Difference between revisions of "Entity Functions"
From theFarWilds
Line 17: | Line 17: | ||
bool '''doesExist'''(); | bool '''doesExist'''(); | ||
// check to see if entity has been removed | // check to see if entity has been removed | ||
− | + | ||
string '''getName'''(); | string '''getName'''(); | ||
Line 41: | Line 41: | ||
bool '''isDim'''(); | bool '''isDim'''(); | ||
+ | |||
+ | int '''addTokens'''(string tokenName,int delta); | ||
+ | // returns the number of that token after the add. | ||
+ | // delta can be negative | ||
+ | |||
+ | int '''numTokens'''(string tokenName); | ||
+ | |||
+ | string '''otherName'''(); | ||
+ | // returns the name of the corpse, ruin, | ||
+ | // or construction site building that this was or will be |
Revision as of 12:56, 6 April 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 moveEntity( 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 int numTokens(string tokenName); string otherName(); // returns the name of the corpse, ruin, // or construction site building that this was or will be