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<html>
<head>
<title> Galaxy [Server]</title>
<link rel="stylesheet" href="stylesheet.css"/>
<meta charset="utf-8"/>
</head>
<body>
<div class="maincentered">
<div class="maincontent">
<h1 class="documentationheader">Avorion Script API Documentation</h1>
<div class="sitemap">
<div class="headerlisting flexheader">
<div>
<a href="index.html">Home</a>
<a href="Functions.html">Functions</a>
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<div class="codecontainer">
<table>
<tr>
<td>
<a class="type" href="Galaxy [Server].html">Galaxy [Server]</a>
<a class="function" href="#Galaxy">Galaxy</a>
</td>
</tr>
<tr><td><br/></td></tr>
<tr><td><span class="docheader">Properties</span></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="#aiFactionExists">aiFactionExists</a>
</td></tr>
<tr><td>
<a class="code" href="#allianceFactionExists">allianceFactionExists</a>
</td></tr>
<tr><td>
<a class="code" href="#areAllies">areAllies</a>
</td></tr>
<tr><td>
<a class="code" href="#areEnemies">areEnemies</a>
</td></tr>
<tr><td>
<a class="code" href="#callbacksRegistered">callbacksRegistered</a>
</td></tr>
<tr><td>
<a class="code" href="#changeFactionRelations">changeFactionRelations</a>
</td></tr>
<tr><td>
<a class="code" href="#createFaction">createFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#createRandomFaction">createRandomFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#findFaction">findFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#findPlayer">findPlayer</a>
</td></tr>
<tr><td>
<a class="code" href="#getControllingFaction">getControllingFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#getFactionRelations">getFactionRelations</a>
</td></tr>
<tr><td>
<a class="code" href="#getFactionRelationStatus">getFactionRelationStatus</a>
</td></tr>
<tr><td>
<a class="code" href="#getLoadedSectors">getLoadedSectors</a>
</td></tr>
<tr><td>
<a class="code" href="#getLocalFaction">getLocalFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#getMapHomeSectors">getMapHomeSectors</a>
</td></tr>
<tr><td>
<a class="code" href="#getNearestFaction">getNearestFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#getOnlinePlayerNames">getOnlinePlayerNames</a>
</td></tr>
<tr><td>
<a class="code" href="#getPirateFaction">getPirateFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#getPlayerNames">getPlayerNames</a>
</td></tr>
<tr><td>
<a class="code" href="#getScripts">getScripts</a>
</td></tr>
<tr><td>
<a class="code" href="#getSectorView">getSectorView</a>
</td></tr>
<tr><td>
<a class="code" href="#hasScript">hasScript</a>
</td></tr>
<tr><td>
<a class="code" href="#invokeFunction">invokeFunction</a>
</td></tr>
<tr><td>
<a class="code" href="#isCentralFactionArea">isCentralFactionArea</a>
</td></tr>
<tr><td>
<a class="code" href="#isFactionLoaded">isFactionLoaded</a>
</td></tr>
<tr><td>
<a class="code" href="#isMapFaction">isMapFaction</a>
</td></tr>
<tr><td>
<a class="code" href="#jumpRouteUnobstructed">jumpRouteUnobstructed</a>
</td></tr>
<tr><td>
<a class="code" href="#keepOrGetSector">keepOrGetSector</a>
</td></tr>
<tr><td>
<a class="code" href="#keepSector">keepSector</a>
</td></tr>
<tr><td>
<a class="code" href="#loadSector">loadSector</a>
</td></tr>
<tr><td>
<a class="code" href="#playerFactionExists">playerFactionExists</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="#resolveScriptPath">resolveScriptPath</a>
</td></tr>
<tr><td>
<a class="code" href="#sectorExists">sectorExists</a>
</td></tr>
<tr><td>
<a class="code" href="#sectorInRift">sectorInRift</a>
</td></tr>
<tr><td>
<a class="code" href="#sectorLoaded">sectorLoaded</a>
</td></tr>
<tr><td>
<a class="code" href="#sendCallback">sendCallback</a>
</td></tr>
<tr><td>
<a class="code" href="#setFactionRelations">setFactionRelations</a>
</td></tr>
<tr><td>
<a class="code" href="#setFactionRelationStatus">setFactionRelationStatus</a>
</td></tr>
<tr><td>
<a class="code" href="#tryUnloadSector">tryUnloadSector</a>
</td></tr>
<tr><td>
<a class="code" href="#unregisterCallback">unregisterCallback</a>
</td></tr>
</table>
</div>
</div>
<div class="floatright">
<h1>Galaxy [Server]</h1>
<p>
<span class="warning">This object is only available on the server.</span>
</p>
<div id="Galaxy" class="codecontainer">
<div id="Galaxy" class="function">
<p>
<span class="keyword">function </span> Galaxy() <br/>
</p>
</div>
<div id="Galaxy" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
A new instance of Galaxy
