cEmpire class
An empire in Space Stage.
Base classes
- class ISimulatorSerializableRefCounted
- class cIdentityColorable
- A Simulator class inherited by all those classes that can have an identity color, such as empires, tribes, etc.
Public static variables
Public static functions
-
static auto CaptureSystem(cStarRecord* pStarRecord,
uint32_
t empireID) -> void - Captures a star system for a specific empire.
Public functions
-
auto GetEmpireID() const -> uint32_
t - Returns the political ID of this empire.
- auto GetHomeStarRecord() -> cStarRecord*
- auto RequireHomePlanet() -> cPlanetRecord*
- Returns the home planet of the empire, and if it is not available, it assigns one.
- auto GetSpeciesProfile() -> cSpeciesProfile*
- auto SetSpeciesProfile(cSpeciesProfile* pSpecies) -> void
-
auto UpdateAndGetColor() -> Math::
ColorRGB - Calculates and returns the identity color of the empire, based on the
mIDColorIDfield. - auto AddStarOwnership(cStarRecord* star) -> void
- Makes this empire the owner of the given star. It will emit a kMsgStarOwnershipChanged message.
- auto Destroy() -> void
- Called when the empire loses its last system.
- auto GetWeaponryLevel() -> int
- Returns the empire's weaponry level, which determines the 'level' of the empire.
- auto AddRef() -> int pure virtual
- auto Release() -> int pure virtual
-
auto Cast(uint32_
t typeID) const -> void* pure virtual
Public variables
- eastl::string16 mEmpireName
- int mCurrentGameMode
- int mFlags
- EmpireFlags.
- EmpireTrait mTrait
- A member of EmpireTrait enum, EmpireTrait::
kEmpireTraitNone. - Archetypes mArchetype
- A member of Archetypes enum, Archetypes::
kArchetypePlayerWanderer by default. - eastl::vector<cEmpirePtr> mEnemies
- eastl::vector<cEmpirePtr> mAllies
- int mPoliticalID
- eastl::vector<cStarRecordPtr> mStars
- eastl::vector<cStarRecordPtr> mNextStarTowardsHome
- StarID mHomeStar
- PlanetID mHomePlanet
- ResourceKey mUFOKey
- ResourceKey mCaptainKey
- int mEmpireMoney
- char mTravelDistance
- int mWeaponry
- float field_DC
- float field_E0
- float field_E4
- float field_E8
- float field_EC
- eastl::vector<int> field_F0
- ICityMusicPtr mpCityMusic
- cCultureSet mCultureSet
- cGonzagoTimer field_128
-
eastl::list<uint32_
t> mAdventureList
Function documentation
static void Simulator:: cEmpire:: CaptureSystem(cStarRecord* pStarRecord,
uint32_ t empireID)
Captures a star system for a specific empire.
| Parameters | |
|---|---|
| pStarRecord | The star system to capture. |
| empireID | Political ID of the empire that will become the owner. |
This can only be used when the star belongs to another empire. For any kind of star, use cEmpire::
cPlanetRecord* Simulator:: cEmpire:: RequireHomePlanet()
Returns the home planet of the empire, and if it is not available, it assigns one.
Preferrable over using mHomePlanet
Math:: ColorRGB Simulator:: cEmpire:: UpdateAndGetColor()
Calculates and returns the identity color of the empire, based on the mIDColorID field.
ColorIDs equal or greater than 0x53DBCF1 are cached, and colorID - 0x53DBCF1 is an index to the real color stored in animations~!ui.prop in IdentityColors property. 0x53DBCF1 is special and uses the empire species identity color, instead of the color on the list. If the ID less than 0x53DBCF1, the color will be recalculated, cached, and the ID will be updated.
int Simulator:: cEmpire:: GetWeaponryLevel()
Returns the empire's weaponry level, which determines the 'level' of the empire.
| Returns | The empire's weaponry level. |
|---|
If mWeaponry is greater or equal than 0, that cached value is returned directly. Otherwise, the level is calculated from the empire's number of star systems, using the thresholds defined in spaceshipWeaponEmpireSize (SpaceCombat.prop), the result is then cached in mWeaponry before being returned. The Grox empire always has a weaponry level of 5.