Difference between revisions of "Scripting"

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Functions you can implement:
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Functions you can implement: [[Script_Functions]]
  
void configGame();
 
// 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 onNewRound();
 
// called after all the new round events
 
  
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.
 
  
  

Revision as of 18:23, 19 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: Script_Functions



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)


Entity Functions:


Scripting Examples


Coordinate System : Coordinates in TFW are a bit weird. This page explains.