</p>
</div>
</p>
</div>
</div>
<div id="addScript" class="codecontainer">
<div id="addScript" class="function">
<p>
<span class="keyword">function var</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="aiFactionExists" class="codecontainer">
<div id="aiFactionExists" class="function">
<p>
<span class="keyword">function bool</span> aiFactionExists(<span class="type">int</span> <span class="parameter">index</span>) <br/>
</p>
</div>
<div id="aiFactionExists" class="">
</p>
</div>
</div>
<div id="allianceFactionExists" class="codecontainer">
<div id="allianceFactionExists" class="function">
<p>
<span class="keyword">function bool</span> allianceFactionExists(<span class="type">int</span> <span class="parameter">index</span>) <br/>
</p>
</div>
<div id="allianceFactionExists" class="">
</p>
</div>
</div>
<div id="areAllies" class="codecontainer">
<div id="areAllies" class="function">
<p>
<span class="keyword">function bool</span> areAllies(<span class="type">int</span> <span class="parameter">factionA</span>, <span class="type">int</span> <span class="parameter">factionB</span>) <br/>
</p>
</div>
<div id="areAllies" class="">
</p>
</div>
</div>
<div id="areEnemies" class="codecontainer">
<div id="areEnemies" class="function">
<p>
<span class="keyword">function bool</span> areEnemies(<span class="type">int</span> <span class="parameter">factionA</span>, <span class="type">int</span> <span class="parameter">factionB</span>) <br/>
</p>
</div>
<div id="areEnemies" class="">
</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="changeFactionRelations" class="codecontainer">
<div id="changeFactionRelations" class="function">
<p>
<span class="keyword">function var</span> changeFactionRelations(<span class="type">Faction</span> <span class="parameter">a</span>, <span class="type">Faction</span> <span class="parameter">b</span>, <span class="type">int</span> <span class="parameter">delta</span>, <span class="type">var</span> <span class="parameter">notifyA</span>, <span class="type">var</span> <span class="parameter">notifyB</span>) <br/>
</p>
</div>
<div id="changeFactionRelations" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="createFaction" class="codecontainer">
<div id="createFaction" class="function">
<p>
<span class="keyword">function Faction</span> createFaction(<span class="type">string</span> <span class="parameter">name</span>, <span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="createFaction" class="">
<p>
Creates a new faction with a specified name and home sector at the given coordinates. Turrets and styles will be generated automatically. If the faction name is already taken, returns the faction with the specified name.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">name</span>
The name of the new faction. Must be unique. <br/>
<span class="parameter">x</span>
The x coordinate of the faction's home sector <br/>
<span class="parameter">y</span>
The y coordinate of the faction's home sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The new faction, or, if already existing, the existing faction
</p>
</div>
</p>
</div>
</div>
<div id="createRandomFaction" class="codecontainer">
<div id="createRandomFaction" class="function">
<p>
<span class="keyword">function Faction</span> createRandomFaction(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="createRandomFaction" class="">
<p>
Creates a new faction with home sector at the given coordinates. Name, turrets and styles will be generated automatically.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the faction's home sector <br/>
<span class="parameter">y</span>
The y coordinate of the faction's home sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The new faction
</p>
</div>
</p>
</div>
</div>
<div id="findFaction" class="codecontainer">
<div id="findFaction" class="function">
<p>
<span class="keyword">function UserObject</span> findFaction(<span class="type">var</span> <span class="parameter">identifier</span>) <br/>
</p>
</div>
<div id="findFaction" class="">
<p>
Looks for a faction with the given name or index. This will not trigger the creation of a new faction. Finding players by name with this method is not possible, since player names can change via Steam. This function returns the correct concrete type of the faction, ie. Faction, Player or Alliance.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">identifier</span>
A string or int, describing the name or index of the faction, respectively <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The faction if found, or nil
