All Classes and Interfaces
Class
Description
Base implementation of
Entity shared by all concrete entity types, providing identity,
location, colony ownership, and identity-based AbstractEntity.equals(Object)/AbstractEntity.hashCode()
(based on AbstractEntity.id alone).An action the player's logic service chooses for a squad member on a given turn, returned from
POST /missions/{missionId}/request-action.Sent to
POST /missions/{missionId}/request-action when the engine needs an
Action for a specific squad member this turn.Attack an entity within the squad member's equipped weapon's range.
Automatically deploys a defensive turret at the location of a newly discovered large resource
deposit.
The environmental flavour randomly assigned to a
Planet when it is generated.Call in orbital support at (or near) the calling squad member's location.
An active consumable effect on a
SquadMember.Extends how long a given consumable type stays active.
A type of consumable, deployed onto a squad member via an orbital call-in.
An
Entity that has health points and can be damaged and killed.An
Entity that can attack a DamageableEntity within range.Notifies the player's logic service that the colony's orbital scan has discovered a new large
resource deposit, via
POST /missions/{missionId}/scan-completed.Deposit all resources from the squad member's crate at the current location.
The entities present at a single tile within a squad member's vision range, as reported in
ActionRequest.locationsInView().Something that can occupy a tile on a planet during a mission.
Extract resources from the resource deposit at the squad member's current tile.
How aggressively a colony stat (Population, Economy Size, or Military Might) grows after each
mission, once its upkeep has been paid.
The desired growth aggressiveness for each of a colony's three core stats.
An alien creature native to the planet, not affiliated with any colony (
AbstractEntity.getColonyId()
is always null).Increases the damage dealt by the
OrbitalCallInCommand.PERFORM_ION_STRIKE call-in.Increases the movement range granted by an active Jetpack consumable, reflected in
MissionControl.jetpackMoveRange().The initial resource collection point for a colony's squad, placed at the squad's spawn
location.
Biases the resource type of large deposits discovered via orbital scans towards
resourceType.A tile coordinate on a
Planet's grid.Loot a defeated (dead) entity at the squad member's current location, picking up its weapon
and/or the resources remaining in its crate.
Increases the maximum number of turrets a colony may have deployed concurrently, reflected in
MissionControl.maxTurrets().The state of an active planetary mission, sent to the player's logic service on
POST /missions (mission start) and PUT /missions/{missionId} (each new turn).The colony's mission-scoped state, sent to the player's logic service as part of every
Mission update (e.g.Move the squad member towards a target location.
Do nothing this turn.
Orbital support commands unlockable via the military and economic tech trees.
The current cooldown state of one unlocked
OrbitalCallInCommand.Increases the area of effect of the
OrbitalCallInCommand.PERFORM_ION_STRIKE call-in.The planet a mission takes place on: a 2D raster grid on which squad members, resource
deposits and hostile organisms are placed.
Reduces the chance that rival colonies intercept this colony's orbital communications (e.g.
large deposit discovery intel).
Reduces the cooldown of a specific orbital call-in command.
Reduces the cooldown of the orbital resource scan, so large deposits are found faster,
reflected in
MissionControl.baseResourceScanTime().The chosen research branch in each tech tree, identified by the
id of a leaf node.A squad member's container for carrying extracted resources back to a collection point.
Increases the capacity of a squad member's resource crate.
A location containing extractable resources of a single
ResourceType, mined via
ExtractResourceAction.An additional resource collection point deployed via the
OrbitalCallInCommand.DEPLOY_RESOURCE_DROP_OFF call-in,
saving squad members a potentially long trip back to the landing craft.Multiplies the amount extracted per turn for a specific resource type.
A raw resource type extracted during planetary missions and added to a colony's persistent
resource pool.
A member of a colony's extraction squad — the only entity type directly controlled by the
player's logic, via
Actions returned from
POST /missions/{missionId}/request-action.Increases a squad member's armour rating, reducing incoming damage by a larger percentage.
Multiplies a squad member's maximum health points.
A colony's strategic-layer choices, returned by the player's logic service from
GET /strategy between missions.An effect granted by an unlocked tech tree node.
Increases a squad member's vision range, revealing more tiles in
ActionRequest.locationsInView() each turn.A stationary defensive structure deployed by a colony via the
OrbitalCallInCommand.DEPLOY_TURRET call-in.Increases a deployed turret's maximum health points.
Unlocks an orbital call-in command for the colony to use during missions.
Unlocks a weapon type so squad members may be equipped with it.
A weapon held in a squad member's weapon slot.
Multiplies the damage dealt by a specific weapon type.
Increases the range of a specific weapon type.
A weapon behaviour profile, unlockable via the military tech tree
(
UnlockWeaponType).