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# Autogenerated do not modify manually!
# This is a type-hinting python stub file, used by python IDEs to provide type hints. For more information
# about stub files, see https://www.python.org/dev/peps/pep-0484/#stub-files
# During execution, the actual module is made available via
# a C++ Boost-python process as part of the launch.
from collections.abc import Mapping, Sequence, Set
from enum import IntEnum
from typing import overload
from common.fo_typing import (
BuildingId,
BuildingName,
EmpireId,
FleetId,
NamedTuple,
ObjectId,
PartName,
PlanetId,
PlayerId,
ShipId,
SpeciesName,
SystemId,
Turn,
)
class AccountingInfo:
@property
def causeType(self): ...
@property
def customLabel(self): ...
@property
def meterChange(self): ...
@property
def meterRunningTotal(self): ...
@property
def sourceID(self): ...
@property
def specificCause(self): ...
class FleetPlan:
def name(self) -> str: ...
def ship_designs(self) -> list: ...
class GalaxySetupData:
@property
def age(self) -> galaxySetupOptionGeneric: ...
@property
def gameUID(self) -> str: ...
@property
def maxAIAggression(self) -> aggression: ...
@property
def monsterFrequency(self) -> galaxySetupOptionMonsterFreq: ...
@property
def nativeFrequency(self) -> galaxySetupOptionGeneric: ...
@property
def planetDensity(self) -> galaxySetupOptionGeneric: ...
@property
def seed(self) -> str: ...
@property
def shape(self) -> galaxyShape: ...
@property
def size(self) -> int: ...
@property
def specialsFrequency(self) -> galaxySetupOptionGeneric: ...
@property
def starlaneFrequency(self) -> galaxySetupOptionGeneric: ...
class GameRules:
@property
def empty(self) -> bool: ...
def getDescription(self, string: str) -> str: ...
def getDouble(self, string: str) -> float: ...
def getInt(self, string: str) -> int: ...
def getRulesAsStrings(self) -> Mapping[str, str]: ...
def getString(self, string: str) -> str: ...
def getToggle(self, string: str) -> bool: ...
def ruleExists(self, string: str) -> bool: ...
def ruleExistsWithType(self, string: str, rule_type: ruleType) -> bool: ...
class MonsterFleetPlan:
def locations(self, item_list: list) -> list: ...
def name(self) -> str: ...
def ship_designs(self) -> list: ...
def spawn_limit(self) -> int: ...
def spawn_rate(self) -> float: ...
class PlayerSetupData:
@property
def empire_color(self): ...
@property
def empire_name(self): ...
@property
def player_name(self): ...
@property
def starting_species(self): ...
@property
def starting_team(self): ...
class UnlockableItem:
@property
def name(self) -> str: ...
@property
def type(self) -> unlockableItemType: ...
class buildingType:
@property
def costTimeLocationInvariant(self) -> bool: ...
@property
def description(self) -> str: ...
@property
def name(self) -> str: ...
def canBeEnqueued(self, number1: int, number2: int) -> bool: ...
def canBeProduced(self, number1: int, number2: int) -> bool: ...
def captureResult(self, number1: int, number2: int, number3: int, boolean: bool) -> captureResult: ...
def dump(self, number: int) -> str:
"""
Returns string with debug information, use '0' as argument.
"""
def perTurnCost(self, number1: int, number2: int) -> float: ...
def productionCost(self, number1: int, number2: int) -> float: ...
def productionTime(self, number1: int, number2: int) -> int: ...
class diplomaticMessage(NamedTuple):
recipient: PlayerId
sender: PlayerId
type: diplomaticMessageType
class diplomaticStatusUpdate:
@property
def empire1(self) -> EmpireId: ...
@property
def empire2(self) -> EmpireId: ...
@property
def status(self) -> diplomaticStatus: ...
class empire:
@property
def adoptedPolicies(self) -> Sequence[str]: ...
@property
def allShipDesigns(self) -> Set[int]: ...
@property
def availableBuildingTypes(self) -> Sequence[str]: ...
@property
def availablePolicies(self) -> Set[str]: ...
@property
def availableShipDesigns(self) -> Set[int]: ...
@property
def availableShipHulls(self) -> Sequence[str]: ...
@property
def availableShipParts(self) -> Sequence[str]: ...
@property
def availableTechs(self) -> Set[str]: ...
@property
def capitalID(self) -> PlanetId: ...
@property
def categoriesSlotPolicies(self) -> Mapping[str, Mapping[int, str]]: ...
@property
def colour(self) -> tuple: ...
@property
def eliminated(self) -> bool: ...
@property
def empireID(self) -> EmpireId: ...
@property
def emptyPolicySlots(self) -> Mapping[str, int]: ...
@property
def exploredSystemIDs(self): ...