</p>
</div>
</p>
</div>
</div>
<div id="findPlayer" class="codecontainer">
<div id="findPlayer" class="function">
<p>
<span class="keyword">function Player</span> findPlayer(<span class="type">string</span> <span class="parameter">identifier</span>) <br/>
</p>
</div>
<div id="findPlayer" class="">
<p>
Looks for a player with the given name, index or steam ID. Finding players by name with this method is potentially problematic, since player names can change via Steam. It's also possible that 2 players have the same Steam name. Logged in players are preferred when searching by name.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">identifier</span>
A string or int, describing the name, index or Steam ID of the player, respectively. You can pass an int here, even though it says string. <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The player if found, or nil
</p>
</div>
</p>
</div>
</div>
<div id="getControllingFaction" class="codecontainer">
<div id="getControllingFaction" class="function">
<p>
<span class="keyword">function Faction</span> getControllingFaction(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="getControllingFaction" class="">
<p>
Does a lookup on the faction map and retrieves the faction controlling the sector. The faction is determined by the influence of sectors around the sector to check. As sectors are generated while players are exploring, influence over sectors is also only generated while players are exploring. It's very possible that as long as not all sectors near the tested sector have been discovered, the influence is not yet determined nor final.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The faction, or nil if the sector's controller is unknown
</p>
</div>
</p>
</div>
</div>
<div id="getFactionRelations" class="codecontainer">
<div id="getFactionRelations" class="function">
<p>
<span class="keyword">function int</span> getFactionRelations(<span class="type">Faction</span> <span class="parameter">a</span>, <span class="type">Faction</span> <span class="parameter">b</span>) <br/>
</p>
</div>
<div id="getFactionRelations" class="">
</p>
</div>
</div>
<div id="getFactionRelationStatus" class="codecontainer">
<div id="getFactionRelationStatus" class="function">
<p>
<span class="keyword">function RelationStatus</span> getFactionRelationStatus(<span class="type">Faction</span> <span class="parameter">a</span>, <span class="type">Faction</span> <span class="parameter">b</span>) <br/>
</p>
</div>
<div id="getFactionRelationStatus" class="">
</p>
</div>
</div>
<div id="getLoadedSectors" class="codecontainer">
<div id="getLoadedSectors" class="function">
<p>
<span class="keyword">function table_t</span> getLoadedSectors() <br/>
</p>
</div>
<div id="getLoadedSectors" class="">
<p>
Returns a table containing all loaded sectors. Returned table has format {{x = 12, y = 3}, {x = 4, y = 56}, {x = 78, y = 9}, ...}
</p>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
1 if the sector exists, 0 otherwise
</p>
</div>
</p>
</div>
</div>
<div id="getLocalFaction" class="codecontainer">
<div id="getLocalFaction" class="function">
<p>
<span class="keyword">function Faction</span> getLocalFaction(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="getLocalFaction" class="">
<p>
Does a lookup on the faction map and retrieves the faction controlling the given sector. This may trigger a creation of a faction that does not yet exist.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The (new) faction, or nil if the sector is in no man's land
</p>
</div>
</p>
</div>
</div>
<div id="getMapHomeSectors" class="codecontainer">
<div id="getMapHomeSectors" class="function">
<p>
<span class="keyword">function table&lt;int, vec2&gt;</span> getMapHomeSectors(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>, <span class="type">float</span> <span class="parameter">radius</span>) <br/>
</p>
</div>
<div id="getMapHomeSectors" class="">
<p>
Does a lookup on the faction map and retrieves all factions whose home sectors are inside the radius. Note that only faction-map factions will be returned, factions that are not on the map by default won't be returned, as this is essentially a faction map look up.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the circle center <br/>
<span class="parameter">y</span>
The y coordinate of the circle center <br/>
<span class="parameter">radius</span>
