All Classes Interface Summary Class Summary Enum Summary Exception Summary Annotation Types Summary
Class |
Description |
AbstractAiSpawnPortal |
A portal where AI ships can spawn
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AbstractAiWaypointEntity |
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AbstractClientModule |
Root of all client side modules
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AbstractCompositeEntity |
AbstractCompositeEntity is the root of all composite entities, providing full functionality to interact with the game world.
|
AbstractCompositeEntity.CollisionCalculationResult |
Result of a collision calculation
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AbstractCompositeEntity.DefaultDamageWaveDamageHandler |
Implements default damage handling on a single tile.
|
AbstractEntity |
AbstractEntity is the root of all entities.
|
AbstractEntityDef |
AbstractEntityDef is the root of all entity definitions.
Entity definitions are defining static properties of an entity, editable in entity editor.
There can be multiple instances of a definition, for example different flavors of laser weapons have just different properties but share the same implementation.
There is always an entity definition type associated with a certain live entity type, although entity def and live entity are only loosely coupled to avoid dependency related issues.
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AbstractEntityDef.PlacementCompatibility |
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AbstractEntityMod |
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AbstractEntityModDef |
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AbstractEntityModDef.EntityModRarity |
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AbstractMeshEntity |
|
AbstractMeshEntityDef |
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AbstractMessage |
Root for messages.
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AbstractModule |
Root of all modules
|
AbstractPortalCompositeEntity |
A portal in the portal network.
|
AbstractScriptingEntity |
All scripts that can be placed in the game world (e.g.
|
AbstractServerModule |
Root of all server modules
|
AbstractWeaponEntity |
Base class for all weapon implementations
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AbstractWeaponEntityDef |
Base for all weapons
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AchievementDef |
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AchievementMessage |
Informs the client about an achievement
|
AchievementsDef |
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AchievementsManager |
AchievementsManager manages achievements.
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ActionDef |
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ActionItemEntity |
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ActionItemEntityDef |
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ActionsDefContainer |
|
ActionsDefManager |
Manages action definitions.
|
AdminErrorReport |
Restricted use only
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AiBuildingBlock |
AI building block
|
AiBuildingBlockManager |
AiBuildingBlockManager manages AI building blocks
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AiCompositeEntityFactory |
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AiControlBanditCompositeEntityFactory |
|
AiControlBanditEntity |
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AiControlBanditEntityDef |
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AiControlCompositeEntityFactory |
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AiControlEntity |
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AiControlEntityDef |
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AiControlTransporterCompositeEntityFactory |
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AiControlTransporterEntity |
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AiControlTransporterEntityDef |
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AiCrewManager |
Manages crew automations
|
AiDestinationCompositeEntityFactory |
|
AiDestinationEntity |
|
AiDestinationEntityDef |
|
AiFactory |
Use this factory to spawn AI controlled ships or change properties
You can access the corresponding bean implementation via ServerFacade::getBusinessObject
|
AiFactoryCrewManagerType |
Builtin AI Crew Managers
|
AiFactorySpacecraftManagerType |
Builtin AI Spacecraft Managers
|
AiInfo |
Information about an AI ship
|
AiOrchestrator |
Orchestrates several AI ships to work together
|
AiRandomCompositeEntityFactory |
|
AiSpacecraftManager |
AiSpacecraftManager manages spacecraft
|
AiSpawnPointEntity |
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AiSpawnPointEntityDef |
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AiSpawnPortalsInWaves |
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AiWaypointCompositeEntityFactory |
|
AiWaypointEntity |
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AiWaypointEntityDef |
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Area2 |
A 2D area, having a position (top left corner) and a dimension
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AsteroidCompositeEntityFactory |
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AsteroidFieldCompositeEntityFactory |
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AsteroidScenarioCompositeEntityFactory |
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AsteroidScenarioScriptingEntity |
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AudioControl |
Controls the audio system
|
AudioEvent |
Plays an audio effect
|
AudioEvent.AudioEventBuiltinGroups |
Builtin audio event groups
|
AudioEvent.AudioEventGroup |
Audio events are grouped that similar effects are only played once per cycle (e.g.
|
AutomationAction |
AutomationAction are actions an entity executes for automation
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AutomationEntity |
Implement this interface for entities that can be automated, e.g.
