Difference between revisions of "Entity Functions"
From theFarWilds
m (moveEntity doesn't exist. fixed to reflect actual method name.) |
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| − | [[ | + | [[Category:Scripts]] |
| − | + | Each '''entity object''' represents a creature, building, enchantment, corpse, or ruin. Collectively, these objects define the current game state. | |
| − | Entity | + | == Constructors == |
| − | + | Entity createEntity( string cardName, int x_coord, int y_coord, [[Player Functions|Player]] controller ); | |
| + | |||
| + | Entity createEntity( string cardName, Location loc, [[Player Functions|Player]] controller ); | ||
| + | |||
| + | Entity createEntity( string cardName, Location loc ); | ||
| − | + | See also getFigure( Location loc ). | |
| − | bool isValid(); | + | |
| − | string getName(); | + | == Methods == |
| + | bool '''isValid'''(); | ||
| + | // check to see if entity was created successfully | ||
| + | |||
| + | bool '''doesExist'''(); | ||
| + | // check to see if entity has been removed | ||
| + | |||
| + | string '''getName'''(); | ||
| + | |||
| + | [[Player Functions|Player]] '''getController'''(); | ||
| + | |||
| + | void '''setController'''( [[Player Functions|Player]] controller ); | ||
| + | |||
| + | bool '''isType'''( int type ); | ||
| + | // Types: CREATURE=1, BUILDING=2, ENCHANTMENT=3, ITEM=4, MARKER(Corpse,Flux Well,Ruin)=5, WORLD_ENCHANT=6 | ||
| + | |||
| + | Location '''getLoc'''(); | ||
| + | |||
| + | bool '''move'''( Location ); | ||
| + | // returns false if unsuccessful (e.g., trying to move figure into occupied location) | ||
| + | |||
| + | void '''remove'''(); | ||
| + | |||
| + | void '''destroy'''(); | ||
| + | |||
| + | void '''sacrifice'''(); | ||
| + | |||
| + | void '''setDim'''( bool dimOrNot ); | ||
| + | |||
| + | bool '''isDim'''(); | ||
| + | |||
| + | int '''addTokens'''(string tokenName,int delta); | ||
| + | // returns the number of that token after the add. | ||
| + | // delta can be negative | ||
| + | // some common tokens: attack,maxhp,vision,speed,range | ||
| + | // also: age,work,entrench,sleep,vigor,spawn,soul,termite | ||
| + | // you can look in helpers/counters.xml for a complete list | ||
| + | // Example: ent.addToken("attack",1); | ||
| + | // it is case sensitive | ||
| − | + | int '''numTokens'''(string tokenName); | |
| − | + | ||
| − | + | int '''getCurHealth'''(); | |
| − | + | ||
| − | + | int '''getMaxHealth'''(); | |
| − | + | ||
| − | + | ||
| − | + | string '''otherName'''(); | |
| − | + | // returns the name of the corpse, ruin, | |
| − | + | // or construction site building that this was or will be | |
Latest revision as of 02:36, 10 May 2010
Each entity object represents a creature, building, enchantment, corpse, or ruin. Collectively, these objects define the current game state.
Constructors
Entity createEntity( string cardName, int x_coord, int y_coord, Player controller ); Entity createEntity( string cardName, Location loc, Player controller ); Entity createEntity( string cardName, Location loc );
See also getFigure( Location loc ).
Methods
bool isValid(); // check to see if entity was created successfully bool doesExist(); // check to see if entity has been removed string getName(); Player getController(); void setController( Player controller ); bool isType( int type ); // Types: CREATURE=1, BUILDING=2, ENCHANTMENT=3, ITEM=4, MARKER(Corpse,Flux Well,Ruin)=5, WORLD_ENCHANT=6 Location getLoc(); bool move( Location ); // returns false if unsuccessful (e.g., trying to move figure into occupied location) void remove(); void destroy(); void sacrifice(); void setDim( bool dimOrNot ); bool isDim(); int addTokens(string tokenName,int delta); // returns the number of that token after the add. // delta can be negative // some common tokens: attack,maxhp,vision,speed,range // also: age,work,entrench,sleep,vigor,spawn,soul,termite // you can look in helpers/counters.xml for a complete list // Example: ent.addToken("attack",1); // it is case sensitive int numTokens(string tokenName); int getCurHealth(); int getMaxHealth(); string otherName(); // returns the name of the corpse, ruin, // or construction site building that this was or will be