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class Sector
Represents an RTS sector in the game world.
Class Methods
LevelReference@ | GetLevel () |
get level in which the sector is located | |
uint | GetIndex () const |
get index of the sector | |
uint8 | GetOwner () const |
get current owner of the sector | |
void | SetOwner (const uint8 _Faction) |
set current owner of the sector | |
uint | GetBaseSupply () const |
get the supply (unit limit) provided by this sector | |
void | SetBaseSupply (const uint _uBaseSupply) |
set the supply (unit limit) provided by this sector | |
bool | IsBlocked () const |
check whether the sector can(not) be conquered | |
void | SetBlocked (const bool _bBlocked) |
set whether the sector is blocked from being conquered | |
Building | GetMainBuilding () const |
get current main building of the sector | |
Building[]@ | GetBuildings () const |
get all buildings in the given sector (may include buildings not controlled by the current sector owner!) | |
bool | CreateMainBuilding (const uint8 _uOwner, const string&in _sDescriptionName, const bool _bCompleteInstant = false, const bool _bFailIfExisting = true) |
create a specific main building in the center of this sector. returns true if the building was created successfully. | |
bool | CreateCapital (const uint8 _uOwner, const bool _bCompleteInstant = false, const bool _bFailIfExisting = true) |
create the faction's default town center in the center of this sector. returns true if the building was created successfully. | |
bool | CreateExpansion (const uint8 _uOwner, const bool _bCompleteInstant = false, const bool _bFailIfExisting = true) |
create the faction's default expansion building in the center of this sector. returns true if the building was created successfully. | |
uint | GetTotalResourceAmount () const |
get total amount of resources in this sector | |
uint | GetResourceAmount (const string&in _sType) const |
get amount of the given resource in this sector |
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