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AutomationHandler |
Automation handlers control actions an entity executes for automation
|
AutomationResupplyRequired |
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BinarySearchIndex2D<T extends SpatialIndex2Capable> |
BinarySearchIndex2D is indexing one dimension with an ordered list that can then be queried using binary search.
|
BinarySearchIndex2D.Branch<T> |
|
ChatMessage |
Player chat
|
CheckGameMode |
|
CheckpointControlServerMessage |
This message controls the checkpoints system.
|
CheckpointCreateMessage |
This message is part of the checkpoints system.
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CheckpointDataMessage |
This message is part of the checkpoints system.
|
CheckpointInfoMessage |
This message is part of the checkpoints system.
|
CheckpointLoadedMessage |
This message is part of the checkpoints system.
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CheckpointLoadedServerMessage |
This message is part of the checkpoints system.
|
CheckpointModuleSettings |
Acquire with:
|
CheckpointQueryMessage |
This message is part of the checkpoints system.
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CheckPointUtil |
Utility business object to create and load checkpoints (savegames) on client side
You can access the corresponding bean implementation via EngineFacade::getBusinessObject
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ClientAudioOptions |
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ClientConsoleComplexControlAction |
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ClientConsoleControlSet |
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ClientDialogMessage |
Send this message to show some text in a dialog, e.g.
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ClientDrawEntitySupport |
Support business object to draw entities on tiles with all of their layers and complexity
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ClientEntityAction |
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ClientEntityAction.ClientEntityActionSelectMode |
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ClientEntityDetailsSupport |
Provides a DecimalFormat that is set up to display floating point numbers correctly in the client ui, mostly used for displaying entity details
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ClientGameOptions |
|
ClientModOptions |
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ClientModule |
Contract for all client modules
|
ClientModuleManager |
Manages client modules
|
ClientMouseOptions |
|
ClientMouseOptionsSet |
|
ClientOptions |
|
ClientSelectionUtils |
Utilities to select entities on the client side, e.g.
|
ClientState |
|
ClientVideoOptions |
|
ClientVideoOptions.ClientVideoOptionsVideoMode |
|
CompatibilityLevel |
|
CompatibilityRecord |
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CompositeAndEntity |
|
CompositeAndEntityId |
|
CompositeAndPosition |
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CompositeEntityDefinitionMessage |
Contains a fully serialized representation or an incremental update for a composite entity
|
CompositeEntityDefinitionMessage.CompositeEntityDefinitionMessageFactory |
Factory for creating a CompositeEntityDefinitionMessage of a compositeEntity
|
CompositeEntityFactory |
This is the contract for all composite entity factories.
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CompositeEntityFactory.CompositeEntityFactoryEnumParameterDef |
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CompositeEntityFactory.CompositeEntityFactoryParameterDef |
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CompositeEntityFactory.CompositeEntityFactoryScriptParameterDef |
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CompositeEntityFactory.CompositeEntityFactoryShipParameterDef |
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CompositeEntityFactory.CompositeEntityFactoryStringParameterDef |
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CompositeEntityIdZone |
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CompositeEntityZone |
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CompositeIdAndPosition |
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ConsoleView |
Modules implementing this interface add an additional view to the ingame console window.
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Container |
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ControlRenderingBo |
This bo renders ui controls (buttons, ...)
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ControlRenderingBo.BaseControl |
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ControlRenderingBo.ButtonControl |
Button
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ControlRenderingBo.LabelControl |
Label
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ControlRenderingBo.SetFocusControl |
Sets focus on a certain control
|
ControlRenderingBo.SliderControl |
Slider
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ControlRenderingBo.SwitchControl |
Switch (Modern version of a toggle button)
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ControlRenderingBo.TableControl |
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ControlRenderingBo.TextfieldControl |
Text field
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ControlRenderingBo.ToggleButtonControl |
Toogle button
|
ControlRenderingBo.TooltipControl |
Shows a tooltip
|
ControlRenderingBo.WindowCloseButtonControl |
Window closing button
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Coord2Conversion |
Helper to convert between mutable and immutable representations of tuples (coordinates and vectors)
|
CoordD2 |
A floating point number tuple (can represent a point, a coordinate or a vector in 2D space).
|
CoordI2 |
An integer tuple (can represent a point, a coordinate or a vector in 2D space).
|
CraftableEntityDef |
Implement this interface if your entity can be crafted
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CrewEntity |
Base class for crew members
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CrewEntityActionProvider |
Implement this interface if your entity provides a custom entity action that has to be executed by CrewEntity
|
CrewEntityDef |
Base for crew entities
|
CrewSpawnPointEntity |
|
CrewSpawnPointEntityDef |
|
CurrentObjectiveEvent |
Sets the current mission objective
|
CurrentObjectiveEvent.Objective |
|
CurrentObjectiveEvent.ObjectiveMarker |
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DamageWaveOptions |
|
DamageWavePoint |
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DarkMatter |
A lump of dark matter, the mysterious (and heavy!) stuff in the game world causing different spatial effects
|
DarkMatterCompositeEntityFactory |
|
DarkMatterEntity |
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DebugControlMessage |
Message for debugging.
