Module BaseShieldGeneratorUnit
Generates a protective shield around the space construct.
Note: This is generated from patch notes and in-game codex and has not yet been tested against the actual element. Accuracy not guaranteed.
Element class: BaseShieldGeneratorUnit
Extends: Element > ElementWithState > ElementWithToggle
Functions
activate () | Activate the shield. |
deactivate () | Deactivate the shield. |
isActive () | Returns the activation state of the shield. |
getShieldHitpoints () | Returns the current hit points of the shield. |
getMaxShieldHitpoints () | Returns the maximal hit points of the shield. |
getResistances () | Returns distribution of resistance pool over resistance types. |
setResistances (antimatter, electromagnetic, kinetic, thermic) | Distribute the resistance pool according to damage type. |
getResistancesCooldown () | Returns time after which adjusting resistances is possible again. |
getResistancesMaxCooldown () | Returns maximal cooldown between adjusting resistances. |
getResistancesPool () | Returns total resistance pool that may be distributed. |
getResistancesRemaining () | Returns the remaining amount of the resistance pool that can be distributed. |
getStressRatio () | Returns ratio per damage type of recent weapon impacts after applying resistances. |
getStressRatioRaw () | Returns ratio per damage type of recent weapon impacts without resistance. |
getStressHitpoints () | Returns stress, that is the total hit points of recent weapon impacts after applying resistances. |
getStressHitpointsRaw () | Returns stress, that is the total hit points of recent weapon impacts without resistances. |
inLockdown () | Returns whether the base shield is currently in lockdown. |
getLockdownRemaining () | Returns the remaining time of the base shield lockdown. |
getLockdownExitTime () | Returns the hour since midnight of the preferred lockdown exit. |
setLockdownExitTime (hour) | Set hour since midnight for preferred lockdown exit. |
EVENT_onToggled (active) | Event: Emitted when we started or stopped the shield generator. |
EVENT_absorbed (hitpoints, rawHitpoints) | Deprecated: Event: Emitted when the shield absorbed incoming damage. |
EVENT_onAbsorbed (hitpoints, rawHitpoints) | Event: Emitted when the shield absorbed incoming damage. |
EVENT_down () | Deprecated: Event: Emitted when the shield hit points reached 0 due to damages. |
EVENT_onDown () | Event: Emitted when the shield hit points reached 0 due to damages. |
EVENT_restored () | Deprecated: Event: Emitted when the shield hit points were fully restored. |
EVENT_onRestored () | Event: Emitted when the shield hit points were fully restored. |
EVENT_enterLockdown () | Deprecated: Event: Emitted when the shield enters lockdown. |
EVENT_onEnterLockdown () | Event: Emitted when the shield enters lockdown. |
EVENT_leaveLockdown () | Deprecated: Event: Emitted when the shield exits the lockdown. |
EVENT_onLeaveLockdown () | Event: Emitted when the shield exits the lockdown. |
mockRegisterAbsorbed (callback, hitpoints, rawHitpoints) | Mock only, not in-game: Register a handler for the in-game `absorbed(hitpoints, rawHitpoints)` event. |
mockDoAbsorbed (hitpoints, rawHitpoints) | Mock only, not in-game: Simulates the shield absorbing damage. |
mockRegisterDown (callback) | Mock only, not in-game: Register a handler for the in-game `down()` event. |
mockDoDown () | Mock only, not in-game: Simulates the shield going down, either from damage or deactivation. |
mockRegisterRestored (callback) | Mock only, not in-game: Register a handler for the in-game `restored()` event. |
mockDoRestored () | Mock only, not in-game: Simulates the shield becoming active. |
mockGetClosure () | Mock only, not in-game: Bundles the object into a closure so functions can be called with "." instead of ":". |
Functions
- activate ()
- Activate the shield.
- deactivate ()
- Deactivate the shield.
- isActive ()
-
Returns the activation state of the shield.
Returns:
-
0/1
1 when the shield is active, 0 otherwise.
- getShieldHitpoints ()
-
Returns the current hit points of the shield.
Returns:
-
float
The current hit points of the shield.
- getMaxShieldHitpoints ()
-
Returns the maximal hit points of the shield.
Returns:
-
float
The maximal hit points of the shield.
- getResistances ()
-
Returns distribution of resistance pool over resistance types.
Returns:
-
table
Resistance to damage type {antimatter, electromagnetic, kinetic, thermic}.
- setResistances (antimatter, electromagnetic, kinetic, thermic)
-
Distribute the resistance pool according to damage type.
Parameters:
- antimatter float Antimatter damage resistance.
- electromagnetic float Electromagnetic damage resistance.
- kinetic float Kinetic damage resistance.
- thermic float Thermic damage resistance.
Returns:
-
0/1
1 if resistance was distributed, 0 if an error occurred.
- getResistancesCooldown ()
-
Returns time after which adjusting resistances is possible again.
Returns:
-
float
Remaining seconds of the resistance cooldown.
- getResistancesMaxCooldown ()
-
Returns maximal cooldown between adjusting resistances.
Returns:
-
float
Maximal seconds of the resistance cooldown.
- getResistancesPool ()
-
Returns total resistance pool that may be distributed.
Returns:
-
float
Total pool of resistances.
- getResistancesRemaining ()
-
Returns the remaining amount of the resistance pool that can be distributed.
Returns:
-
float
Remaining resistance pool.
- getStressRatio ()
-
Returns ratio per damage type of recent weapon impacts after applying resistances.
