a href="MapArrowLine.html">MapArrowLine</a>
<a href="MapIcon.html">MapIcon</a>
<a href="MultiLineTextBox.html">MultiLineTextBox</a>
<a href="NumbersBar.html">NumbersBar</a>
<a href="Picture.html">Picture</a>
<a href="PlanDisplayer.html">PlanDisplayer</a>
<a href="ProgressBar.html">ProgressBar</a>
<a href="SavedDesignsSelection.html">SavedDesignsSelection</a>
<a href="ScrollFrame.html">ScrollFrame</a>
<a href="Selection.html">Selection</a>
<a href="ShipWindow.html">ShipWindow</a>
<a href="Slider.html">Slider</a>
<a href="StatisticsBar.html">StatisticsBar</a>
<a href="Tab.html">Tab</a>
<a href="TabbedWindow.html">TabbedWindow</a>
<a href="TextBox.html">TextBox</a>
<a href="TextField.html">TextField</a>
<a href="TooltipDisplayer.html">TooltipDisplayer</a>
<a href="Tree.html">Tree</a>
<a href="UIArbitraryHorizontalSplitter.html">UIArbitraryHorizontalSplitter</a>
<a href="UIArbitraryVerticalSplitter.html">UIArbitraryVerticalSplitter</a>
<a href="UIContainer.html">UIContainer</a>
<a href="UIElement.html">UIElement</a>
<a href="UIGridSplitter.html">UIGridSplitter</a>
<a href="UIHorizontalLister.html">UIHorizontalLister</a>
<a href="UIHorizontalMultiSplitter.html">UIHorizontalMultiSplitter</a>
<a href="UIHorizontalSplitter.html">UIHorizontalSplitter</a>
<a href="UIOrganizer.html">UIOrganizer</a>
<a href="UIRect.html">UIRect</a>
<a href="UIRenderer.html">UIRenderer</a>
<a href="UIVerticalLister.html">UIVerticalLister</a>
<a href="UIVerticalMultiSplitter.html">UIVerticalMultiSplitter</a>
<a href="UIVerticalSplitter.html">UIVerticalSplitter</a>
<a href="ValueComboBox.html">ValueComboBox</a>
<a href="Window.html">Window</a>
</div><div class="headerlisting">
<span class="docheader">Server Components</span>
<br><a href="EntityTransferrer.html">EntityTransferrer</a>
<a href="FighterController.html">FighterController</a>
<a href="Loot.html">Loot</a>
<a href="ReadOnlyEntityTransferrer.html">ReadOnlyEntityTransferrer</a>
<a href="ReadOnlyFighterController.html">ReadOnlyFighterController</a>
<a href="ReadOnlyLoot.html">ReadOnlyLoot</a>
<a href="ReadOnlyTurretController.html">ReadOnlyTurretController</a>
<a href="ReadOnlyWreckageCreator.html">ReadOnlyWreckageCreator</a>
<a href="TurretController.html">TurretController</a>
<a href="WreckageCreator.html">WreckageCreator</a>
</div><div class="headerlisting">
<span class="docheader">Server Objects</span>
<br><a href="Alliance [Server].html">Alliance [Server]</a>
<a href="Faction [Server].html">Faction [Server]</a>
<a href="Galaxy [Server].html">Galaxy [Server]</a>
<a href="Player [Server].html">Player [Server]</a>
<a href="ReadOnlySector.html">ReadOnlySector</a>
<a href="Sector [Server].html">Sector [Server]</a>
<a href="Server.html">Server</a>
<a href="ShipDatabaseEntry [Server].html">ShipDatabaseEntry [Server]</a>
</div><div class="lastheaderlisting">
<span class="docheader">Enums</span>
<br><a href="Enums.html#AIState">AIState</a>
<a href="Enums.html#AlliancePrivilege">AlliancePrivilege</a>
<a href="Enums.html#BeamShape">BeamShape</a>
<a href="Enums.html#BlockShading">BlockShading</a>
<a href="Enums.html#BlockStructure">BlockStructure</a>
<a href="Enums.html#BlockType">BlockType</a>
<a href="Enums.html#BlockType2">BlockType2</a>
<a href="Enums.html#BoxType">BoxType</a>