@property
def fleetSupplyableSystemIDs(self) -> Set[int]: ...
@property
def lastTurnReceived(self) -> int: ...
@property
def name(self) -> str: ...
@property
def planetsWithAllocatedPP(self) -> Mapping[Set[int], float]: ...
@property
def planetsWithAvailablePP(self) -> Mapping[Set[int], float]: ...
@property
def planetsWithWastedPP(self) -> Set[Set[int]]: ...
@property
def playerName(self) -> str: ...
@property
def productionPoints(self) -> float: ...
@property
def productionQueue(self) -> productionQueue: ...
@property
def researchQueue(self) -> researchQueue: ...
@property
def resourceSupplyGroups(self) -> Set[Set[int]]: ...
@property
def supplyUnobstructedSystems(self) -> Set[int]: ...
@property
def systemSupplyRanges(self) -> Mapping[int, float]: ...
@property
def totalPolicySlots(self) -> Mapping[str, int]: ...
@property
def totalShipsOwned(self) -> int: ...
@property
def turnsPoliciesAdopted(self) -> Mapping[str, int]: ...
@property
def won(self) -> bool: ...
def buildingTypeAvailable(self, string: str) -> bool: ...
@overload
def canBuild(self, build_type: buildType, string: str, number: int) -> bool: ...
@overload
def canBuild(self, build_type: buildType, number1: int, number2: int) -> bool: ...
def canBuild(*args) -> bool: ...
def getMeter(self, string: str) -> meter:
"""
Returns the empire meter with the indicated name (string).
"""
def getTechStatus(self, string: str) -> techStatus: ...
def hasExploredSystem(self, number: int) -> bool: ...
def obstructedStarlanes(self) -> Sequence[tuple[int, int]]: ...
def policyAdopted(self, string: str) -> bool: ...
def policyAvailable(self, string: str) -> bool: ...
def policyPrereqsAndExclusionsOK(self, string: str) -> bool: ...
def population(self) -> float: ...
def preservedLaneTravel(self, number1: int, number2: int) -> bool: ...
def productionCostAndTime(self, production_queue_element: productionQueueElement) -> object: ...
def researchProgress(self, string: str) -> float: ...
def resourceAvailable(self, resource_type: resourceType) -> float: ...
def resourceProduction(self, resource_type: resourceType) -> float: ...
def resourceStockpile(self, resource_type: resourceType) -> float: ...
def shipDesignAvailable(self, number: int) -> bool: ...
def slotPolicyAdoptedIn(self, string: str) -> int: ...
def supplyProjections(self) -> Mapping[SystemId, int]:
"""
Returns the (negative) number of jumps (int) away each known system ID (int) is from this empire's supply network. 0 in dicates systems that are fleet supplied. -1 indicates a system that is 1 jump away from a supplied system. -4 indicates a system that is 4 jumps from a supply connection.
"""
def techResearched(self, string: str) -> bool: ...
def turnPolicyAdopted(self, string: str) -> Turn: ...
class fieldType:
@property
def description(self) -> str: ...
@property
def name(self) -> str: ...
def dump(self, number: int) -> str:
"""
Returns string with debug information, use '0' as argument.
"""
class meter:
@property
def current(self) -> float: ...
@property
def initial(self) -> float: ...
def dump(self) -> str:
"""
Returns string with debug information.
"""
class policy:
@property
def category(self) -> str: ...
@property
def description(self) -> str: ...
@property
def name(self) -> str: ...
@property
def shortDescription(self) -> str: ...
@overload
def adoptionCost(self) -> float: ...
@overload
def adoptionCost(self, empire_object: empire) -> float: ...
@overload
def adoptionCost(self, number: int) -> float: ...
def adoptionCost(*args) -> float: ...
class productionQueue:
@property
def allocatedPP(self) -> Mapping[Set[int], float]: ...
@property
def empireID(self) -> EmpireId: ...
@property
def empty(self) -> bool: ...
@property
def size(self) -> int: ...
@property
def totalSpent(self) -> float: ...
def __getitem__(self, number: int) -> productionQueueElement: ...
def __iter__(self) -> object: ...
def __len__(self) -> int: ...
class productionQueueElement:
@property
def allocation(self): ...
@property
def allowedStockpile(self): ...
@property
def blocksize(self): ...
@property
def buildType(self): ...
@property
def designID(self): ...
@property
def locationID(self): ...
@property
def name(self) -> str: ...
@property
def paused(self): ...
@property
def progress(self): ...
@property
def remaining(self): ...
@property
def removed(self): ...
@property
def turnsLeft(self): ...
class researchQueue:
@property
def empireID(self) -> EmpireId: ...
@property
def empty(self) -> bool: ...
@property
def size(self) -> int: ...
