Scripting:CodeTranslation

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   New (KolonieID As Integer) As CMyKolonie
   New (KolonieID As Integer) As CMyKolonie
   New (PosX As Integer, PosY As Integer) As CMyKolonie
   New (PosX As Integer, PosY As Integer) As CMyKolonie
-
   Property Aktion As CBaseColonieManager
+
   Property Aktion As CBaseColonieManager = Activation As CBaseColonyManager
   Property Bewohnbar As Boolean = Inhabitably As Self
   Property Bewohnbar As Boolean = Inhabitably As Self
   Property Coords As SPoint = Coords As SPoint
   Property Coords As SPoint = Coords As SPoint
-
   Property Einwohner As Integer = Inhabitant
+
   Property Einwohner As Integer = Inhabitant As Integer
-
   Property Energie As Integer = Energy
+
   Property Energie As Integer = Energy As Integer
-
   Property EnergieBilanz As Integer = Energy Balance  
+
   Property EnergieBilanz As Integer = Energy Balance As Integer
-
   Property EnergieKapazität As Integer = Energy Capacity  
+
   Property EnergieKapazität As Integer = Energy Capacity As Integer
-
   Property EnergieKapazitätFrei As Integer = EnergyCapacity  
+
   Property EnergieKapazitätFrei As Integer = EnergyCapacity As Integer
-
   Property Energie Produktion As Integer = EnergyProduction
+
   Property Energie Produktion As Integer = EnergyProduction As Integer
-
   Property EnergieVerbrauch As Integer = EnergyConsumption  
+
   Property EnergieVerbrauch As Integer = EnergyConsumption As Integer
-
   Function FeldByID(FeldID As Integer) As CKolonieFeld = FieldByID
+
   Function FeldByID(FeldID As Integer) As CKolonieFeld = FieldByID As CColonyField
-
   Function FeldByPosition(Position As String) As CKolonieFeld = FieldByPosition
+
   Function FeldByPosition(Position As String) As CKolonieFeld = FieldByPosition As CColonyField
-
   Property Felder As CKolonieFeldList = Fields
+
   Property Felder As CKolonieFeldList = Fields As CColonyFieldList
-
   Property Gebäude As CGebäudeList = Building
+
   Property Gebäude As CGebäudeList = Building As CBuildingList
-
   Function GebäudeByID(FeldID As Integer) As CGebäude = BuildingByID(FieldID As Integer)
+
   Function GebäudeByID(FeldID As Integer) As CGebäude = BuildingByID(FieldID As Integer)As CBuilding
-
   Function GebäudeByIndex(Index As Integer) As CGebäude = BuildingByIndex
+
   Function GebäudeByIndex(Index As Integer) As CGebäude = BuildingByIndex As CBuilding
-
   Function GebäudeByPosition(Position As String) As CGebäude = BuildingsByPosition
+
   Function GebäudeByPosition(Position As String) As CGebäude = BuildingsByPosition As CBuilding
-
   Property IsBesiedelt As Boolean  
+
   Property IsBesiedelt As Boolean = IsSettled As Self
-
   Property IsKolonie As Boolean
+
   Property IsKolonie As Boolean = IsColony As Self
-
   Property Karte As CKolonieKarte
+
   Property Karte As CKolonieKarte = Map As CColonyMap
-
   Property Lager As CLager
+
   Property Lager As CLager = Camp As CCamp
-
   Property Larne As Double
+
   Property Larne As Double = Larne As Double
-
   Property LeererRaum As Boolean
+
   Property LeererRaum As Boolean = EmptySpace As Self
-
   Property Name As String
+
   Property Name As String = Name As String
-
   Property OrbitKarte As CKolonieKarte
+
   Property OrbitKarte As CKolonieKarte = OrbitColony As CColonyMap
-
   Property SektorID As Integer
+
   Property SektorID As Integer = SectorID As Integer
-
   Property SRS As CShipList
+
   Property SRS As CShipList = SRS As CShipList
-
   Property Typ
+
   Property Typ = Type
-
   Property TypName As String
+
   Property TypName As String = TypeName As String
-
   Property UserID As Integer (geerbt)
+
   Property UserID As Integer (geerbt) = UserID As Integer (User)
-
   Property Wohnraum As Integer
+
   Property Wohnraum As Integer = LivingSpace As Self
...
...

Revision as of 00:07, 5 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 = Activation As CBaseColonyManager
 Property Bewohnbar As Boolean = Inhabitably As Self
 Property Coords As SPoint = Coords As SPoint
 Property Einwohner As Integer = Inhabitant As Integer
 Property Energie As Integer = Energy As Integer
 Property EnergieBilanz As Integer = Energy Balance As Integer
 Property EnergieKapazität As Integer = Energy Capacity As Integer
 Property EnergieKapazitätFrei As Integer = EnergyCapacity As Integer
 Property Energie Produktion As Integer = EnergyProduction As Integer
 Property EnergieVerbrauch As Integer = EnergyConsumption As Integer
 Function FeldByID(FeldID As Integer) As CKolonieFeld = FieldByID As CColonyField
 Function FeldByPosition(Position As String) As CKolonieFeld = FieldByPosition As CColonyField
 Property Felder As CKolonieFeldList = Fields As CColonyFieldList
 Property Gebäude As CGebäudeList = Building As CBuildingList
 Function GebäudeByID(FeldID As Integer) As CGebäude = BuildingByID(FieldID As Integer)As CBuilding
 Function GebäudeByIndex(Index As Integer) As CGebäude = BuildingByIndex As CBuilding
 Function GebäudeByPosition(Position As String) As CGebäude = BuildingsByPosition As CBuilding
 Property IsBesiedelt As Boolean = IsSettled As Self
 Property IsKolonie As Boolean = IsColony As Self
 Property Karte As CKolonieKarte = Map As CColonyMap
 Property Lager As CLager = Camp As CCamp
 Property Larne As Double = Larne As Double
 Property LeererRaum As Boolean = EmptySpace As Self
 Property Name As String = Name As String
 Property OrbitKarte As CKolonieKarte = OrbitColony As CColonyMap
 Property SektorID As Integer = SectorID As Integer
 Property SRS As CShipList = SRS As CShipList
 Property Typ = Type
 Property TypName As String = TypeName As String
 Property UserID As Integer (geerbt) = UserID As Integer (User)
 Property Wohnraum As Integer = LivingSpace As Self

...

... = ...

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