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DedicatedRecord |
Represents a record in the directory for dedicated servers
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DefaultCompositeEntity |
Default implementation of AbstractCompositeEntity, providing all the basic functionality
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DefaultScriptingEntity |
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DespawnAlliesWhenCleared |
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DialogMessage |
Send this message to show some text in a dialog, e.g.
|
DirectoryModInfo |
|
DirectoryRecord |
Represents a record in the directory for game sessions
|
DisclaimerModulePersistentSettings |
|
DisclaimerModuleSettings |
Acquire with:
|
DisplayMessage |
Displays a message in a message box which is displayed in the center of the game client UI, usually warnings or errors
|
DisplayMessage.DisplayDuration |
|
DisplayMessage.DisplayMessageHint |
|
DoorEntity |
|
DoorEntityDef |
|
DrawEffectRenderingBo |
This bo renders on screen effects.
|
DrawEffectRenderingBoEffects |
|
DrawFontRenderingBo |
Draws text
|
DrawFontRenderingBoTextAlignment |
|
DrawImageRenderingBo |
Draws an image.
|
DrawTestRenderingBo |
|
DrawTileCableRenderingBo |
This bo renders a cable on a tile.
|
DrawTileCableRenderingBoEndpoint |
|
DrawTileCableRenderingBoShape |
|
DrawTileEffectRenderingBo |
This bo renders tile effects.
|
DrawTileEffectRenderingBoEffects |
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DrawTileHighlightRenderingBo |
This bo renders highlighting a tile (like hovering with the mouse or selecting it).
|
DrawTileImageBo |
This bo renders an image on a tile.
|
DrawTilePixmapRenderingBo |
This bo renders a pixmap on a tile.
|
DrawTileRasterRenderingBo |
This bo renders a grid.
|
DrawWindowRenderingBo |
Renders a window
|
Edge2 |
Identifies a vertex or a side
|
EmEmissions |
Constants for EM emission levels.
|
EngineData |
Holds the internal state of the game engine
|
EngineEntity |
Engines (thrusters, ...) implement this interface.
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EngineEntity.EngineEntityWaypoint |
|
EngineEntityDef |
Implement this interface for engines, thrusters, etc
|
EngineFacade |
Facade of the game engine.
|
EnhancedWindow<T> |
Helper to position, draw and manage virtual windows in the UI.
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EnterStationSupport |
Helpers for players joining other space stations
|
Entity |
|
EntityDefCategoryBuiltinTypes |
Builtin entity definition categories.
|
EntityDefManager |
EntityDefManager manages entity definitions
|
EntityDefMessage |
Exchanges all entity definitions
|
EntityDefZone |
|
EntityDetailsEvent |
|
EntityGroups |
EntityGroups lets you detect rooms and / or empty space in a ship
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
|
EntityGroupsOptions |
Options for grouping entities (e.g.
|
EntityIdZone |
|
EntityLayer |
Layer an entity is placed at - entities stack on top of each other, but there can be only one entity per layer on a tile.
|
EntityLayerAndPosition |
|
EntityManager |
Entity manager holds, manages and indexes a collection of entities.
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EntityModSupport<T extends AbstractEntityMod> |
Handler for entity mods.
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EntityModSupportFactory |
Factory to create a new EntityModSupport handler
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
|
EntityNetwork |
Helper for the mesh system of composite entities
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
|
EntityNetworkDiscovery |
|
EntityZone |
|
EnvironmentGenerator |
Helpers for the environment in space
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
|
Event |
This is the base class of all events.
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EventManager |
EventManager implements the event subsystem.
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FastRandomUUID |
Optimized factory to create a random UUID
|
Field |
Represents a field (e.g.
