Difference between revisions of "Scripting"
Line 31: | Line 31: | ||
Example Scripts: | Example Scripts: | ||
− | < | + | <code>// Fortified AI |
− | void configGame() | + | <code>void configGame() |
{ | { | ||
addAIPlayer("Evil Fish","Crypt Doctor",0); | addAIPlayer("Evil Fish","Crypt Doctor",0); | ||
Line 44: | Line 44: | ||
createEntity("Axe Captain",6,7,aiPlayer); | createEntity("Axe Captain",6,7,aiPlayer); | ||
createEntity("Attrition",-1,-1,aiPlayer); | createEntity("Attrition",-1,-1,aiPlayer); | ||
− | }</ | + | }</code> |
Revision as of 15:29, 16 March 2010
This is the start of the scripting API. It will be expanded over time. If you want something ask for it in the forum.
Functions you can implement:
void setupGame(); // Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc
void beforeStart(); // Do things here before any action. Place creatures and buildings, change their decks etc.
void afterAction(); // not yet
void playersTurn(IPlayer player); // not yet
bool canPass(IPlayer player); // not yet // called when the real players try to pass. This is so you can ensure they do a particular action before passing.
Functions you can call:
IEntity createEntity(string CardName, int x_coord , int y_coord,IPlayer controller );
IEntity createEntity(string CardName ,ILocation loc,IPlayer controller);
IEntity createEntity(string CardName ,ILocation loc);
ILocation createLocation(int x,int y);
IPlayer getAIPlayer(int index)
void addAIPlayer(string PlayerName,string Avatar,int teamID);
// can only call this from configGame()
// all parameters are ignored for now
Example Scripts:
// Fortified AI
<code>void configGame()
{
addAIPlayer("Evil Fish","Crypt Doctor",0);
}
void beforeStart() { IPlayer aiPlayer=getAIPlayer(0); createEntity("Earthworks",6,6,aiPlayer); createEntity("Earthworks",10,10,aiPlayer); createEntity("Axe Captain",6,7,aiPlayer); createEntity("Attrition",-1,-1,aiPlayer); }