Package spaceEngineers.controller.extensions

Functions

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fun Definitions.blockDefinitionByType(blockType: String): BlockDefinition
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suspend fun SpaceEngineers.blockingMoveBackwardsByDistance(    distance: Float,     startPosition: Vec3F,     timeoutMs: Long = 20000,     characterMovementType: CharacterMovementType = CharacterMovementType.RUN)
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suspend fun SpaceEngineers.blockingMoveByDistance(    distance: Float,     startPosition: Vec3F,     timeoutMs: Long = 20000,     orientation: Vec3F,     characterMovementType: CharacterMovementType = CharacterMovementType.RUN)
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suspend fun SpaceEngineers.blockingMoveForwardByDistance(    distance: Float,     startPosition: Vec3F,     timeoutMs: Long = 20000,     characterMovementType: CharacterMovementType = CharacterMovementType.RUN)
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suspend fun SpaceEngineers.blockingRotateUntilOrientationForward(    finalOrientation: Vec3F,     rotation: Vec2F,     delta: Float = 0.01f,     timeoutMs: Long = 30000)
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suspend fun SpaceEngineers.blockingRotateUntilOrientationUp(    finalOrientation: Vec3F,     rotation: Vec2F,     delta: Float = 0.01f,     timeoutMs: Long = 30000)
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fun Observer.distanceTo(position: Vec3F): Float
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suspend fun ContextControllerWrapper.grindDownToPercentage(percentage: Double)
suspend fun ContextControllerWrapper.grindDownToPercentage(block: Block, percentage: Double)
suspend fun SpaceEngineers.grindDownToPercentage(    block: Block,     percentage: Double,     timeoutMs: Long = 20000,     grinderLocation: ToolbarLocation)
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suspend fun SpaceEngineers.grindUntilIntegrityPercentage(    block: Block,     percentage: Double,     toolLocation: ToolbarLocation,     checkBlockIntegrity: (Block, Double) -> Boolean = { block_, integrity -> block_.integrity > integrity },     timeoutMs: Long = 20000)
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suspend fun SpaceEngineers.grindUntilIntegrityValue(    block: Block,     integrity: Double,     toolLocation: ToolbarLocation,     checkBlockIntegrity: (Block, Double) -> Boolean = { block_, integrity_ -> block_.integrity > integrity_ },     timeoutMs: Long = 20000)
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fun Character.moveBackward(characterMovementType: CharacterMovementType): CharacterObservation
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fun Character.moveForward(characterMovementType: CharacterMovementType): CharacterObservation
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fun Observer.navigationGraph(): NavGraph
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fun SpaceEngineers.removeAllBlocks()
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fun String?.toNullIfBlank(): String?
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fun Int.toNullIfMinusOne(): Int?
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suspend fun ContextControllerWrapper.torchBackToMax(block: Block)
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suspend fun ContextControllerWrapper.torchBackToPercentage(block: Block, percentage: Double)
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suspend fun ContextControllerWrapper.torchUpToPercentage(percentage: Double)
suspend fun SpaceEngineers.torchUpToPercentage(    block: Block,     percentage: Double,     torchLocation: ToolbarLocation)
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fun Screens.typedFocusedScreen(): ScreenName
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suspend fun Screens.waitForScreen(    timeout: Duration = 60_000.milliseconds,     retryInterval: Duration = 500.milliseconds,     screenName: ScreenName)
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suspend fun Screens.waitForScreenFinish(    timeout: Duration = 60_000.milliseconds,     retryInterval: Duration = 500.milliseconds,     screenName: ScreenName)