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FieldBuiltinTypes |
Builtin types of fields
|
FieldDescription |
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FieldEmitter |
Field emitters
|
FieldEmitterDef |
Interface for field emitters
|
FieldEmitterMode |
|
FieldManager |
Manages all fields (Shield, O2, ...) of a composite entity
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
|
FieldMeasurement |
|
FieldPoint |
|
FieldRequest |
|
Fields |
Container for all fields of a ship
|
FieldsModuleDrawBo |
Helpers to draw all kind of status (fields, meshes, ...)
|
FileSelectionEvent |
Event fired after a file has been selected in FileSelectionModule
|
FileSelectionModuleSettings |
Acquire with:
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FileSelectionModuleSettings.FileSelectionModuleBackend |
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FileSelectionModuleSettings.FileSelectionModuleMode |
|
FloorEntity |
|
FloorEntityDef |
|
Game |
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GameActionMessage |
GameActionMessage is the preferred way to exchange any kind of information between client and server (and vice versa) that is related to game logic
|
GameActionMessages |
Container for GameActionMessage, don't use directly - send single GameActionMessage instead.
|
GameControlModuleSettings |
Acquire with:
|
GameModeDef |
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GameModeDefHighScore |
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GameModeDefShipSlot |
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GameRunMode |
|
GameSession |
|
GameSession |
The server game session object is the main way of accessing the state of a session and all managers related to a that session.
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GameSessionCompatMessage |
Part of connecting client and server
|
GameSessionControlMessage |
Controls the game session.
|
GameSessionEndMessage |
Informs the client that game session ended
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GameSessionJoinCompleteMessage |
Part of connecting client and server
|
GameSessionJoinMessage |
Part of connecting client and server
|
GameSessionJoinResponseMessage |
Part of connecting client and server
|
GameSessionReconnectTicket |
|
GameSessionSeparatedPropertiesMessage |
Sends separate dynamic properties for a composite entity.
|
GameSessionServerPublishingMode |
|
GameSessionSetupMessage |
Part of connecting client and server
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GameSessionShipSlot |
|
GameSessionShipSlot |
|
GameSessionState |
|
GameSessionStatisticRecord |
Restricted use only
|
GameSessionUnprivilegedControlMessage |
Controls the game session.
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GameSessionUpdateCompositeMessage |
Sends updates of composite entities to the client.
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GameSessionUpdateCompositesPositionEntry |
Sends incremental position updates to the client.
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GameSessionUpdateCompositesPositionMessage |
Sends incremental position updates to the client.
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GameSessionUpdatedEvent |
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GameSessionUpdateMessage |
Message send to the client to inform incrementally about any change related to the game session.
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GameSessionUpdateMessagePlayerInfo |
Message send to the client to inform incrementally about any change related to the game session.
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GameSessionUpdateMessageShipSlot |
Message send to the client to inform incrementally about any change related to the game session.
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GenericRestrictedCompositeEntity |
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GridIndex2D<T extends HasPosition2> |
Implements a grid index that can query objects with dimension 1 very fast at the expense of memory consumption.
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HasAttackerInfo |
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HasEntityMod<T extends AbstractEntityMod> |
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HashBucketIndex2D<T extends SpatialIndex2Capable> |
HashBucketIndex2D is indexing one dimension using hash buckets that can then be queried for filtering the other dimension.
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HasPosition2 |
Interface for objects having a position (top left corner)
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HasPositionAndDimension2 |
Interface for objects occupying 2D area, having a position (top left corner) and a dimension
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HasServerEntityGroupsCache |
|
HighScore |
A highscore
|
HighScoreMessage |
This message sends a highscore to the client
|
HighScoreRequestMessage |
Send this message to request creating a highscores result.
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ImageSurfaceCompositeEntity |
Image surfaces are showing an area of a tileset in the game world
|
ImageSurfaceCompositeEntityFactory |
|
ImageSurfaceEntity |
|
ImageSurfaceEntityDef |
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ImmutableCoordD2 |
Immutable implementation of CoordD2
|
ImmutableCoordI2 |
Immutable implementation of CoordI2
|
ImmutableRgbaColor |
|
InfoCompositeEntity |
InfoCompositeEntity is non-physical and mainly used as container for markers and scripts
|
InfoEntity |
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InfoEntityDef |
Non-physical info entity defs should derive from this class
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InternalGameSessionControlMessage |
Controls the game session.
|
InternalGameSessionControlMessage.SpawnShipAtSlotInfo |
|
InternalMessage |
Game client: Internal messages.
|
InternalMessage |
Messages exchanged internally in the game server
|
KeycodeRegistration |
|
KeycodeRegistry |
Key code registry let's modules register key codes and returns the actual keys configured by the user
|
KeyModifiers |
|
KeyStrokeMessage |
Message sent by game client engine on any key stroke.
|
Language |
|
LinearSearchIndex2D<T extends SpatialIndex2Capable> |
LinearSearchIndex2D doing linear search only.