@property
def totalSpent(self) -> float: ...
def __contains__(self, research_queue_element: researchQueueElement) -> bool: ...
def __getitem__(self, number: int) -> researchQueueElement: ...
def __iter__(self) -> object: ...
def __len__(self) -> int: ...
def inQueue(self, string: str) -> bool: ...
class researchQueueElement:
@property
def allocation(self): ...
@property
def tech(self): ...
@property
def turnsLeft(self): ...
class shipDesign:
@property
def attack(self) -> float: ...
@property
def attackStats(self) -> Sequence[int]: ...
@property
def canColonize(self) -> bool: ...
@property
def canInvade(self) -> bool: ...
@property
def colonyCapacity(self) -> float: ...
@property
def costTimeLocationInvariant(self) -> bool: ...
@property
def defense(self) -> float: ...
@property
def description(self) -> str: ...
@property
def designedOnTurn(self) -> Turn: ...
@property
def detection(self) -> float: ...
@property
def fuel(self) -> float: ...
@property
def hasDirectWeapons(self) -> bool: ...
@property
def hasFighters(self) -> bool: ...
@property
def hull(self) -> str: ...
@property
def id(self) -> int: ...
@property
def industryGeneration(self) -> float: ...
@property
def influenceGeneration(self) -> float: ...
@property
def isArmed(self) -> bool: ...
@property
def isMonster(self) -> bool: ...
@property
def name(self) -> str: ...
@property
def parts(self) -> Sequence[PartName]: ...
@property
def researchGeneration(self) -> float: ...
@property
def shields(self) -> float: ...
@property
def ship_hull(self) -> shipHull: ...
@property
def speed(self) -> float: ...
@property
def stealth(self) -> float: ...
@property
def structure(self) -> float: ...
@property
def troopCapacity(self) -> float: ...
def dump(self, number: int) -> str:
"""
Returns string with debug information, use '0' as argument.
"""
def perTurnCost(self, number1: int, number2: int) -> float: ...
def productionCost(self, number1: int, number2: int) -> float: ...
def productionLocationForEmpire(self, number1: int, number2: int) -> bool: ...
def productionTime(self, number1: int, number2: int) -> int: ...
class shipHull:
@property
def costTimeLocationInvariant(self) -> bool: ...
@property
def fuel(self) -> float: ...
@property
def name(self) -> str: ...
@property
def numSlots(self) -> int: ...
@property
def slots(self) -> Sequence[shipSlotType]: ...
@property
def speed(self) -> float: ...
@property
def stealth(self) -> float: ...
@property
def structure(self) -> float: ...
def hasTag(self, string: str) -> bool: ...
def numSlotsOfSlotType(self, ship_slot_type: shipSlotType) -> int: ...
def productionCost(self, number1: int, number2: int, number3: int) -> float: ...
def productionLocation(self, number: int) -> bool:
"""
Returns the result of Location condition (bool) in passed location_id (int)
"""
def productionTime(self, number1: int, number2: int, number3: int) -> int: ...
class shipPart:
@property
def capacity(self) -> float: ...
@property
def costTimeLocationInvariant(self) -> bool: ...
@property
def mountableSlotTypes(self) -> Sequence[shipSlotType]: ...
@property
def name(self) -> str: ...
@property
def partClass(self) -> shipPartClass: ...
@property
def secondaryStat(self) -> float: ...
def canMountInSlotType(self, ship_slot_type: shipSlotType) -> bool: ...
def hasTag(self, string: str) -> bool: ...
def productionCost(self, number1: int, number2: int, number3: int) -> float: ...
def productionLocation(self, number: int) -> bool:
"""
Returns the result of Location condition (bool) in passed location_id (int)
"""
def productionTime(self, number1: int, number2: int, number3: int) -> int: ...
class special:
@property
def description(self) -> str: ...
@property
def name(self) -> str: ...
@property
def spawnlimit(self) -> int: ...
@property
def spawnrate(self) -> float: ...
def dump(self, number: int) -> str:
"""
Returns string with debug information, use '0' as argument.
"""
def initialCapacity(self, number: int) -> float: ...
class species:
@property
def canColonize(self) -> bool: ...
@property
def canProduceShips(self) -> bool: ...
@property
def description(self) -> str: ...
@property
def dislikes(self) -> Sequence[str]: ...
@property
def foci(self) -> Sequence[str]: ...
@property
def homeworlds(self) -> Set[int]: ...
@property
def likes(self) -> Sequence[str]: ...
@property
def name(self) -> str: ...
@property
def native(self) -> bool: ...
@property
def preferredFocus(self) -> str: ...
@property
def spawnlimit(self) -> int: ...
@property
def spawnrate(self) -> float: ...
@property
def tags(self) -> Sequence[str]: ...
def dump(self, number: int) -> str:
"""
Returns string with debug information, use '0' as argument.
