Module ShieldGeneratorUnit
Generates a protective shield around the construct.
Element class:
- ShieldGeneratorExtraSmallGroup
- ShieldGeneratorSmallGroup
- ShieldGeneratorMediumGroup
- ShieldGeneratorLargeGroup
Extends: Element > ElementWithState > ElementWithToggle
Functions
| activate () | Activate the shield. | 
| deactivate () | Deactivate the shield. | 
| isActive () | Returns the activation state of the shield. | 
| getWidgetData () | Get element data as JSON. | 
| getShieldHitpoints () | Returns the current hit points of the shield. | 
| getMaxShieldHitpoints () | Returns the maximal hit points of the shield. | 
| startVenting () | Activate shield venting to restore hit points. | 
| stopVenting () | Stop shield venting. | 
| isVenting () | Check whether venting is in progress. | 
| getVentingCooldown () | Returns time after which venting is possible again. | 
| getVentingMaxCooldown () | Returns maximal cooldown between venting. | 
| 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. | 
| setSignalIn (plug, state) | Set the value of a signal in the specified IN plug of the element. | 
| getSignalIn (plug) | Return the value of a signal in the specified IN plug of the element. | 
| EVENT_toggled (active) | Deprecated: Event: Emitted when we started or stopped the shield generator. | 
| 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_venting (active, restoredHitpoints) | Deprecated: Event: Emitted when venting started, stopped or restored some hitpoints. | 
| EVENT_onVenting (active, restoredHitpoints) | Event: Emitted when venting started, stopped or restored some hitpoints. | 
| 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. | 
| mockRegisterToggled (callback, active) | Mock only, not in-game: Register a handler for the in-game `onToggled(active)` event. | 
| mockDoToggled (active) | Mock only, not in-game: Simulates the shield changing state. | 
| mockRegisterAbsorbed (callback, hitpoints, rawHitpoints) | Mock only, not in-game: Register a handler for the in-game `onAbsorbed(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 `onDown()` 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 `onRestored()` event. | 
| mockDoRestored () | Mock only, not in-game: Simulates the shield becoming active. | 
| mockTriggerCallback () | Mock only, not in-game: Triggers the appropriate callback when the element state changes. | 
| 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.
    
 
- getWidgetData ()
- 
    Get element data as JSON.
Shield generators have a shield_generatorwidget, which contains the following fields (bold fields are visible when making custom use of the widget):- shieldHp (float) Shield hit points.
- shieldMaxHp (float) Max shield hit points.
- isActive (boolean) True if the shield is active, false otherwise.
- isVenting (boolean) True if the shield is venting, false otherwise.
- ventingCooldown (float) Remaining cooldown before venting is possible in seconds.
- ventingMaxCooldown (float) Max cooldown before venting is possible once venting stops.
- ventingStartHp (float) Shield hit points when venting started, used to calculate percent done with venting.
- ventingTargetHp (float) Shield hit points when venting will stop, used to calculate percent done with venting.
- resistances (float) List of resistance
     parameters for each of: antimatter, electromagnetic, kinetic, thermic
     - stress (float) Percentage to fill the stress meter, ≤ 0.01 = 0 bars, ≤ .26 = 1 bar, ≤ .51 = 2 bars, > .51 = 3 bars.
- value (float) Percentage value to show next to resistance stress meter, 0.01 will show as 1%.
 
- name (string) The name of the element.
- elementId (int) The (globally unique?) id of the shield generator element, may be related to linking the commands to the element.
- helperId (string) shield_generator
- type (string) shield_generator
 Returns:- 
           string
        Data as JSON.
    
 
- 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.
    
 
- startVenting ()
- 
    Activate shield venting to restore hit points.
    Returns:- 
           0/1
        1 if venting started, 0 if an error occurred.
    
 
- stopVenting ()
- 
    Stop shield venting.
    Returns:- 
           0/1
        1 if venting stopped, 0 if an error occurred.
    
 
- isVenting ()
- 
    Check whether venting is in progress.
    Returns:- 
           0/1
        1 if venting is ongoing, 0 otherwise.
    
 
- getVentingCooldown ()
- 
    Returns time after which venting is possible again.
    Returns:- 
           float
        Remaining seconds of the venting cooldown.
    
 
- getVentingMaxCooldown ()
- 
    Returns maximal cooldown between venting.
    Returns:- 
           float
        Maximal seconds of the venting cooldown.
    
 
- 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.
    
 
- setSignalIn (plug, state)
- 
    Set the value of a signal in the specified IN plug of the element.
Valid plug names are: - "in" for the in signal (seems to have no actual effect when modified this way).
 Parameters:- plug string A valid plug name to set.
- state 0/1 The plug signal state
 
- getSignalIn (plug)
- 
    Return the value of a signal in the specified IN plug of the element.
Valid plug names are: - "in" for the in signal.
 Parameters:- plug string A valid plug name to query.
 Returns:- 
           0/1
        The plug signal state
    
 
- EVENT_toggled (active)
- 
    Deprecated: Event: Emitted when we started or stopped the shield generator.
Note: This is documentation on an event handler, not a callable method. This event is deprecated: EVENT_onToggled should be used instead. Parameters:- active 0/1 1 if the element was activated, 0 otherwise.
 See also:
- 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_venting (active, restoredHitpoints)
- 
    Deprecated: Event: Emitted when venting started, stopped or restored some hitpoints.
Note: This is documentation on an event handler, not a callable method. This event is deprecated: EVENT_onVenting should be used instead. Parameters:- active 0/1 1 when venting is active, 0 otherwise.
- restoredHitpoints float Hitpoints restored since last venting step.
 See also:
- EVENT_onVenting (active, restoredHitpoints)
- 
    Event: Emitted when venting started, stopped or restored some hitpoints.
Note: This is documentation on an event handler, not a callable method. Parameters:- active 0/1 1 when venting is active, 0 otherwise.
- restoredHitpoints float Hitpoints restored since last venting step.
 
- 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. 
- mockRegisterToggled (callback, active)
- 
    Mock only, not in-game: Register a handler for the in-game `onToggled(active)` event.
    Parameters:- callback function The function to call when the shield state changes.
- active string The state to filter for or "*" for all.
 Returns:- 
           int
        The index of the callback.
    
 See also:
- mockDoToggled (active)
- 
    Mock only, not in-game: Simulates the shield changing state.
Note: The state updates before the event handlers are called. Parameters:- active 0/1 The new state, 0 for off, 1 for on.
 
- mockRegisterAbsorbed (callback, hitpoints, rawHitpoints)
- 
    Mock only, not in-game: Register a handler for the in-game `onAbsorbed(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 `onDown()` 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 `onRestored()` 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. 
- mockTriggerCallback ()
- Mock only, not in-game: Triggers the appropriate callback when the element state changes. Shields don't activate / deactivate instantly, so this allows for a user-managed delay.
- 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: