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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== Constructors ==
 
== Constructors ==
  Entity createEntity( string cardName, int x_coord, int y_coord, Player controller );
+
  Entity createEntity( string cardName, int x_coord, int y_coord, [[Player Functions|Player]] controller );
 
   
 
   
  Entity createEntity( string cardName, Location loc, Player controller );
+
  Entity createEntity( string cardName, Location loc, [[Player Functions|Player]] controller );
 
   
 
   
 
  Entity createEntity( string cardName, Location loc );
 
  Entity createEntity( string cardName, Location loc );
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  bool '''doesExist'''();
 
  bool '''doesExist'''();
 
  // check to see if entity has been removed
 
  // check to see if entity has been removed
 
+
 
  string '''getName'''();
 
  string '''getName'''();
 
   
 
   
  Player '''getController'''();
+
  [[Player Functions|Player]] '''getController'''();
  void '''setController'''( Player controller );
+
 +
  void '''setController'''( [[Player Functions|Player]] controller );
 
   
 
   
 
  bool '''isType'''( int type );
 
  bool '''isType'''( int type );
  // Types: Creature=1, Building=2, Enchantment=3, Item=4, (Corpse,Flux Well,Ruin)=5, World Enchantment=6
+
  // 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 );
+
  bool '''move'''( Location );
 
  // returns false if unsuccessful (e.g., trying to move figure into occupied location)
 
  // returns false if unsuccessful (e.g., trying to move figure into occupied location)
 
   
 
   
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  bool '''isDim'''();
 
  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