"""
def getPlanetEnvironment(self, planet_type: planetType) -> planetEnvironment: ...
class tech:
@property
def category(self) -> str: ...
@property
def description(self) -> str: ...
@property
def name(self) -> str: ...
@property
def prerequisites(self) -> Sequence[str]: ...
@property
def shortDescription(self) -> str: ...
@property
def unlockedItems(self) -> Sequence[UnlockableItem]: ...
@property
def unlockedTechs(self) -> Sequence[str]: ...
def perTurnCost(self, number: int) -> float: ...
def recursivePrerequisites(self, number: int) -> Sequence[str]: ...
def researchCost(self, number: int) -> float: ...
def researchTime(self, number: int) -> int: ...
class universe:
@property
def buildingIDs(self) -> Sequence[BuildingId]: ...
@property
def effectAccounting(self) -> Mapping[int, Mapping[meterType, Sequence[AccountingInfo]]]: ...
@property
def fieldIDs(self) -> Sequence[int]: ...
@property
def fleetIDs(self) -> Sequence[FleetId]: ...
@property
def planetIDs(self) -> Sequence[PlanetId]: ...
@property
def shipIDs(self) -> Sequence[ShipId]: ...
@property
def systemIDs(self) -> Sequence[SystemId]: ...
def destroyedObjectIDs(self, number: int) -> Set[int]: ...
def dump(self) -> None: ...
def getBuilding(self, number: int) -> building: ...
def getField(self, number: int) -> field: ...
def getFleet(self, number: int) -> fleet: ...
def getGenericShipDesign(self, string: str) -> shipDesign:
"""
Returns the ship design (ShipDesign) with the indicated name (string).
"""
def getImmediateNeighbors(self, number1: int, number2: int) -> Sequence[int]: ...
def getObject(self, number: int) -> universeObject: ...
def getPlanet(self, number: int) -> planet: ...
def getShip(self, number: int) -> ship: ...
def getSystem(self, number: int) -> system: ...
def getSystemNeighborsMap(self, number1: int, number2: int) -> Mapping[int, float]: ...
def getVisibility(self, number1: int, number2: int) -> visibility: ...
def getVisibilityTurnsMap(self, number1: int, number2: int) -> Mapping[visibility, int]: ...
def jumpDistance(self, number1: int, number2: int) -> int:
"""
If two system ids are passed or both objects are within a system, return the jump distance between the two systems. If one object (e.g. a fleet) is on a starlane, then calculate the jump distance from both ends of the starlane to the target system and return the smaller one.
"""
def leastJumpsPath(self, number1: int, number2: int, number3: int) -> Sequence[int]: ...
def linearDistance(self, number1: int, number2: int) -> float: ...
def shortestNonHostilePath(self, number1: int, number2: int, number3: int) -> Sequence[int]:
"""
Shortest sequence of System ids and distance from System (number1) to System (number2) with no hostile Fleets as determined by visibility of Empire (number3). (number3) must be a valid empire.
"""
def shortestPath(self, number1: int, number2: int, number3: int) -> Sequence[int]: ...
def shortestPathDistance(self, number1: int, number2: int) -> float: ...
def statRecords(self) -> Mapping[str, Mapping[int, Mapping[int, float]]]:
"""
Empire statistics recorded by the server each turn. Indexed first by staistic name (string), then by empire id (int), then by turn number (int), pointing to the statisic value (double).
"""
def systemHasStarlane(self, number1: int, number2: int) -> bool: ...
def systemsConnected(self, number1: int, number2: int, number3: int) -> bool: ...
def updateMeterEstimates(self, obj: object) -> None: ...
class universeObject:
@property
def ageInTurns(self): ...
@property
def containedObjects(self): ...
@property
def containerObject(self): ...
@property
def creationTurn(self): ...
@property
def id(self) -> ObjectId: ...
@property
def meters(self): ...
@property
def name(self) -> str: ...
@property
def owner(self) -> EmpireId: ...
@property
def specials(self) -> SpeciesName: ...
@property
def systemID(self) -> SystemId: ...
@property
def tags(self): ...
@property
def unowned(self): ...
@property
def x(self): ...
@property
def y(self): ...
def containedBy(self, number: int) -> bool: ...
def contains(self, number: int) -> bool: ...
def currentMeterValue(self, meter_type: meterType) -> float: ...
def dump(self) -> str:
"""
Returns string with debug information.
"""
def getMeter(self, meter_type: meterType) -> meter: ...
def hasSpecial(self, obj: object) -> bool: ...
def hasTag(self, string: str) -> bool: ...
def initialMeterValue(self, meter_type: meterType) -> float: ...
def ownedBy(self, number: int) -> bool: ...
def specialAddedOnTurn(self, obj: object) -> int: ...
class building(universeObject):
@property
def buildingTypeName(self) -> BuildingName: ...
