Module content.landmarks.hq.headquarter_util_serialized🔗
global record HeadquarterUtilSerialized
record SlotSetup
slotType: string offset: Vec2Serialized.Vec2 orientation: integer skipOrientation: boolean heightOffset: number perimeter: boolean cellSize: {Vec2Serialized.Vec2} shift: Vec2Serialized.Vec2 variant: integer endrecord HeadquarterModuleMetadata
cellSize: {Vec2Serialized.Vec2} fenceCellSize: {Vec2Serialized.Vec2} fenceEntrance: boolean slots: {SlotSetup} size: Vec2iSerialized.Vec2i connectors: {string : {HeadquarterConnector}} canRotate: boolean endendrecord HeadquarterConstructionResult
costMultiplier: number slotIds: {integer : integer} cells: {number : {number : integer}} runLaterFns: {function()} encodeSlotId: function(Vec2Serialized.Vec2, string, integer): integer decodeSlotId: function(integer): Vec2Serialized.Vec2, string, integer, integer isOccupied: function(Vec2Serialized.Vec2): integer markOccupied: function(Vec2Serialized.Vec2, integer) addSlot: function(Vec2Serialized.Vec2, string, integer, integer, number, integer, Vec3Serialized.Vec3, integer) occupySlot: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, integer, integer) makeSlots: function({SlotSetup}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, integer, integer) addAlignmentColliderAndGroundTexture: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Mat4Serialized.Mat4) addFence: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, string, Mat4Serialized.Mat4, integer, boolean) rotate: function(Vec2Serialized.Vec2, integer): Vec2Serialized.Vec2 runLater: function(function()) end
Category: globals🔗
HeadquarterUtilSerialized🔗
global record HeadquarterUtilSerialized
record SlotSetup
slotType: string offset: Vec2Serialized.Vec2 orientation: integer skipOrientation: boolean heightOffset: number perimeter: boolean cellSize: {Vec2Serialized.Vec2} shift: Vec2Serialized.Vec2 variant: integer endrecord HeadquarterModuleMetadata
cellSize: {Vec2Serialized.Vec2} fenceCellSize: {Vec2Serialized.Vec2} fenceEntrance: boolean slots: {SlotSetup} size: Vec2iSerialized.Vec2i connectors: {string : {HeadquarterConnector}} canRotate: boolean endendrecord HeadquarterConstructionResult
costMultiplier: number slotIds: {integer : integer} cells: {number : {number : integer}} runLaterFns: {function()} encodeSlotId: function(Vec2Serialized.Vec2, string, integer): integer decodeSlotId: function(integer): Vec2Serialized.Vec2, string, integer, integer isOccupied: function(Vec2Serialized.Vec2): integer markOccupied: function(Vec2Serialized.Vec2, integer) addSlot: function(Vec2Serialized.Vec2, string, integer, integer, number, integer, Vec3Serialized.Vec3, integer) occupySlot: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, integer, integer) makeSlots: function({SlotSetup}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, integer, integer) addAlignmentColliderAndGroundTexture: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Mat4Serialized.Mat4) addFence: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, string, Mat4Serialized.Mat4, integer, boolean) rotate: function(Vec2Serialized.Vec2, integer): Vec2Serialized.Vec2 runLater: function(function()) end
HeadquarterUtilSerialized.SlotData🔗
HeadquarterUtilSerialized.SlotData.id🔗
HeadquarterUtilSerialized.SlotData.id: integer
HeadquarterUtilSerialized.SlotData.height🔗
HeadquarterUtilSerialized.SlotData.height: number
HeadquarterUtilSerialized.SlotData.size🔗
HeadquarterUtilSerialized.SlotData.size: Vec2Serialized.Vec2
HeadquarterUtilSerialized.SlotSetup🔗
record HeadquarterUtilSerialized.SlotSetup
slotType: string offset: Vec2Serialized.Vec2 orientation: integer skipOrientation: boolean heightOffset: number perimeter: boolean cellSize: {Vec2Serialized.Vec2} shift: Vec2Serialized.Vec2 variant: integer end
