Scripting:CodeTranslation

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Line 72: Line 72:
   Property Felder As CKolonieFeldList = Fields
   Property Felder As CKolonieFeldList = Fields
   Property Gebäude As CGebäudeList = Building
   Property Gebäude As CGebäudeList = Building
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   Function GebäudeByID(FeldID As Integer) As CGebäude
+
   Function GebäudeByID(FeldID As Integer) As CGebäude = BuildingByID(FieldID As Integer)
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   Function GebäudeByIndex(Index As Integer) As CGebäude
+
   Function GebäudeByIndex(Index As Integer) As CGebäude = BuildingByIndex
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   Function GebäudeByPosition(Position As String) As CGebäude
+
   Function GebäudeByPosition(Position As String) As CGebäude = BuildingsByPosition
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   Property IsBesiedelt As Boolean
+
   Property IsBesiedelt As Boolean  
   Property IsKolonie As Boolean
   Property IsKolonie As Boolean
   Property Karte As CKolonieKarte
   Property Karte As CKolonieKarte

Revision as of 23:56, 4 August 2010

Contents

CColonieManager = CColonieManager

 AlarmStufeÄndern(Stufe) = ChangeAlertStatus(Level)
 BenutzeKolonie(KolonieID) = UsingColony (ColonyID)
 EinwanderungsGrenzeFestlegen(Grenze) = ChangePopulation(Max)
 GebäudeAktivieren(Position As String, Status As Boolean) (Gebäude) = BuildingActivation(Position As String, Status as Self)(Building)
 GebäudeBenennen(Position As String, Name As String) (Gebäude) = BuildingNaming(Building)
 GebäudeReparieren(Position As String, Menge As Integer) (Gebäude) = BuildingRepair(Building)
 NotfusionsKammerAuffüllen(Position As String, Menge As Integer) (Kammer) = FillFusionChamber(Chamber)
 Replizieren(Position As String, Menge As Integer, Von As EReplikatorWare, Zu As EReplikatorWare) (Replizieren) = Replicator(Replicator)
 SchildeAufladen(Position As String, Menge As Integer) (Schilde) = ActivateShields(Shields) 
 TorpedoProduktionÄndern(Position As String, TorpedoTyp As ETorpedoTyp) (geerbt) = ChangeTorpedoProduction(TorpedoType)
 TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = BeamFromShip(Ship)
 TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = BeamToShip (Ship)
 Werft_Bauen(WerftPosition As String, ShipTyp As EShipTyp) (geerbt) = Shipyard_Construction(Shipyard)
 Werft_Reparieren(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_Repair(Shipyard)
 Werft_ReserveBatterieAufladen(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_UseReserveBattery(Ship)

CShipManager

 Abdocken() = DockFrom
 AlarmStufeÄndern(Stufe) = ChangeAlertStatus(Level)
 AndockenAn(ToShipID As Integer) = CollectSmallShips
 AusAllenFlottenAustreten() = QuicklyResignFromAll
 AusOrbitAustreten() = QuicklyResignFromOrbit
 Benennen = Name
 DeuteriumSammeln = DeuteriumCollecting
 ErzSammeln = OreCollecting
 Fliege(AnzahlFelder As Integer, Richtung As EShipRichtung) = Fly(Number Of Fields As Integer, In The Direction Of {EShipRichtung=DirectionOfShip})
 FliegeZu(Position As String) = FlyTo
 InOrbitEintreten() = EnterOrbit
 LRS_Aktivieren(Status As Boolean) = LRS_Activation
 Reparieren(ShipID As Integer, Hüllenpunkte As Integer) = Repair
 ReplikatorAktivieren(Status As Boolean) = ActivateReplicator
 ReserveBatterieEntladen(Menge As Integer) = UseReserveBattery
 SchiffBauenRessourcenEinspeisen() = UseSuppliesForShipConstruction
 SchildeAktivieren(Status As Boolean) = ActivateShields(Status as Self)
 SchildeAufladen(Menge As Integer) = ChargeShields(Menge=Amount)
 SRS_Aktivieren(Status As Boolean) = SRS_Activate
 StationsReserveBatterieAufladen(ShipID As Integer, Menge As Integer) = LoadStationReserveBattery
 TraktorStrahlAbschalten() = TurnOffTractorbeam
 TraktorStrahlEinschalten(ShipID As Integer) = TurnOnTractorbeam
 TransferiereVonKolonie(FromColonieID As Integer, Anzahl As Integer, Ressource As EBeamRessource) = BeamFromColony (Anzahl=Number) 
 TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) = BeamFromShip
 TransferiereZuKolonie(ToColonieID As Integer, Anzahl As Integer, Ressource As EBeamRessource) = BeamToColony
 TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) = BeamToShip
 Verstecken(Versteckt As Boolean) As Boolean = Hide(Hid As Self)
 VerteidigenTo(ShipID As Integer) = DefendShip
 VerteidigenToDelete() = CancelDefendShip
 WarenÜberBordWerfen(Menge As Integer, WarenTyp As EWarenTyp) = JettisonGoods(WarenTyp=GoodsType)
 WarpkernAktivieren(Status As Boolean) = ActivateWarpCore
 WarpkernNachfüllen(Menge As Integer) = RefillWarpCore
 WrackExtraktoren(Menge As Integer) = WreckExtractor


...

CMyKolonie = CMyColony

Class CMyKolonie : CKolonie

 New (KolonieID As Integer) As CMyKolonie
 New (PosX As Integer, PosY As Integer) As CMyKolonie
 Property Aktion As CBaseColonieManager
 Property Bewohnbar As Boolean = Inhabitably As Self
 Property Coords As SPoint = Coords As SPoint
 Property Einwohner As Integer = Inhabitant
 Property Energie As Integer = Energy
 Property EnergieBilanz As Integer = Energy Balance 
 Property EnergieKapazität As Integer = Energy Capacity 
 Property EnergieKapazitätFrei As Integer = EnergyCapacity 
 Property Energie Produktion As Integer = EnergyProduction
 Property EnergieVerbrauch As Integer = EnergyConsumption 
 Function FeldByID(FeldID As Integer) As CKolonieFeld = FieldByID
 Function FeldByPosition(Position As String) As CKolonieFeld = FieldByPosition
 Property Felder As CKolonieFeldList = Fields
 Property Gebäude As CGebäudeList = Building
 Function GebäudeByID(FeldID As Integer) As CGebäude = BuildingByID(FieldID As Integer)
 Function GebäudeByIndex(Index As Integer) As CGebäude = BuildingByIndex
 Function GebäudeByPosition(Position As String) As CGebäude = BuildingsByPosition
 Property IsBesiedelt As Boolean 
 Property IsKolonie As Boolean
 Property Karte As CKolonieKarte
 Property Lager As CLager
 Property Larne As Double
 Property LeererRaum As Boolean
 Property Name As String
 Property OrbitKarte As CKolonieKarte
 Property SektorID As Integer
 Property SRS As CShipList
 Property Typ
 Property TypName As String
 Property UserID As Integer (geerbt)
 Property Wohnraum As Integer

...

... = ...

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