Returns:
-
table
Stress ratio due to damage type {antimatter, electromagnetic, kinetic, thermic}.
- getStressRatioRaw ()
-
Returns ratio per damage type of recent weapon impacts without resistance.
Returns:
-
table
Stress ratio due to damage type {antimatter, electromagnetic, kinetic, thermic}.
- getStressHitpoints ()
-
Returns stress, that is the total hit points of recent weapon impacts after applying resistances.
Returns:
-
float
Total stress hit points due to recent weapon impacts.
- getStressHitpointsRaw ()
-
Returns stress, that is the total hit points of recent weapon impacts without resistances.
Returns:
-
float
Total stress hit points due to recent weapon impacts.
- inLockdown ()
-
Returns whether the base shield is currently in lockdown.
Returns:
-
0/1
Whether the base shield is in lockdown.
- getLockdownRemaining ()
-
Returns the remaining time of the base shield lockdown.
Returns:
-
float
Remaining lockdown time in seconds.
- getLockdownExitTime ()
-
Returns the hour since midnight of the preferred lockdown exit.
Returns:
-
0-23
Preferred lockdown exit hour UTC.
- setLockdownExitTime (hour)
-
Set hour since midnight for preferred lockdown exit.
Parameters:
- hour 0-23 Preferred lockdown exit hour UTC.
Returns:
-
0/1
1 if lockdown exit was set, 0 if an error occurred.
- EVENT_onToggled (active)
-
Event: Emitted when we started or stopped the shield generator.
Note: This is documentation on an event handler, not a callable method.
Parameters:
- active 0/1 1 if the element was activated, 0 otherwise.
- EVENT_absorbed (hitpoints, rawHitpoints)
-
Deprecated: Event: Emitted when the shield absorbed incoming damage.
Note: This is documentation on an event handler, not a callable method.
This event is deprecated: EVENT_onAbsorbed should be used instead.
Parameters:
- hitpoints float Hit points the shield lost.
- rawHitpoints float Total damage without taking resistances into account.
See also:
- EVENT_onAbsorbed (hitpoints, rawHitpoints)
-
Event: Emitted when the shield absorbed incoming damage.
Note: This is documentation on an event handler, not a callable method.
Parameters:
- hitpoints float Hit points the shield lost.
- rawHitpoints float Total damage without taking resistances into account.
- EVENT_down ()
-
Deprecated: Event: Emitted when the shield hit points reached 0 due to damages.
Note: This is documentation on an event handler, not a callable method.
This event is deprecated: EVENT_onDown should be used instead.
See also:
- EVENT_onDown ()
-
Event: Emitted when the shield hit points reached 0 due to damages.
Note: This is documentation on an event handler, not a callable method.
- EVENT_restored ()
-
Deprecated: Event: Emitted when the shield hit points were fully restored.
Note: This is documentation on an event handler, not a callable method.
This event is deprecated: EVENT_onRestored should be used instead.
See also:
- EVENT_onRestored ()
-
Event: Emitted when the shield hit points were fully restored.
Note: This is documentation on an event handler, not a callable method.
- EVENT_enterLockdown ()
-
Deprecated: Event: Emitted when the shield enters lockdown.
Note: This is documentation on an event handler, not a callable method.
This event is deprecated: EVENT_onEnterLockdown should be used instead.
See also:
- EVENT_onEnterLockdown ()
-
Event: Emitted when the shield enters lockdown.
Note: This is documentation on an event handler, not a callable method.
- EVENT_leaveLockdown ()
-
Deprecated: Event: Emitted when the shield exits the lockdown.
Note: This is documentation on an event handler, not a callable method.
This event is deprecated: EVENT_onLeaveLockdown should be used instead.
See also:
- EVENT_onLeaveLockdown ()
-
Event: Emitted when the shield exits the lockdown.
Note: This is documentation on an event handler, not a callable method.
- mockRegisterAbsorbed (callback, hitpoints, rawHitpoints)
-
Mock only, not in-game: Register a handler for the in-game `absorbed(hitpoints, rawHitpoints)` event.
Parameters:
- callback function The function to call when the shield absorbs damage.
- hitpoints string The hit points to filter for or "*" for all.
- rawHitpoints string The raw hit points to filter for or "*" for all.
Returns:
-
int
The index of the callback.
See also:
- mockDoAbsorbed (hitpoints, rawHitpoints)
-
Mock only, not in-game: Simulates the shield absorbing damage.
Note: The state updates to true before the event handlers are called.
Parameters:
- hitpoints int The amount of damage to deal.
- rawHitpoints int The amount of damage to deal before taking resistances into account.
- mockRegisterDown (callback)
-
Mock only, not in-game: Register a handler for the in-game `down()` event.
Parameters:
- callback function The function to call when the shield goes down.
Returns:
-
int
The index of the callback.
See also:
- mockDoDown ()
-
Mock only, not in-game: Simulates the shield going down, either from damage or deactivation.
Note: The state updates to false before the event handlers are called.
- mockRegisterRestored (callback)
-
Mock only, not in-game: Register a handler for the in-game `restored()` event.
Parameters:
- callback function The function to call when the shield comes up.
Returns:
-
int
The index of the callback.
See also:
- mockDoRestored ()
-
Mock only, not in-game: Simulates the shield becoming active.
Note: The state updates to true before the event handlers are called.
- mockGetClosure ()
-
Mock only, not in-game: Bundles the object into a closure so functions can be called with "." instead of ":".
Returns:
-
table
A table encompasing the api calls of object.
See also: