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class ResourceDeposit
Represents a reference to a resource deposit in the game world. An instance of this class acts like a weak pointer to an existing resource deposit in the game world and provides an interface to interact with it. Before interacting with the resource deposit, you should call Exists() in order to check if the resource deposit actually (still) exists. IMPORTANT: This class must NOT be stored as a class member. If you want to store the resource deposit for later reference, store the id obtained by GetId instead. You can then later retrieve the resource deposit from the LevelReference class by calling GetResourceDepositById.
Inherits from: Entity
Class Methods
EResource | GetResourceType () const |
get resource type name | |
uint | GetCurrent () const |
get current amount of resource units in the deposit | |
uint | GetCapacity () const |
get maximum amount of resources in the deposit | |
uint | AddResources (const uint _uAmount) |
add _uAmount resource units to the deposit (this will automatically be capped at the deposit's capacity). | |
uint | RemoveResources (const uint _uAmount) |
remove _uAmount resources units from the deposit (can not go below 0) | |
ResourceDeposit& | operator= (const ResourceDeposit&in) |
bool | operator== (const ResourceDeposit&in) |
bool | operator== (const Entity&in) |
bool | Exists () const |
does the entity actually exist? (always check this before doing anything with the entity!) | |
uint | GetId () const |
get persistent entity id, use this to save the entity for later reference. | |
uint8 | GetFaction () const |
get owner faction | |
void | SetFaction (const uint8 _Faction) |
set owner faction | |
EEntityType | GetEntityType () const |
get entity type | |
bool | IsEnabled () const |
whether the entity is currently enabled (i.e. is visible in the game world) | |
void | Enable (const bool _bEnabled) |
enabled or disable the entity | |
bool | IsInteractive () const |
can the entity be interacted with? | |
void | SetInteractive (const bool _bInteractive) |
set whether the entity can be interacted with | |
bool | IsSelectable () const |
can the entity (theoretically) be selected by the player? | |
void | SetSelectable (const bool _bSelectable) |
set whether the entity can be selected by the player
(note that depending on the type of entity, there may be additional checks preventing the entity from being selected) | |
bool | IsBusy () const |
is the entity currently marked as busy? | |
void | SetBusy (const bool _bBusy) |
mark the entity as busy | |
void | SetInspectionText (const uint _uTextId) |
make the entity inspectable and set the text to be displayed upon inspection | |
bool | CanBeAttacked () const |
can the entity be attacked? | |
void | SetAttackable (const bool _bAttackable) |
set whether the entity can be attacked | |
Entity | opImplConv () const |