Difference between revisions of "Entity Functions"

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m (moveEntity doesn't exist. fixed to reflect actual method name.)
 
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[[Scripting]]
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[[Category:Scripts]]
Entity Functions are called on the Entity object. For example
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Each '''entity object''' represents a creature, building, enchantment, corpse, or ruin.  Collectively, these objects define the current game state.
  
  Entity ent=getFigure(createLocation(3,3));
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== Constructors ==
  ent.remove();
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  Entity createEntity( string cardName, int x_coord, int y_coord, [[Player Functions|Player]] controller );
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Entity createEntity( string cardName, Location loc, [[Player Functions|Player]] controller );
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Entity createEntity( string cardName, Location loc );
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See also getFigure( Location loc ).
  
List of functions:
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== Methods ==
 
  bool '''isValid'''();
 
  bool '''isValid'''();
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// check to see if entity was created successfully
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  bool '''doesExist'''();
 
  bool '''doesExist'''();
  // isValid will tell you if the Entity returned by some other function is valid
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  // check to see if entity has been removed
// doesExist can be used where you are holding on to an Entity for awhile
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// it checks to see if it has been removed from the game
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  // getName() and other functions will work on an Entity that is valid but doesn't exist
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  string '''getName'''();
 
  string '''getName'''();
 
   
 
   
  Player '''getController'''();
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  [[Player Functions|Player]] '''getController'''();
void '''setController'''(Player);
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  bool '''isType'''(int type);
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void '''setController'''( [[Player Functions|Player]] controller );
  // Types: Creature=1, Building=2,Enchantment=3,Item=4,(Corpse,Flux Well,Ruin)=5,World Enchantment=6
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  bool '''isType'''( int type );
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  // Types: CREATURE=1, BUILDING=2, ENCHANTMENT=3, ITEM=4, MARKER(Corpse,Flux Well,Ruin)=5, WORLD_ENCHANT=6
 
   
 
   
 
  Location '''getLoc'''();
 
  Location '''getLoc'''();
  bool '''moveEntity'''(Location);
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  // returns false if it can't move there
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  bool '''move'''( Location );
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  // returns false if unsuccessful (e.g., trying to move figure into occupied location)
 
   
 
   
 
  void '''remove'''();
 
  void '''remove'''();
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  void '''destroy'''();
 
  void '''destroy'''();
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  void '''sacrifice'''();
 
  void '''sacrifice'''();
 
   
 
   
  void '''setDim'''(bool dimOrNot);
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  void '''setDim'''( bool dimOrNot );
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  bool '''isDim'''();
 
  bool '''isDim'''();
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int '''addTokens'''(string tokenName,int delta);
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// returns the number of that token after the add.
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// delta can be negative
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// some common tokens: attack,maxhp,vision,speed,range
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// also: age,work,entrench,sleep,vigor,spawn,soul,termite
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// you can look in helpers/counters.xml for a complete list
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// Example: ent.addToken("attack",1);
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// it is case sensitive
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int '''numTokens'''(string tokenName);
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int '''getCurHealth'''();
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int '''getMaxHealth'''();
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string '''otherName'''();
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// returns the name of the corpse, ruin,
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// 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