|
LoadSceneScriptingEntity |
|
LobbyModule2Settings |
Acquire with:
|
LobbyModuleGameModeSettingsView |
Modules implementing this interface are able to display game mode settings in the lobby.
|
LobbyModuleHostMode |
|
LobbyModuleLeftViewMode |
|
LobbyModuleServerPublishing |
|
LobbyModuleTabViewMode |
|
LocalGameSessionControlMessage |
Controls the game session.
|
LocalizationManager |
LocalizationManager holds and manages text translations (i18n)
|
Localizations |
This is the container holding localized texts (i18n)
|
LocalMessage |
Messages exchanged locally in-memory between game client and an embedded server
|
LockObjectInPlace |
|
LootableEntityDef |
Entity defs implementing this interface can be looted
|
LootContainer |
|
LootContainerCompositeEntity |
Loot containers are spawned by LootScatterer and contain loot that can be collected with a LootCollectorEntity
|
LootContainerEntityDef |
|
LootScatterer |
Scatters loot in the close area of an entity, e.g.
|
LootScatterer.ScatteringMode |
|
MainMenuLaunchEntry |
|
MainMenuModuleSettings |
Acquire with:
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MarkerCompositeEntityFactory |
|
MarkerEntity |
|
MarkerEntityDef |
|
Matrix2<T> |
Implements a 2D matrix
|
MenuLaunchEntry |
|
MenuLauncher |
The menu launcher launches MenuLaunchEntry configurations defined in ModDefinition (mod.xml).
|
Mesh |
Container for all meshes of a ship
|
MeshBuffer |
Mesh buffers buffer resources for later consumption, e.g.
|
MeshBufferDef |
Mesh buffers
|
MeshBuiltinTypes |
Builtin types of meshes
|
MeshConsumer |
Mesh consumers consume resources produced by mesh producers
|
MeshConsumerDef |
Mesh consumers
|
MeshConsumerSupport |
Support class for every entity that is part of the mesh system.
|
MeshEntity |
Mesh entities represent the mesh itself, i.e.
|
MeshEntityDef |
Entities implementing the mesh itself, i.e.
|
MeshLane |
|
MeshManager |
Manages all meshes (Energy, Shield, O2, Network, ...) of a composite entity
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
|
MeshProducer |
Mesh producers produce resources that can be consumed by mesh consumers
|
MeshProducerDef |
Mesh producers
|
MeshTakeRequest |
|
MeshWorker |
A mesh worker is any member of a mesh - producers, consumers, buffers
|
MetaserverClient |
Meta Server Client
This is an API client to connect to the metaserver.
|
Missile |
|
Mod |
|
ModAndResourceName |
|
ModBoDef |
|
ModDefinition |
|
ModManager |
ModManager holds and manages mods.
|
ModSelectionEvent |
|
ModSelectionModuleSettings |
Acquire with:
|
Module |
Contract for all modules
|
ModuleManager |
ModuleManager manages all modules
|
MouseClickMessage |
Message sent by game client engine on any mouse click.
|
MouseEnterMessage |
Message sent by game client engine when mouse enters viewport.
|
MouseMessage |
|
MouseMoveMessage |
Message sent by game client engine when mouse has been moved.
|
MultiEnumeration |
|
MusicArea |
|
MutableCoordD2 |
Immutable implementation of CoordD2
|
MutableCoordI2 |
Immutable implementation of CoordI2
|
NetworkConnectedMessage |
Message sent by game client engine when client has been connected to a remote game server
|
NetworkShutdownMessage |
Message sent by game client engine when client has been disconnected from a game server
|
NextObjectiveWhenAreaCleared |
|
NextObjectiveWhenDestroyed |
|
NotEditable |
|
ObjectSerialization |
ObjectSerialization provides utility methods to (de-)serialize data
|
Ops |
Restricted use only
|
OptionsModuleSettings |
Acquire with:
|
OptionsState |
|
Parameter |
Parameters are generic name-value pairs to hold additional information
|
Path |
|
PathFinder |
Path finding (within a composite entity)
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
|
PathFindingEntitySupport |
Support methods for path finding.
|
PathFindingEntitySupportFactory |
Factory for PathFindingEntitySupport
|
PathFindingOptions |
Options for path finder (finds the best path from A to B within a composite entity)
|
PersistentClientState |
|
PhysicalEntity |
Physical entities represent everything that has a form, e.g.
|
PhysicalEntityDef |
Physical entities represent everything that has a form, e.g.