@property
def orderedScrapped(self) -> bool: ...
@property
def planetID(self) -> PlanetId: ...
@property
def producedByEmpireID(self) -> EmpireId: ...
class field(universeObject):
@property
def fieldTypeName(self) -> str: ...
@overload
def inField(self, base_object: universeObject) -> bool: ...
@overload
def inField(self, floating_number1: float, floating_number2: float) -> bool: ...
def inField(*args) -> bool: ...
class fleet(universeObject):
@property
def aggression(self) -> fleetAggression: ...
@property
def aggressive(self) -> bool: ...
@property
def canChangeDirectionEnRoute(self) -> bool: ...
@property
def empty(self) -> bool: ...
@property
def finalDestinationID(self) -> int: ...
@property
def fuel(self) -> float: ...
@property
def hasArmedShips(self) -> bool: ...
@property
def hasColonyShips(self) -> bool: ...
@property
def hasFighterShips(self) -> bool: ...
@property
def hasMonsters(self) -> bool: ...
@property
def hasOutpostShips(self) -> bool: ...
@property
def hasTroopShips(self) -> bool: ...
@property
def maxFuel(self) -> float: ...
@property
def nextSystemID(self) -> int: ...
@property
def numShips(self) -> int: ...
@property
def obstructive(self) -> bool: ...
@property
def previousSystemID(self) -> int: ...
@property
def route(self) -> Sequence[int]: ...
@property
def shipIDs(self) -> Sequence[ShipId]: ...
@property
def speed(self) -> float: ...
class planet(universeObject):
@property
def availableFoci(self) -> Sequence[str]: ...
@property
def buildingIDs(self) -> Sequence[BuildingId]: ...
@property
def clockwiseNextPlanetType(self) -> planetType: ...
@property
def counterClockwiseNextPlanetType(self) -> planetType: ...
@property
def distanceFromOriginalType(self) -> int: ...
@property
def focus(self) -> str: ...
@property
def habitableSize(self) -> int: ...
@property
def lastColonizedByEmpire(self) -> int: ...
@property
def lastInvadedByEmpire(self) -> int: ...
@property
def lastTurnAttackedByShip(self) -> int: ...
@property
def lastTurnColonized(self) -> int: ...
@property
def lastTurnConquered(self) -> int: ...
@property
def nextLargerPlanetSize(self) -> planetSize: ...
@property
def nextSmallerPlanetSize(self) -> planetSize: ...
@property
def originalType(self) -> planetType: ...
@property
def ownerBeforeLastConquered(self) -> int: ...
@property
def size(self) -> planetSize: ...
@property
def speciesName(self) -> SpeciesName: ...
@property
def turnsSinceFocusChange(self) -> int: ...
@property
def type(self) -> planetType: ...
def OrbitalPositionOnTurn(self, number: int) -> float: ...
def environmentForSpecies(self, string: str) -> planetEnvironment: ...
def nextBetterPlanetTypeForSpecies(self, obj: object, string: str) -> planetType: ...
class ship(universeObject):
@property
def arrivedOnTurn(self) -> int: ...
@property
def canBombard(self) -> bool: ...
@property
def canColonize(self) -> bool: ...
@property
def canInvade(self) -> bool: ...
@property
def colonyCapacity(self) -> float: ...
@property
def design(self) -> shipDesign: ...
@property
def designID(self) -> int: ...
@property
def fleetID(self) -> int: ...
@property
def hasFighters(self) -> bool: ...
@property
def isArmed(self) -> bool: ...
@property
def isMonster(self) -> bool: ...
@property
def lastResuppliedOnTurn(self) -> int: ...
@property
def lastTurnActiveInCombat(self) -> int: ...
@property
def orderedColonizePlanet(self) -> int: ...
@property
def orderedInvadePlanet(self) -> int: ...
@property
def orderedScrapped(self) -> bool: ...
@property
def partMeters(self) -> Mapping[tuple[meterType, meterType], meter]: ...
@property
def producedByEmpireID(self) -> EmpireId: ...
@property
def speciesName(self) -> SpeciesName: ...
@property
def speed(self) -> float: ...
@property
def troopCapacity(self) -> float: ...
def currentPartMeterValue(self, meter_type: meterType, string: str) -> float: ...
def initialPartMeterValue(self, meter_type: meterType, string: str) -> float: ...
class system(universeObject):
@property
def buildingIDs(self) -> Sequence[BuildingId]: ...
@property
def fieldIDs(self) -> Sequence[int]: ...
@property
def fleetIDs(self) -> Sequence[FleetId]: ...
@property
def lastTurnBattleHere(self) -> int: ...
@property
def numStarlanes(self) -> int: ...