The radius of the circle <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
A table<int, vec2> containing faction indices and corresponding home sector
</p>
</div>
</p>
</div>
</div>
<div id="getNearestFaction" class="codecontainer">
<div id="getNearestFaction" class="function">
<p>
<span class="keyword">function Faction</span> getNearestFaction(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="getNearestFaction" class="">
<p>
Does a lookup on the faction map and retrieves the nearest faction to the given sector. Distance is calculated by the factions' home sector. This may trigger a creation of a faction that does not yet exist.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
The (new) faction, or nil if the sector is in no man's land
</p>
</div>
</p>
</div>
</div>
<div id="getOnlinePlayerNames" class="codecontainer">
<div id="getOnlinePlayerNames" class="function">
<p>
<span class="keyword">function string...</span> getOnlinePlayerNames() <br/>
</p>
</div>
<div id="getOnlinePlayerNames" class="">
</p>
</div>
</div>
<div id="getPirateFaction" class="codecontainer">
<div id="getPirateFaction" class="function">
<p>
<span class="keyword">function Faction</span> getPirateFaction(<span class="type">int</span> <span class="parameter">level</span>) <br/>
</p>
</div>
<div id="getPirateFaction" class="">
</p>
</div>
</div>
<div id="getPlayerNames" class="codecontainer">
<div id="getPlayerNames" class="function">
<p>
<span class="keyword">function string...</span> getPlayerNames() <br/>
</p>
</div>
<div id="getPlayerNames" class="">
</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="getSectorView" class="codecontainer">
<div id="getSectorView" class="function">
<p>
<span class="keyword">function SectorView</span> getSectorView(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="getSectorView" class="">
</p>
</div>
</div>
<div id="hasScript" class="codecontainer">
<div id="hasScript" class="function">
<p>
<span class="keyword">function var</span> hasScript(<span class="type">string</span> <span class="parameter">name</span>) <br/>
</p>
</div>
<div id="hasScript" class="">
</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 galaxy. 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. Access to Galaxy scripts is synchronized, so only one thread can invoke functions at a time.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">scriptName</span>
The name or index 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 <br/> 4 The call failed because the given function was not found in the script <br/> 5 The call failed because the script's state has errors and is invalid <br/>
</p>
</div>
</p>
</div>
</div>
<div id="isCentralFactionArea" class="codecontainer">
<div id="isCentralFactionArea" class="function">
<p>
<span class="keyword">function bool</span> isCentralFactionArea(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>, <span class="type">var</span> <span class="parameter">factionIndex</span>) <br/>
</p>
</div>
<div id="isCentralFactionArea" class="">
<p>
Returns whether the given sector is in the central part of the faction area of the given faction
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
<span class="parameter">factionIndex</span>
The faction to check or nil to use the nearest faction <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
A bool indicating whether the given sector is in the central faction area
</p>
</div>
</p>
</div>
</div>
<div id="isFactionLoaded" class="codecontainer">
<div id="isFactionLoaded" class="function">
<p>
<span class="keyword">function bool</span> isFactionLoaded(<span class="type">var</span> <span class="parameter">identifier</span>) <br/>
</p>
</div>
<div id="isFactionLoaded" class="">
<p>
Checks if a faction is already loaded into memory.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">identifier</span>
A string or int, describing the name or index of the faction, respectively <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
A bool indicating the faction being in memory
</p>
</div>
</p>
</div>
</div>
<div id="isMapFaction" class="codecontainer">
<div id="isMapFaction" class="function">
<p>
<span class="keyword">function bool</span> isMapFaction(<span class="type">int</span> <span class="parameter">index</span>) <br/>
</p>
</div>
<div id="isMapFaction" class="">
</p>
</div>
</div>
<div id="jumpRouteUnobstructed" class="codecontainer">
<div id="jumpRouteUnobstructed" class="function">
<p>
