Difference between revisions of "Scripting"
From theFarWilds
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bool canPass(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. | + | // called when the real players try to pass. |
+ | // This is so you can ensure they do a particular action before passing. | ||
Revision as of 15:46, 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. Create your scripts here: [1].
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 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); }