@property
def planetIDs(self) -> Sequence[PlanetId]: ...
@property
def shipIDs(self) -> Sequence[ShipId]: ...
@property
def starType(self) -> starType: ...
@property
def starlanes(self) -> Sequence[int]: ...
@property
def starlanesWormholes(self) -> Sequence[int]: ...
def HasStarlaneToSystemID(self, number: int) -> bool:
"""
true if the passed in ID (int) is the ID of a system this system has a starlane connection with
"""
class aggression(IntEnum):
invalid = -1
beginner = 0
turtle = 1
cautious = 2
typical = 3
aggressive = 4
maniacal = 5
class buildType(IntEnum):
INVALID_BUILD_TYPE = -1
BT_NOT_BUILDING = 0
BT_BUILDING = 1
BT_SHIP = 2
BT_PROJECT = 3
BT_STOCKPILE = 4
NUM_BUILD_TYPES = 5
class captureResult(IntEnum):
capture = 0
destroy = 1
retain = 2
class diplomaticMessageType(IntEnum):
noMessage = -1
warDeclaration = 0
peaceProposal = 1
acceptPeaceProposal = 2
alliesProposal = 3
acceptAlliesProposal = 4
endAllies = 5
cancelProposal = 6
rejectProposal = 7
class diplomaticStatus(IntEnum):
war = 0
peace = 1
allied = 2
class effectsCauseType(IntEnum):
invalid = -1
unknown = 0
inherent = 1
tech = 2
building = 3
field = 4
special = 5
species = 6
shipPart = 7
shipHull = 8
policy = 9
class fleetAggression(IntEnum):
passive = 0
defensive = 1
obstructive = 2
aggressive = 3
class galaxySetupOptionGeneric(IntEnum):
invalid = -1
none = 0
low = 1
medium = 2
high = 3
random = 4
class galaxySetupOptionMonsterFreq(IntEnum):
invalid = -1
none = 0
extremelyLow = 1
veryLow = 2
low = 3
medium = 4
high = 5
veryHigh = 6
extremelyHigh = 7
random = 8
class galaxyShape(IntEnum):
invalid = -1
spiral2 = 0
spiral3 = 1
spiral4 = 2
cluster = 3
elliptical = 4
disc = 5
box = 6
irregular = 7
ring = 8
random = 9
class meterType(IntEnum):
targetPopulation = 0
targetIndustry = 1
targetResearch = 2
targetInfluence = 3
targetConstruction = 4
targetHappiness = 5
maxCapacity = 6
maxSecondaryStat = 7
maxFuel = 8
maxShield = 9
maxStructure = 10
maxDefense = 11
maxSupply = 12
maxStockpile = 13
maxTroops = 14
population = 15
industry = 16
research = 17
influence = 18
construction = 19
happiness = 20
capacity = 21
secondaryStat = 22
fuel = 23
shield = 24
structure = 25
defense = 26
supply = 27
stockpile = 28
troops = 29
rebels = 30
size = 31
stealth = 32
detection = 33
speed = 34
class planetEnvironment(IntEnum):
uninhabitable = 0
hostile = 1
poor = 2
adequate = 3
good = 4
class planetSize(IntEnum):
unknown = -1
noWorld = 0
tiny = 1
small = 2
medium = 3
large = 4
huge = 5
asteroids = 6
gasGiant = 7
class planetType(IntEnum):
unknown = -1
swamp = 0
toxic = 1
inferno = 2
radiated = 3
barren = 4
tundra = 5
desert = 6
terran = 7
ocean = 8
asteroids = 9
gasGiant = 10
class resourceType(IntEnum):
industry = 0
influence = 1
research = 2
stockpile = 3
class roleType(IntEnum):
host = 0
clientTypeModerator = 1
clientTypePlayer = 2
clientTypeObserver = 3
galaxySetup = 4
class ruleType(IntEnum):
invalid = -1
toggle = 0
int = 1
double = 2
string = 3
class shipPartClass(IntEnum):
shortRange = 0
fighterBay = 1
fighterHangar = 2
shields = 3
armour = 4
troops = 5
detection = 6
stealth = 7
fuel = 8
colony = 9
speed = 10
general = 11
bombard = 12
industry = 13
research = 14
influence = 15
productionLocation = 16
class shipSlotType(IntEnum):
external = 0
internal = 1
core = 2
class starType(IntEnum):
unknown = -1
blue = 0
white = 1
yellow = 2
orange = 3
red = 4
neutron = 5
blackHole = 6
noStar = 7
class techStatus(IntEnum):
unresearchable = 0
partiallyUnlocked = 1
researchable = 2
complete = 3
class unlockableItemType(IntEnum):
invalid = -1
building = 0
shipPart = 1
shipHull = 2
shipDesign = 3
tech = 4
policy = 5
class visibility(IntEnum):
invalid = -1
none = 0
basic = 1
partial = 2
full = 3
def add_special(number: int, string: str) -> None: ...