<span class="keyword">function bool</span> jumpRouteUnobstructed(<span class="type">int</span> <span class="parameter">fromX</span>, <span class="type">int</span> <span class="parameter">fromY</span>, <span class="type">int</span> <span class="parameter">toX</span>, <span class="type">int</span> <span class="parameter">toY</span>) <br/>
</p>
</div>
<div id="jumpRouteUnobstructed" class="">
<p>
Checks if the jump between two sectors is unobstructed by rifts
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">fromX</span>
The x coordinate of the first sector <br/>
<span class="parameter">fromY</span>
The y coordinate of the first sector <br/>
<span class="parameter">toX</span>
The x coordinate of the second sector <br/>
<span class="parameter">toY</span>
The y coordinate of the second sector <br/>
</div>
</p>
</div>
</div>
<div id="keepOrGetSector" class="codecontainer">
<div id="keepOrGetSector" class="function">
<p>
<span class="keyword">function bool</span> keepOrGetSector(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>, <span class="type">float</span> <span class="parameter">time</span>, <span class="type">var</span> <span class="parameter">code</span>, <span class="type">var...</span> <span class="parameter">arguments</span>) <br/>
</p>
</div>
<div id="keepOrGetSector" class="">
<p>
Tells the galaxy load a sector or to keep an already loaded sector in memory for the next X seconds, where X is the value configured as [sectorUpdateTimeLimit] in the server.ini. The sector will stay loaded for at least the next 3 frames. Sectors that are loaded are simulated. Use this function with caution, sectors take a lot of memory and CPU performance while loaded. It is not possible to keep all sectors of a galaxy loaded at the same time.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
<span class="parameter">time</span>
The amount of time the sector is to be kept in memory. If 0, sector will be kept for at least 3 frames. <br/>
<span class="parameter">code</span>
Code that will be run immediately on creation of the sector, must have at least one 'init()' function defined that will be run <br/>
<span class="parameter">arguments</span>
The arguments that will be passed to the function <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
true if the sector is in memory, false otherwise
</p>
</div>
</p>
</div>
</div>
<div id="keepSector" class="codecontainer">
<div id="keepSector" class="function">
<p>
<span class="keyword">function bool</span> keepSector(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>, <span class="type">float</span> <span class="parameter">time</span>) <br/>
</p>
</div>
<div id="keepSector" class="">
<p>
Tells the galaxy to keep an already loaded sector in memory for the next X seconds, where X is the value configured as [sectorUpdateTimeLimit] in the server.ini. The sector will stay loaded for at least the next 3 frames. This has no effect if the sector is not currently in memory. Sectors that are loaded are simulated. Use this function with caution, sectors take a lot of memory and CPU performance while loaded. It is not possible to keep all sectors of a galaxy loaded at the same time.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
<span class="parameter">time</span>
The amount of time the sector is to be kept in memory. If 0, sector will be kept for at least 3 frames. <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
true if the sector is in memory, false otherwise
</p>
</div>
</p>
</div>
</div>
<div id="loadSector" class="codecontainer">
<div id="loadSector" class="function">
<p>
<span class="keyword">function var</span> loadSector(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="loadSector" class="">
<p>
Tells the galaxy to load an unloaded sector from disk to memory. If the sector is not existant on disk, the sector will be generated. The sector will also be written to disk when it is unloaded, and won't be affected by patches that change the procedural generation of sectors. The sector may not be loaded immediately (sectorLoaded() may not return true immediately), as it can take a few seconds to load or generate. The sector will be kept in memory for 15 seconds or at least 3 frames. Sectors that are loaded are simulated. Use this function with caution, sectors take a lot of memory and CPU performance while loaded. It is not possible to keep all sectors of a galaxy loaded at the same time.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="playerFactionExists" class="codecontainer">
<div id="playerFactionExists" class="function">