|
PhysicalEntityDef.PhysicalEntitySizeCategory |
|
PhysicalEntityDef.PhysicalEntityTilesetPosesMode |
|
PingMessage |
Part of core networking
|
Player |
|
Player |
|
Point2 |
A point in 2D space
|
ProcessableEntityDef |
Everything that can be processed, i.e.
|
QuadTree<T extends SpatialIndex2Capable> |
This is the preferred SpatialIndex2D implementation to index bigger amounts of spatial data and query them efficiently.
|
ReconnectModuleSettings |
Acquire with:
|
RectI2 |
A rectangle represented by top left (c0) and bottom right (c1) vertices
|
RendererControl |
RendererControl controls the renderer
|
RenderingBo |
RenderingBo is the basic contract for all business objects (bo) implementing building blocks for rendering.
|
RenderingBoHasDimension |
Rendering business objects implementing this interface have a dimension
|
RenderingBoHasPositionRelativeToParent |
Rendering BOs deriving from this interface indicate that their relative x/y coordinates are relative to a parent at tilesetDestinationPosition (for example "entity pos", which is relative to it's composite entity world position)
You can optionally set an alternative parent, for example to allow coordinate translation based on a different parent composite entity than the one of your current entity.
|
RenderingBoHasPositionWorldPos |
Rendering BOs deriving from this interface indicate that their relative x/y coordinates (withPositionRelative) are defined as world coordinates ("world pos")
|
RenderingBoHasSubTileOffset |
BOs implementing this interface can be placed with an offset when using the tile raster as parent for positioning
|
RenderingBoLayer |
|
RenderingBoPool |
Pool for rendering business objects.
|
RenderingBoScaledAbsolutePosition |
Rendering business objects implementing this interfaces have their absolute position already scaled earlier in the rendering pipeline (by a translation worker) instead of being scaled during the actual rendering.
|
Report |
Error report
|
Request |
Metaserver request holder
|
RequestQualifiers |
These qualifiers identify RPC requests
|
RequestQualifiers.ACKNOWLEDGE_REPORT_QUALIFIERS |
|
RequestQualifiers.ANNOUNCE_DEDICATED_QUALIFIERS |
|
RequestQualifiers.ANNOUNCE_MANY_QUALIFIERS |
|
RequestQualifiers.ANNOUNCE_QUALIFIERS |
|
RequestQualifiers.ANNOUNCE_STATUS_QUALIFIERS |
|
RequestQualifiers.DISCONTINUE_DEDICATED_QUALIFIERS |
|
RequestQualifiers.DISCONTINUE_QUALIFIERS |
|
RequestQualifiers.GET_HIGHSCORES_QUALIFIERS |
|
RequestQualifiers.GET_OPS_QUALIFIERS |
|
RequestQualifiers.GET_REPORTS_NO_ACK_COUNT_QUALIFIERS |
|
RequestQualifiers.GET_REPORTS_QUALIFIERS |
|
RequestQualifiers.GET_STATISTICS_QUALIFIERS |
|
RequestQualifiers.HIGHSCORE_QUALIFIERS |
|
RequestQualifiers.POST_OPS_QUALIFIERS |
|
RequestQualifiers.REPORT_QUALIFIERS |
|
RequestQualifiers.REPORT_STATISTICS_QUALIFIERS |
|
RequestQualifiers.SEARCH_SESSIONS_QUALIFIERS |
|
RequestQualifiers.SHARE_QUERY_QUALIFIERS |
|
RequestQualifiers.SHARE_UPLOAD_QUALIFIERS |
|
RespawnAsSpaceStation |
|
Response |
Metaserver response holder
|
RestrictedEntity |
|
RestrictedEntityDef |
|
RestrictedEntitySurface |
Handles restricting composite entities to a representation for other players, e.g.
|
RestrictedMethod |
Indicates that this method is restricted to game core and therefore cannot be called from scripts
|
RgbaColor |
|
Scene |
Scenes are a collection of composite entities, are created and arranged in the scene editor and can be loaded to a certain area into the game world
|
SceneLoader |
Business object to load scenes
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
|
SceneLoader.ClearMode |
|
SceneRegistration |
|
SceneRegistry |
Scene registry keeps track of all scenes in the game.
|
SceneTransferMessage |
Message to transfer scene data.
|
SceneTransferUtil |
Helper to send a scene from client to the server
You can access the corresponding bean implementation via EngineFacade::getBusinessObject
|
ScriptingCompositeEntity |
ScriptingCompositeEntity is a container for scripts deriving from AbstractScriptingEntity.