def all_empires() -> int: ...
def create_building(string: str, number1: int, number2: int) -> int: ...
def create_field(string: str, floating_number1: float, floating_number2: float, floating_number3: float) -> int: ...
def create_field_in_system(string: str, floating_number: float, number: int) -> int: ...
def create_fleet(string: str, number1: int, number2: int, boolean: bool) -> int: ...
def create_monster(string: str, number: int) -> int: ...
def create_monster_fleet(number: int) -> int: ...
def create_planet(planet_size: planetSize, planet_type: planetType, number1: int, number2: int, string: str) -> int: ...
def create_ship(string1: str, string2: str, string3: str, number: int) -> int: ...
def create_system(star_type: starType, string: str, floating_number1: float, floating_number2: float) -> int: ...
def current_turn() -> int: ...
def design_create(
string1: str,
string2: str,
string3: str,
item_list: list,
string4: str,
string5: str,
boolean: bool,
) -> bool: ...
def design_get_monster_list() -> list: ...
def design_get_premade_list() -> list: ...
def empire_add_ship_design(number: int, string: str) -> None: ...
def empire_set_diplomacy(number1: int, number2: int, arg: diplomaticStatus) -> None: ...
def empire_set_homeworld(number1: int, number2: int, string: str) -> bool: ...
def empire_set_name(number: int, string: str) -> None: ...
def empire_set_stockpile(number: int, resource_type: resourceType, floating_number: float) -> None: ...
def empire_unlock_item(number: int, unlockable_item_type: unlockableItemType, string: str) -> None: ...
@overload
def generate_sitrep(number: int, string1: str, dictionary: dict, string2: str) -> None: ...
@overload
def generate_sitrep(number: int, string1: str, string2: str) -> None: ...
def generate_sitrep(*args) -> None: ...
def generate_starlanes(number1: int, number2: int) -> None: ...
def getBuildingType(string: str) -> buildingType:
"""
Returns the building type (BuildingType) with the indicated name (string).
"""
def getFieldType(string: str) -> fieldType: ...
def getGameRules() -> GameRules:
"""
Returns the game rules manager, which can be used to look up the names (string) of rules are defined with what type (boolean / toggle, int, double, string), and what values the rules have in the current game.
"""
def getNamedInt(string: str) -> int:
"""
Returns the named integer value of the scripted constant with name (string). If no such named constant exists, returns 0.
"""
def getNamedReal(string: str) -> float:
"""
Returns the named real value of the scripted constant with name (string). If no such named constant exists, returns 0.0.
"""
def getPolicy(string: str) -> policy:
"""
Returns the policy (Policy) with the indicated name (string).
"""
def getPredefinedShipDesign(string: str) -> shipDesign:
"""
Returns the ship design (ShipDesign) with the indicated name (string).
"""
def getShipDesign(number: int) -> shipDesign:
"""
Returns the ship design (ShipDesign) with the indicated id number (int).
"""
def getShipHull(string: str) -> shipHull:
"""
Returns the ship hull with the indicated name (string).
"""
def getShipPart(string: str) -> shipPart:
"""
Returns the ShipPart with the indicated name (string).
"""
def getSpecial(string: str) -> special:
"""
Returns the special (Special) with the indicated name (string).
"""
def getSpecies(string: str) -> species:
"""
Returns the species (Species) with the indicated name (string).
"""
def getTech(string: str) -> tech:
"""
Returns the tech (Tech) with the indicated name (string).
"""
def getTechCategories() -> Sequence[str]:
"""
Returns the names of all tech categories (StringVec).
"""
def get_all_empires() -> list: ...
def get_all_objects() -> list: ...
def get_all_specials() -> list: ...
def get_all_species() -> list: ...
def get_empire(number: int) -> empire: ...
def get_galaxy_setup_data() -> GalaxySetupData: ...
def get_name(number: int) -> object:
"""
Returns the name (string) of the universe object with the specified object id (int). If there is no such object, returns an empty string and logs an error to the error log.
"""
def get_native_species() -> list: ...
def get_options_db_option_bool(string: str) -> object:
"""
Returns the bool value of option in OptionsDB or None if the option does not exist.
"""
def get_options_db_option_double(string: str) -> object:
"""
Returns the double value of option in OptionsDB or None if the option does not exist.
"""
def get_options_db_option_int(string: str) -> object:
"""
Returns the integer value of option in OptionsDB or None if the option does not exist.
"""
def get_options_db_option_str(string: str) -> object:
"""
Returns the string value of option in OptionsDB or None if the option does not exist.