HeadquarterUtilSerialized.SlotSetup.slotType🔗
HeadquarterUtilSerialized.SlotSetup.slotType: string
HeadquarterUtilSerialized.SlotSetup.offset🔗
HeadquarterUtilSerialized.SlotSetup.offset: Vec2Serialized.Vec2
HeadquarterUtilSerialized.SlotSetup.orientation🔗
HeadquarterUtilSerialized.SlotSetup.orientation: integer
HeadquarterUtilSerialized.SlotSetup.skipOrientation🔗
HeadquarterUtilSerialized.SlotSetup.skipOrientation: boolean
HeadquarterUtilSerialized.SlotSetup.heightOffset🔗
HeadquarterUtilSerialized.SlotSetup.heightOffset: number
HeadquarterUtilSerialized.SlotSetup.perimeter🔗
HeadquarterUtilSerialized.SlotSetup.perimeter: boolean
HeadquarterUtilSerialized.SlotSetup.cellSize🔗
HeadquarterUtilSerialized.SlotSetup.cellSize: {Vec2Serialized.Vec2}
HeadquarterUtilSerialized.SlotSetup.shift🔗
HeadquarterUtilSerialized.SlotSetup.shift: Vec2Serialized.Vec2
HeadquarterUtilSerialized.SlotSetup.variant🔗
HeadquarterUtilSerialized.SlotSetup.variant: integer
HeadquarterUtilSerialized.HeadquarterConnector🔗
record HeadquarterUtilSerialized.HeadquarterConnector
slotTypes: {string} group: string offset: Vec2iSerialized.Vec2i end
HeadquarterUtilSerialized.HeadquarterConnector.slotTypes🔗
HeadquarterUtilSerialized.HeadquarterConnector.slotTypes: {string}
HeadquarterUtilSerialized.HeadquarterConnector.group🔗
HeadquarterUtilSerialized.HeadquarterConnector.group: string
HeadquarterUtilSerialized.HeadquarterConnector.offset🔗
HeadquarterUtilSerialized.HeadquarterConnector.offset: Vec2iSerialized.Vec2i
HeadquarterUtilSerialized.HeadquarterModuleMetadata🔗
record HeadquarterUtilSerialized.HeadquarterModuleMetadata
cellSize: {Vec2Serialized.Vec2} fenceCellSize: {Vec2Serialized.Vec2} fenceEntrance: boolean slots: {SlotSetup} size: Vec2iSerialized.Vec2i connectors: {string : {HeadquarterConnector}} canRotate: boolean end
HeadquarterUtilSerialized.HeadquarterModuleMetadata.cellSize🔗
HeadquarterUtilSerialized.HeadquarterModuleMetadata.cellSize: {Vec2Serialized.Vec2}
HeadquarterUtilSerialized.HeadquarterModuleMetadata.fenceCellSize🔗
HeadquarterUtilSerialized.HeadquarterModuleMetadata.fenceCellSize: {Vec2Serialized.Vec2}
HeadquarterUtilSerialized.HeadquarterModuleMetadata.fenceEntrance🔗
HeadquarterUtilSerialized.HeadquarterModuleMetadata.fenceEntrance: boolean
HeadquarterUtilSerialized.HeadquarterModuleMetadata.slots🔗
HeadquarterUtilSerialized.HeadquarterModuleMetadata.slots: {SlotSetup}
HeadquarterUtilSerialized.HeadquarterModuleMetadata.size🔗
HeadquarterUtilSerialized.HeadquarterModuleMetadata.size: Vec2iSerialized.Vec2i
HeadquarterUtilSerialized.HeadquarterModuleMetadata.connectors🔗
HeadquarterUtilSerialized.HeadquarterModuleMetadata.connectors: {string : {HeadquarterConnector}}
HeadquarterUtilSerialized.HeadquarterModuleMetadata.canRotate🔗
HeadquarterUtilSerialized.HeadquarterModuleMetadata.canRotate: boolean
HeadquarterUtilSerialized.HeadquarterConstructionResult🔗
record HeadquarterUtilSerialized.HeadquarterConstructionResult
costMultiplier: number slotIds: {integer : integer} cells: {number : {number : integer}} runLaterFns: {function()} encodeSlotId: function(Vec2Serialized.Vec2, string, integer): integer decodeSlotId: function(integer): Vec2Serialized.Vec2, string, integer, integer isOccupied: function(Vec2Serialized.Vec2): integer markOccupied: function(Vec2Serialized.Vec2, integer) addSlot: function(Vec2Serialized.Vec2, string, integer, integer, number, integer, Vec3Serialized.Vec3, integer) occupySlot: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, integer, integer) makeSlots: function({SlotSetup}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, integer, integer) addAlignmentColliderAndGroundTexture: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Mat4Serialized.Mat4) addFence: function({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, string, Mat4Serialized.Mat4, integer, boolean) rotate: function(Vec2Serialized.Vec2, integer): Vec2Serialized.Vec2 runLater: function(function()) end