|
ScriptingCompositeEntityFactory |
|
ScriptingCompositeEntityFactory.ScriptingCompositeEntityFactorySelectable |
Annotate a scripting entity with this annotation to display custom labels in the properties dialog in scene editor.
|
ScriptingEntityDef |
Entity def for all scripting entities, also deriving classes of AbstractScriptingEntity can use this def
|
ScriptingManager |
Scripting manager manages all aspects of source code loaded at the start of the game, namely groovy mods
|
ScrollBar |
Helper for scrollbars.
|
SecurityFacade |
SecurityFacade bundles security related and sensitive functionalities
|
SelectEntityEvent |
Can be fired to select an entity by categories.
|
SensorEntity |
|
SensorEntity.SensorCollisionWarning |
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SensorEntityDef |
Interface for sensor type entities
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ServerFacade |
Server facade is the main entry point to access all game session context independent functions of the game server.
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ServerJoinMessage |
Part of connecting client and server
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ServerJoinResponse |
Part of connecting client and server
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ServerMessage |
Displays a message in a message box which is displayed in the center of the game client UI, usually server warnings or errors
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ServerMessage.ServerMessageHint |
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ServerModule |
Contract for all server modules
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ServerModuleManager |
Extensions of ModuleManager
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ServerModuleType |
Specifies the type of server module - has an effect on the life cycle of a module
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ServerWorldManager |
Extensions of WorldManager
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SetDifficulty |
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SetGameSessionOptions |
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SetObjective |
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ShipClass |
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ShipClassDefinitionMessage |
Defines all ship classes
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ShipClassEntityCategoryConstraint |
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ShipClassEntityConstraint |
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ShipClasses |
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ShipClassManager |
ShipClassManager holds and manages ship classes
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ShipClassMeshConstraint |
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ShipClassSelectionEvent |
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ShipEditorControlEvent |
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ShipEditorEntityExecuteAware |
Entities impleenting this interface can be turned on (executed) in ship editor, for example to test mesh consumption
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ShipEditorEntityPlugin |
These entities provide a view in ship editor for further control in that context
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ShipSelectionEvent |
Event fired after a ship has been selected in ShipSelectionModule
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ShipSelectionModuleSettings |
Acquire with:
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ShipSelectionModuleSettings.ShipSelectionModuleMode |
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ShowDialog |
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ShowEntityDetailsEvent |
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SocialModuleSettings |
Acquire with:
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SpaceCraft |
SpaceCraft is the base class for all ships in this game.
When to use which type:
* SpaceCraft: Ships controlled by AI, cannot spawn on a player slot in a game session
* SpaceShip: Ships controlled by players or AI, can spawn on a player slot in a game session (but only needs to if players join the ship)
* SpaceStation: Specialization of SpaceShip for stationary (big) stations.
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SpaceCraftFactory |
Factory for spacecrafts
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
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SpacecraftSpawnPointCompositeEntityFactory |
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SpacecraftSpawnPointEntity |
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SpacecraftSpawnPointEntityDef |
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SpaceObject |
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SpaceShip |
SpaceShip is the class of your choice for ships manned by players.
When to use which type:
* SpaceCraft: Ships controlled by AI, cannot spawn on a player slot in a game session
* SpaceShip: Ships controlled by players or AI, can spawn on a player slot in a game session (but only needs to if players join the ship)
* SpaceStation: Specialization of SpaceShip for stationary stations.
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SpaceShipValidationComplaint |
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SpaceShipValidationComplaint.Complaints |
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SpaceShipValidationOptions |
Options to validate a SpaceCraft
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SpaceShipValidator |
Validates a spacecraft.
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SpaceStation |
SpaceStation is a specialization of SpaceShip for space stations that may be entered by players.
When to use which type:
* SpaceCraft: Ships controlled by AI, cannot spawn on a player slot in a game session
* SpaceShip: Ships controlled by players or AI, can spawn on a player slot in a game session (but only needs to if players join the ship)
* SpaceStation: Specialization of SpaceShip for stationary stations.
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SpaceStationFactory |
Factory for space stations that can be entered by players.
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SpatialIndex2Capable |
Objects that can be indexed in SpatialIndex2D implementations
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SpatialIndex2D<T extends SpatialIndex2Capable> |
Spatial indexes are used for spatial queries.
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SpeedrunControlMessage |
Controls speed runs
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SpeedrunUpdateMessage |
Message sent to client to update the status of a speed run
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SpeedrunUpdateMessage.SpeedrunUpdateMessageSegment |
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StationEntryPointEntity |
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StationEntryPointEntityDef |
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Statistics |
Restricted use only
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StatusView |
Modules implementing this interface are displayed on the ingame status view.
