Difference between revisions of "Scripting"
From theFarWilds
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Player getAIPlayer(int index) | Player getAIPlayer(int index) | ||
Player getHumanPlayer(int index) | Player getHumanPlayer(int index) | ||
− | |||
− | |||
− | |||
void setTerrain(Location loc,int topo,int veg) | void setTerrain(Location loc,int topo,int veg) | ||
int getTopo(Location loc); | int getTopo(Location loc); | ||
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// topo: ocean=1, soggy=2, flat=3, hills=4, mountain=5 | // topo: ocean=1, soggy=2, flat=3, hills=4, mountain=5 | ||
// veg: desert=1 ,grass=2 ,forest=3 | // veg: desert=1 ,grass=2 ,forest=3 | ||
+ | |||
+ | Config Game Functions (you can only call these from inside configGame(): | ||
+ | void addAIPlayer(string PlayerName,string Avatar,int teamID); | ||
+ | // all parameters are ignored for now | ||
+ | void setMapSize(int x,int y) | ||
+ | // 3 to 17 | ||
+ | void setNumPlayers(int) | ||
+ | // from 1 to 4 | ||
+ | void setGloryGoal(int) | ||
+ | void setMapSeed(int seed) | ||
+ | // you can set this if you always want the script to be on the same map | ||
+ | void setNumFluxWells(int) | ||
+ | |||
Player Functions: | Player Functions: | ||
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} | } | ||
− | [[Coordinate System]] : Coordinates | + | [[Coordinate System]] : Coordinates in TFW are a bit weird. This page explains. |
Revision as of 03:51, 17 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]. Scripts are written in AngelScript, it has syntax similar to C.
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(Player player); // not yet bool canPass(Player 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:
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); Location createLocation(int x,int y); Player getAIPlayer(int index) Player getHumanPlayer(int index) void setTerrain(Location loc,int topo,int veg) int getTopo(Location loc); int getVeg(Location loc); // topo: ocean=1, soggy=2, flat=3, hills=4, mountain=5 // veg: desert=1 ,grass=2 ,forest=3
Config Game Functions (you can only call these from inside configGame():
void addAIPlayer(string PlayerName,string Avatar,int teamID); // all parameters are ignored for now void setMapSize(int x,int y) // 3 to 17 void setNumPlayers(int) // from 1 to 4 void setGloryGoal(int) void setMapSeed(int seed) // you can set this if you always want the script to be on the same map void setNumFluxWells(int)
Player Functions:
void addToHand(Player,string cardName) void addToDeck(Player,string cardName,int index) Card getDeckCard(Player,int index) Card getHandCard(Player,int index) void removeHandCard(Player,int index) void removeDeckCard(Player,int index) void drawCard(Player) int deckSize(Player) int handSize(Player) void addFlux(Player,int delta) void addGlory(Player,int delta) int getFlux(Player) int getGlory(Player)
Example Scripts:
// Fortified AI void configGame() { addAIPlayer("Evil Fish","Crypt Doctor",0); } void beforeStart() { Player aiPlayer=getAIPlayer(0); createEntity("Earthworks",6,6,aiPlayer); createEntity("Earthworks",10,10,aiPlayer); createEntity("Axe Captain",6,7,aiPlayer); createEntity("Attrition",-1,-1,aiPlayer); }
Coordinate System : Coordinates in TFW are a bit weird. This page explains.