<p>
<span class="keyword">function bool</span> playerFactionExists(<span class="type">int</span> <span class="parameter">index</span>) <br/>
</p>
</div>
<div id="playerFactionExists" 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 galaxy. The callback may arrive with a delay. 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.s
</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="resolveScriptPath" class="codecontainer">
<div id="resolveScriptPath" class="function">
<p>
<span class="keyword">function var</span> resolveScriptPath(<span class="type">string</span> <span class="parameter">path</span>) <br/>
</p>
</div>
<div id="resolveScriptPath" class="">
</p>
</div>
</div>
<div id="sectorExists" class="codecontainer">
<div id="sectorExists" class="function">
<p>
<span class="keyword">function bool</span> sectorExists(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="sectorExists" class="">
<p>
Checks if a sector exists. This function checks if the sector exists in the database. The loaded state will not affect the result of this function.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
1 if the sector exists, 0 otherwise
</p>
</div>
</p>
</div>
</div>
<div id="sectorInRift" class="codecontainer">
<div id="sectorInRift" class="function">
<p>
<span class="keyword">function bool</span> sectorInRift(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="sectorInRift" class="">
</p>
</div>
</div>
<div id="sectorLoaded" class="codecontainer">
<div id="sectorLoaded" class="function">
<p>
<span class="keyword">function bool</span> sectorLoaded(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="sectorLoaded" class="">
<p>
Checks if a sector is currently loaded in memory. Sectors that are loaded are simulated.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
1 if the sector exists, 0 otherwise
</p>
</div>
</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="setFactionRelations" class="codecontainer">
<div id="setFactionRelations" class="function">
<p>
<span class="keyword">function var</span> setFactionRelations(<span class="type">Faction</span> <span class="parameter">a</span>, <span class="type">Faction</span> <span class="parameter">b</span>, <span class="type">int</span> <span class="parameter">level</span>, <span class="type">var</span> <span class="parameter">notifyA</span>, <span class="type">var</span> <span class="parameter">notifyB</span>) <br/>
</p>
</div>
<div id="setFactionRelations" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="setFactionRelationStatus" class="codecontainer">
<div id="setFactionRelationStatus" class="function">
<p>
<span class="keyword">function var</span> setFactionRelationStatus(<span class="type">Faction</span> <span class="parameter">a</span>, <span class="type">Faction</span> <span class="parameter">b</span>, <span class="type">RelationStatus</span> <span class="parameter">status</span>, <span class="type">var</span> <span class="parameter">notifyA</span>, <span class="type">var</span> <span class="parameter">notifyB</span>) <br/>
</p>
</div>
<div id="setFactionRelationStatus" class="">
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
nothing
</p>
</div>
</p>
</div>
</div>
<div id="tryUnloadSector" class="codecontainer">
<div id="tryUnloadSector" class="function">
<p>
<span class="keyword">function bool</span> tryUnloadSector(<span class="type">int</span> <span class="parameter">x</span>, <span class="type">int</span> <span class="parameter">y</span>) <br/>
</p>
</div>
<div id="tryUnloadSector" class="">
<p>
Tells the galaxy to unload a loaded sector from memory as soon as possible. The sector will only be unloaded if it's not accessed or kept alive from somewhere else in the next 5 ticks. Sectors that are loaded are simulated.
</p>
<p><span class="docheader">Parameters</span></p>
<div class="indented">
<span class="parameter">x</span>
The x coordinate of the sector <br/>
<span class="parameter">y</span>
The y coordinate of the sector <br/>
</div>
<p><span class="docheader">Returns</span></p>
<div class="indented">
<p>
true if the sector is in memory, false otherwise
</p>
</div>
</p>
</div>
</div>
<div id="unregisterCallback" class="codecontainer">
<div id="unregisterCallback" class="function">
<p>
<span class="keyword">function int</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>
</div>
</div>
</div>
</div>
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<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>