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StatusViewContext |
Context for status views
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StatusViewContext.StatusViewContextObjectiveTooltipArea |
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StorableEntity |
Entities implementing this interface can be stored in a StorageProvider
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StorableEntityDef |
Entity defs that can be stored in a StorageProvider
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StorageDefaultLocations |
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StorageEntitySupport |
Helpers to handle storage (inventory) of entities
You can access the corresponding bean implementation via EngineFacade::getBusinessObject / ServerFacade::getBusinessObject
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StorageIndex |
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StorageItem |
A storage item represents a stored entity
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StorageItemDescriptor |
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StorageManager |
StorageManager manages the storage subsystem to store and load data at runtime.
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StorageModuleSettings |
StorageModuleSettings
* Set either sources (1 or more StorageProviderEntity entities) or altSource (StorageProviderEntity not being an AbstractEntity)
* Destination is optional
Acquire with:
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StorageProviderComposite |
StorageProviderComposite combines multiple StorageProviderEntity to one.
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StorageProviderEntity |
Entities implementing StorageProviderEntity provide storage space (inventory).
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StorageProviderEntityDef |
Storage providers store other entities (inventory)
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StructureEntity |
Structure entities are a specialized form of physical entities - everything that is part of the structure of a ship: walls, systems, engines, weapons, ...
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StructureEntityDef |
Structure entities are a specialized form of physical entities - everything that is part of the structure of a ship: walls, systems, engines, weapons, ...
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StructureEntityDef.StructureEntityPlaceMode |
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SystemMessageEvent |
Can be fired to display a system message
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TakeScreenshotEvent |
This event contains a screenshot created by the renderer.
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TestConnectionMessage |
Message sent by the metaserver for testing a server connection
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ThreadLocalXorShift128Random |
Thread local version of XorShift128Random.
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TilesetManager<T> |
TilesetManager holds and manages tilesets
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UiControlEvent |
This event is fired when a user interacted with a control in the UI, for example clicked on a button, entered text, ...
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UiOptions |
General options for the client UI
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UpgradeableEntityDef |
Entity defs that can be upgraded
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VersionInfo |
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VersionManager |
VersionManager versions objects
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VersionMismatchException |
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ViewPortClientActionEvent |
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ViewPortCursorBaseEvent |
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ViewPortDrawControlEvent |
Fire this event if you need to draw a control relative to a composite entity (including animations)
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ViewPortDrawImageEvent |
Fire this event to draw an image on the tile grid, also relative to a composite entity (including animations)
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ViewPortEffectEvent |
Fire this event to draw an effect on the tile grid, also relative to a composite entity (including animations)
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ViewPortEntitySelectionEvent |
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ViewPortEntityStatusIconEvent |
Draws an icon (e.g.
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ViewPortEntityStatusIconEvent.ViewPortEntityStatusIconEventDisplayMode |
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ViewPortEvent |
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ViewPortHighlightRasterEvent |
Highlights a certain tile on the tile grid
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ViewPortModuleSettings |
Acquire with:
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ViewPortModuleSettings.SuspendViewPortDraggingMode |
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ViewPortMoveEvent |
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ViewPortTileBaseEvent |
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ViewPortTileClickPressEvent |
This event is fired when a mouse button is pressed on a tile
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ViewPortTileClickReleaseEvent |
This event is fired when a mouse button is released on a tile
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ViewPortTileMouseMoveEvent |
This event is fired when the mouse is moved to a tile
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ViewPortWorldPosSelectionEvent |
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WarpPlayer |
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WeaponEntity |
Weapons implement this interface.
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WeaponEntityControllerData |
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WeaponEntityDef |
Weapons
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WeaponEntityMod |
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WeaponEntityModDef |
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Window |
Helper to position, draw and manage virtual windows in the UI.
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WorldManager |
WorldManager represents the game world.
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WorldManager.CollisionDetectionListener |
Listener to operate on detected collisions between two composite entities on entity level.
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WorldManager.PhysicalCompositeEntitiesPredicate |
Predicate for area based findBy() methods to ignore non-physical composite entities
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WorldManagerInterceptor |
World manager interceptors are notified about changes in the game world.
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WorldUtils |
Library for geometric problems
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XorShift128Random |
Random implementation using the Xorshift+ (xorshift128plus) algorithm
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ZeroRandom |
Random implementation always returning 0
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