Difference between revisions of "Hook Functions"

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(New page: These are functions you can implement in your scripts. They are call at the appropriate times by the game. void configGame(); // Sets up the game state such as # of players, Map Size, ...)
 
(Implemented)
 
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These are functions you can implement in your scripts. They are call at the appropriate times by the game.
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[[Category:Scripts]]
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The scripts you write interact with the game via a collection of hook functions. These functions are called by the game at the appropriate times and execute your code. [[Hook Timeline]]
  
  void configGame();  
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== Implemented ==
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  void '''configGame'''();  
 
  // Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc
 
  // Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc
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[[Config Functions]]
 
   
 
   
  void beforeStart();  
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bool '''isDeckValid'''([[Player Functions|Player]] player);
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// if you want to implement non-standard deck requirements
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// use statusMsg to tell them why their deck is invalid
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  void '''beforeStart'''();  
 
  // Do things here before any action. Place creatures and buildings, change their decks etc.
 
  // Do things here before any action. Place creatures and buildings, change their decks etc.
 
   
 
   
  void onNewRound();
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bool '''duringStart'''();
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// return true if you want the normal fog
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// Should only need this to change the starting fog.
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  void '''afterStart'''();
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// Send any welcome messages here
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void '''onNewRound'''();
 
  // called after all the new round events
 
  // called after all the new round events
 
void afterAction(); // not yet
 
 
   
 
   
  void playersTurn(Player player);  // not yet
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  void '''onPlayersTurn'''([[Player Functions|Player]] player);
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bool '''entityCallback'''(Entity entity)
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  // called for each entity in the game if you call forEachEntity();
 
   
 
   
  bool canPass(Player player); // not yet
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void '''onDialogResponse'''([[Player Functions|Player]] player,int resp);
  // called when the real players try to pass.  
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  bool '''canPass'''([[Player Functions|Player]] player);
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  // called when the real players try to pass.
 
  // This is so you can ensure they do a particular action before passing.
 
  // This is so you can ensure they do a particular action before passing.
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bool '''canAct'''([[Player Functions|Player]] player,Action action);
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void '''afterAction'''(Action action);

Latest revision as of 16:38, 23 April 2010

The scripts you write interact with the game via a collection of hook functions. These functions are called by the game at the appropriate times and execute your code. Hook Timeline

Implemented

void configGame(); 
// Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc
Config Functions

bool isDeckValid(Player player);
// if you want to implement non-standard deck requirements
// use statusMsg to tell them why their deck is invalid

void beforeStart(); 
// Do things here before any action. Place creatures and buildings, change their decks etc.

bool duringStart();
// return true if you want the normal fog
// Should only need this to change the starting fog.

void afterStart();
// Send any welcome messages here

void onNewRound();
// called after all the new round events

void onPlayersTurn(Player player);
 
bool entityCallback(Entity entity)
// called for each entity in the game if you call forEachEntity();

void onDialogResponse(Player player,int resp);

bool canPass(Player player);
// called when the real players try to pass.
// This is so you can ensure they do a particular action before passing.

bool canAct(Player player,Action action);

void afterAction(Action action);