HeadquarterUtilSerialized.HeadquarterConstructionResult.costMultiplier🔗
HeadquarterUtilSerialized.HeadquarterConstructionResult.costMultiplier: number
HeadquarterUtilSerialized.HeadquarterConstructionResult.slotIds🔗
HeadquarterUtilSerialized.HeadquarterConstructionResult.slotIds: {integer : integer}
HeadquarterUtilSerialized.HeadquarterConstructionResult.cells🔗
HeadquarterUtilSerialized.HeadquarterConstructionResult.cells: {number : {number : integer}}
HeadquarterUtilSerialized.HeadquarterConstructionResult.runLaterFns🔗
HeadquarterUtilSerialized.HeadquarterConstructionResult.runLaterFns: {function()}
HeadquarterUtilSerialized.HeadquarterConstructionResult.encodeSlotId🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.encodeSlotId(Vec2Serialized.Vec2, string, integer): integerParameters
Vec2Serialized.Vec2stringinteger
integer
HeadquarterUtilSerialized.HeadquarterConstructionResult.decodeSlotId🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.decodeSlotId(integer): Vec2Serialized.Vec2, string, integer, integerParameters
integer
Vec2Serialized.Vec2stringintegerinteger
HeadquarterUtilSerialized.HeadquarterConstructionResult.isOccupied🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.isOccupied(Vec2Serialized.Vec2): integerParameters
Vec2Serialized.Vec2
integer
HeadquarterUtilSerialized.HeadquarterConstructionResult.markOccupied🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.markOccupied(Vec2Serialized.Vec2, integer)Parameters
Vec2Serialized.Vec2integer
HeadquarterUtilSerialized.HeadquarterConstructionResult.addSlot🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.addSlot(Vec2Serialized.Vec2, string, integer, integer, number, integer, Vec3Serialized.Vec3, integer)Parameters
Vec2Serialized.Vec2stringintegerintegernumberintegerVec3Serialized.Vec3integer
HeadquarterUtilSerialized.HeadquarterConstructionResult.occupySlot🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.occupySlot({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, integer, integer)Parameters
{Vec2Serialized.Vec2}{Vec2Serialized.Vec2}Vec2Serialized.Vec2integerinteger
HeadquarterUtilSerialized.HeadquarterConstructionResult.makeSlots🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.makeSlots({SlotSetup}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, integer, integer)Parameters
{SlotSetup}{Vec2Serialized.Vec2}Vec2Serialized.Vec2integerinteger
HeadquarterUtilSerialized.HeadquarterConstructionResult.addAlignmentColliderAndGroundTexture🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.addAlignmentColliderAndGroundTexture({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Mat4Serialized.Mat4)Parameters
{Vec2Serialized.Vec2}{Vec2Serialized.Vec2}Mat4Serialized.Mat4
HeadquarterUtilSerialized.HeadquarterConstructionResult.addFence🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.addFence({Vec2Serialized.Vec2}, {Vec2Serialized.Vec2}, Vec2Serialized.Vec2, string, Mat4Serialized.Mat4, integer, boolean)Parameters
{Vec2Serialized.Vec2}{Vec2Serialized.Vec2}Vec2Serialized.Vec2stringMat4Serialized.Mat4integerboolean
HeadquarterUtilSerialized.HeadquarterConstructionResult.rotate🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.rotate(Vec2Serialized.Vec2, integer): Vec2Serialized.Vec2Parameters
Vec2Serialized.Vec2integer
Vec2Serialized.Vec2
HeadquarterUtilSerialized.HeadquarterConstructionResult.runLater🔗
function HeadquarterUtilSerialized.HeadquarterConstructionResult.runLater(function())Parameters
function()