"""
def get_owner(number: int) -> int: ...
def get_playable_species() -> list: ...
def get_pos(number: int) -> tuple: ...
def get_resource_dir() -> object: ...
def get_systems() -> list: ...
def get_universe() -> universe: ...
def get_universe_width() -> float: ...
def get_user_config_dir() -> str:
"""
Returns path to directory where FreeOrion stores user specific configuration.
"""
def get_user_data_dir() -> str:
"""
Returns path to directory where FreeOrion stores user specific data (saves, etc.).
"""
def get_x(number: int) -> float: ...
def get_y(number: int) -> float: ...
def invalid_object() -> int: ...
def invalid_position() -> float: ...
def jump_distance(number1: int, number2: int) -> int: ...
def large_meter_value() -> float: ...
def linear_distance(number1: int, number2: int) -> float: ...
def load_fleet_plan_list() -> list: ...
def load_monster_fleet_plan_list() -> list: ...
def load_starting_buildings() -> list: ...
def load_unlockable_item_list() -> list: ...
def namedIntDefined(string: str) -> bool:
"""
Returns true/false (boolean) whether there is a defined int-valued scripted constant with name (string).
"""
def namedRealDefined(string: str) -> bool:
"""
Returns true/false (boolean) whether there is a defined double-valued scripted constant with name (string).
"""
def objs_get_systems(item_list: list) -> list: ...
def planet_available_foci(number: int) -> list: ...
def planet_cardinal_suffix(number: int) -> object: ...
def planet_get_focus(number: int) -> object: ...
def planet_get_size(number: int) -> planetSize: ...
def planet_get_species(number: int) -> object: ...
def planet_get_type(number: int) -> planetType: ...
def planet_make_colony(number1: int, number2: int, string: str, floating_number: float) -> bool: ...
def planet_make_outpost(number1: int, number2: int) -> bool: ...
def planet_set_focus(number: int, string: str) -> None: ...
def planet_set_size(number: int, planet_size: planetSize) -> None: ...
def planet_set_species(number: int, string: str) -> None: ...
def planet_set_type(number: int, planet_type: planetType) -> None: ...
def policies() -> Sequence[str]:
"""
Returns the names of all policies (StringVec).
"""
def policiesInCategory(string: str) -> Sequence[str]:
"""
Returns the names of all policies (StringVec) in the indicated policy category name (string).
"""
def policyCategories() -> Sequence[str]:
"""
Returns the names of all policy categories (StringVec).
"""
def remove_special(number: int, string: str) -> None: ...
def roman_number(number: int) -> str: ...
def set_name(number: int, string: str) -> None:
"""
Sets the name (string) of the universe object with the specified object id (int). If there is no such object, just logs an error to the error log.
"""
def set_universe_width(floating_number: float) -> None: ...
def special_has_location(string: str) -> bool: ...
def special_locations(string: str, item_list: list) -> list: ...
def special_spawn_limit(string: str) -> int: ...
def special_spawn_rate(string: str) -> float: ...
def species_add_homeworld(string: str, number: int) -> None: ...
def species_can_colonize(string: str) -> bool: ...
def species_get_planet_environment(string: str, planet_type: planetType) -> planetEnvironment: ...
def species_preferred_focus(string: str) -> object: ...
def species_remove_homeworld(string: str, number: int) -> None: ...
def sys_add_starlane(number1: int, number2: int) -> None: ...
def sys_free_orbits(number: int) -> list: ...
def sys_get_fleets(number: int) -> list: ...
def sys_get_num_orbits(number: int) -> int: ...
def sys_get_planets(number: int) -> list: ...
def sys_get_star_type(number: int) -> starType: ...
def sys_get_starlanes(number: int) -> list: ...
def sys_orbit_occupied(number1: int, number2: int) -> bool: ...
def sys_orbit_of_planet(number1: int, number2: int) -> int: ...
def sys_remove_starlane(number1: int, number2: int) -> None: ...
def sys_set_star_type(number: int, star_type: starType) -> None: ...
def systems_within_jumps_unordered(number: int, item_list: list) -> list:
"""
Return all systems within ''jumps'' of the systems with ids ''sys_ids''
"""
def techs() -> Sequence[str]:
"""
Returns the names of all techs (StringVec).
"""
def techsInCategory(string: str) -> Sequence[str]:
"""
Returns the names of all techs (StringVec) in the indicated tech category name (string).
"""
def userString(string: str) -> str: ...
def userStringExists(string: str) -> bool: ...
def validShipDesign(string: str, item_list: list) -> bool:
"""
Returns true (boolean) if the passed hull (string) and parts (list of string) make up a valid ship design, and false (boolean) otherwise. Valid ship designs don't have any parts in slots that can't accept that type of part, and contain only hulls and parts that exist (and may also need to contain the correct number of parts - this needs to be verified).
"""
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