SeparateChargePDDroneSubsystem

Spawns two PD drones. The drones are on a separate charge interval than the activator itself. Activation speeds up the formation's spin speed for a short time, and has two charges.

Constructors

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constructor(ship: ShipAPI)

Functions

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open fun advanceInternal(amount: Float)
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Uses system stats to calculate the actual drone charges based on {@link MagicSubsystem#scaleSystemStat(float, float)}

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open fun drawHUDBar(viewport: NonExistentClass, rootLoc: NonExistentClass, barLoc: NonExistentClass, displayAdditionalInfo: Boolean, longestNameWidth: Float)
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Drones will deploy when ship is dead only if dronesExplodeWhenShipDies returns false. Otherwise, they would explode in the next frame.

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All drones will explode when the ship dies.

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Drones will still advance while the ship is dead no matter what.

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open fun getBarFill(): Float

Override to not display charge filling in favor of separate drone bar if system doesn't use charges.

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Time to store a single drone charge.
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Delay between subsequent drone deployments if multiple need to be deployed at once.

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open fun getDroneDimWrapper(): NonExistentClass
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Formation object that controls drones. The two implemented by this library are HoveringFormation and SpinningCircleFormation. To create your own, you should extend the DroneFormation class.

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Flux cost on drone deployment.

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Flux cost on drone deployment as percent of base flux capacity of the ship.

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open fun getMaxCharges(): Int
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How many drones can be deployed at once.
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Maximum amount of stored drone charges.
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open fun getNumHUDBars(): Int
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open fun getPIDController(): NonExistentClass
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open fun hasCharges(): Boolean
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This is useful if you want a charged subsystem to use while allowing drones to have their own set of charges that recharge in parallel.
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open fun init()
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Set flux cost on drone deployment to be hard flux.

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open fun onActivate()
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open fun onFinished()
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open fun shouldActivateAI(amount: Float): Boolean
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Whether a drone should be spawned on the next deployment interval, if the amount of drones is below the limit and we have charges to spawn the drone. To force spawn a drone, set dronesToSpawn.

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open fun spawnDrone(): NonExistentClass

Properties

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open var activeWings: Map<NonExistentClass, NonExistentClass>
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open var droneCharges: Int
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open var droneCreationInterval: NonExistentClass
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val droneDeployInterval: NonExistentClass
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open var dronesToSpawn: Int
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