<a href="Enums.html#BuildError">BuildError</a>
<a href="Enums.html#CaptainGenderId">CaptainGenderId</a>
<a href="Enums.html#ChatChannel">ChatChannel</a>
<a href="Enums.html#ChatMessageType">ChatMessageType</a>
<a href="Enums.html#ComponentType">ComponentType</a>
<a href="Enums.html#ControlAction">ControlAction</a>
<a href="Enums.html#ControlActionBit">ControlActionBit</a>
<a href="Enums.html#ControlStyle">ControlStyle</a>
<a href="Enums.html#CoolingType">CoolingType</a>
<a href="Enums.html#CraftStatsOverviewStat">CraftStatsOverviewStat</a>
<a href="Enums.html#CrewProfessionType">CrewProfessionType</a>
<a href="Enums.html#CrewRank">CrewRank</a>
<a href="Enums.html#DamageSource">DamageSource</a>
<a href="Enums.html#DamageType">DamageType</a>
<a href="Enums.html#DeletionType">DeletionType</a>
<a href="Enums.html#Difficulty">Difficulty</a>
<a href="Enums.html#EntityArrivalType">EntityArrivalType</a>
<a href="Enums.html#EntityType">EntityType</a>
<a href="Enums.html#FighterOrders">FighterOrders</a>
<a href="Enums.html#FighterStartError">FighterStartError</a>
<a href="Enums.html#FighterType">FighterType</a>
<a href="Enums.html#FontType">FontType</a>
<a href="Enums.html#ImpactParticles">ImpactParticles</a>
<a href="Enums.html#InventoryItemType">InventoryItemType</a>
<a href="Enums.html#JumpError">JumpError</a>
<a href="Enums.html#KeyboardKey">KeyboardKey</a>
<a href="Enums.html#ListBoxEntryType">ListBoxEntryType</a>
<a href="Enums.html#MalusReason">MalusReason</a>
<a href="Enums.html#MaterialType">MaterialType</a>
<a href="Enums.html#MoonType">MoonType</a>
<a href="Enums.html#MouseButton">MouseButton</a>
<a href="Enums.html#PlanetType">PlanetType</a>
<a href="Enums.html#PlanTypeFilter">PlanTypeFilter</a>
<a href="Enums.html#PlayerStateType">PlayerStateType</a>
<a href="Enums.html#ProjectileShape">ProjectileShape</a>
<a href="Enums.html#RarityType">RarityType</a>
<a href="Enums.html#RelationStatus">RelationStatus</a>
<a href="Enums.html#SavedDesignType">SavedDesignType</a>
<a href="Enums.html#ScenarioType">ScenarioType</a>
<a href="Enums.html#SectorChangeType">SectorChangeType</a>
<a href="Enums.html#ShipAvailability">ShipAvailability</a>
<a href="Enums.html#SoundType">SoundType</a>
<a href="Enums.html#StatsBonuses">StatsBonuses</a>
<a href="Enums.html#TargetIndicatorVisuals">TargetIndicatorVisuals</a>
<a href="Enums.html#TransformationFeature">TransformationFeature</a>
<a href="Enums.html#TurretAutoFireMode">TurretAutoFireMode</a>
<a href="Enums.html#TurretSlotType">TurretSlotType</a>
<a href="Enums.html#WeaponAppearance">WeaponAppearance</a>
<a href="Enums.html#WeaponCategory">WeaponCategory</a>
</div></div>
<div class="disclaimer">
<p>This is the official documentation for the scripting API of Avorion. This documentation is automatically generated and <strong>not</strong> necessarily complete. Depending on the context in which functions exist, some documentation such as descriptions, return values or variable names or types may be missing.</p>
<p>Work in Progress. Documentation of Avorion Version: 2.5.8 a0d3f0b5b065</p>
</div>
<div class="footer">
<p align="center">Work in Progress.</p>
<p align="center">Copyright &copy; 2025 Boxelware GmbH. All rights reserved.</p>
</div>
</div>
</body>
</html>