Inheritance diagram for OBJ_FACTORY:
Private Methods | |
BOOL | IsWareCategory (int a_waretype) |
int | GetTypeCode () |
GALOBJ | Create (int x, int y, int z, int ssubtype, int raceid) |
int | GetResPercent () |
GALOBJ | AddDefaultProductsAndResources () |
GALOBJ | Destruct () |
void | AddProduct (int gtype, int gsubtype) |
void | AddResource (int gtype, int gsubtype) |
void | AddSResource (int gtype, int gsubtype) |
table | GetProducts () |
table | GetResources () |
table | GetSResources () |
void | SetFactoryID (int id) |
void | SetIdentifyTextID (int id) |
void | SetEfficiency (int eff) |
int | GetClass () |
int | IsClass (int cl) |
int | GetGType () |
int | GetType () |
int | GetProductMainType () |
int | GetProductSubType () |
int | GetProductionTime () |
int | GetProductionCount () |
table | GetResToOrder () |
int | GetFactoryID () |
string | GetYourName () |
void | SetYourName (string Name) |
int | GetEfficiency () |
int | GetWareTypePrice (int maintype, int subtype) |
void | SetWareTypePrice (int maintype, int subtype, int price) |
void | AddTo (GALOBJ gsector) |
void | InitialFill () |
int | ResourceMainTypeAvailable (int rtype) |
int | ResourceTypeAvailable (int rtype, int rsubtype) |
int | NoResources () |
int | GetProductionTaskPC () |
int | GetProductionTimer () |
BOOL | CanBuyWareType (int gtype, int gsubtype) |
BOOL | CanSellWareType (int gtype, int gsubtype) |
BOOL | TradesWithWareType (int gtype, int gsubtype) |
int | GetWareTypeBestStore (int gtype, int gsubtype) |
int | AddWare (int gtype, int gsubtype, int count) |
Private Attributes | |
int | fa_ProductType |
int | fa_ProductSubType |
int | fa_ProdTime |
int | fa_ProdCount |
table | fa_Products |
table | fa_Resources |
table | fa_SResources |
int | fa_ProductionPID |
int | fa_IdentifyTextID |
int | fa_Efficiency |
table | fa_ResToOrder |
table | fa_ResourcePrices |
table | fa_SResourcePrices |
string | fa_Name |
int | fa_ProductionTimer |
int | fa_ResPercent |
A factory can potentially produce more wares (specified in fa_Products), but only one at a time (specified via fa_ProductType & fa_ProductSubType).
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Adds all products and resources that fit to the factory-type.
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Sets fa_ProductType (with gtype) and fa_ProductSubType (with gsubtype) and adds the product to fa_Products. (see Constant Definitions used in X² ). |
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adds given ware to fa_Resources
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adds given ware to fa_SResources
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adds factory to given sector
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calls super.AddWare() if it can buy or sell the given ware
Reimplemented from OBJ_STATION. |
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checks if given ware is needed as resource
Reimplemented from OBJ_STATION. Reimplemented in OBJ_FACTORY_SHIP. |
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checks if given ware can be produced
Reimplemented from OBJ_STATION. Reimplemented in OBJ_FACTORY_SHIP. |
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creates a factory with given parameters. See *_FACTORY subtype constants-definitions and Race IDs .
Reimplemented in OBJ_FACTORY_SHIP, OBJ_FACTORY_BIGSHIP, and OBJ_FACTORY_SMALLSHIP. |
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Destruct this station, notice the owned ships of the loss of their factory and destruct all landed ships. Reimplemented from OBJ_STATION. |
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Functions common in every object
Reimplemented from OBJ_STATION. Reimplemented in OBJ_FACTORY_SHIP, OBJ_FACTORY_BIGSHIP, and OBJ_FACTORY_SMALLSHIP. |
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returns fa_Efficiency
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returns st_FactoryID (defined in OBJ_Station) returns the name ID the station got from the sector engine |
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Differences of in-game objects
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return fa_ProdCount
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returns fa_ProductionPID
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returns fa_ProdTime
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returns fa_ProductionTimer
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returns fa_ProductType
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returns fa_Products
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returns fa_ProductSubType
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returns fa_Resources
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returns fa_ResPercent
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returns fa_ResToOrder
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returns fa_SResources
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Differences of in-game objects
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returns the typecode of this factory composed from SSTYPE_FACTORY and the station subType.
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?what is the best amount of a given ware to store in the station?
Reimplemented from OBJ_STATION. Reimplemented in OBJ_FACTORY_SHIP. |
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The price of the given ware to sell to/buy from this factory. See Constant Definitions used in X² .
Reimplemented from OBJ_STATION. Reimplemented in OBJ_FACTORY_SHIP. |
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returns fa_Name
Reimplemented from OBJ_STATION. |
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fill dock ideally with products and resources
Reimplemented in OBJ_FACTORY_SHIP. |
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Functions common in every object
Reimplemented from OBJ_STATION. Reimplemented in OBJ_FACTORY_SHIP, OBJ_FACTORY_BIGSHIP, and OBJ_FACTORY_SMALLSHIP. |
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returns wether the station - considered as a ware - is of the type given in the joined typecode a_waretype. For example a_waretype could be TYPECODE(SSTYPE_FACTORY,anySectorSubtype for factories) Reimplemented from OBJ_STATION. |
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Check if the station needs a resource urgently. Returns true if it is so.
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Returns total production value of products with type rtype (is TYPECODE).
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Returns number of goods with type rtype/rsubtype.
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sets fa_Efficiency
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set st_FactoryID
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sets fa_IdentifyTextID to given id
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Set the price of products and resources. (This makes only sense for player owned factories).
Reimplemented from OBJ_STATION. |
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sets fa_Name
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returns whether the factory can trade with the given ware
Reimplemented from OBJ_STATION. Reimplemented in OBJ_FACTORY_SHIP. |
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yield of the factory (Mines, Solarstations ?)
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text for speech output in identifyscreen
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name of the factory
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the number of units of the product being produced in "fa_ProdTime"-time.
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time needed to produce a batch of a product (in millisec.)
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Process-ID des zu dieser Fabrik gehoerenden staendig laufenden Produktions-Tasks.
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Time of last Production Activity.
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Wares that can be produced here. For Shipyards the products are the factories they sell.
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Subtype of actually produced ware.
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Maintype of actually produced ware (Index in SGF_Products), -1 == no product (yard).
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Resource prices my transporters are willing to pay at other factories. Format {TYPECODE, price}.
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which wares are possible as resources (spezielle Warentypen innerhalb der SGF_Resources)
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how urgent are new resources needed in %
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ordered amount of resource. Format : {wareTypecode,amount}
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Secondary Resource prices my transporters are willing to pay at other factories. Format {TYPECODE, price}.
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secondary resources. These are not neccessary to manifacture the product but have a positive influence of the production itself.
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