Difference between revisions of "Script/LevelReference"
From SF3
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| style = 'color: #505050; line-height: 0.5;' |''end an ongoing notification at the given location for the given faction.'' | | style = 'color: #505050; line-height: 0.5;' |''end an ongoing notification at the given location for the given faction.'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''ShowExplorationBanner''' (const [[../BasicDataTypes|uint8]] ''_Faction'', const [[../BasicDataTypes|uint]] ''_uTextId'', const [[../BasicDataTypes|string]]&in ''_sTextureName'', const [[../BasicDataTypes|uint]] ''_uFadeInTime'', const [[../BasicDataTypes|uint]] ''_uDisplayTime'', const [[../BasicDataTypes|uint]] ''_uFadeOutTime'') | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''show exploration banner (times are in ms)'' | ||
|} | |} | ||
Revision as of 13:12, 20 January 2017
Contents
class LevelReference
The main interface for interacting with the level the player is currently in.
Class Methods
Getters
Functions allowing access to basic objects.
ATTENTION: In general, all functions prefixed with Find are computationally expensive and should be used sparingly.
uint | GetCurrentTick () const |
get the current tick | |
uint | GetMapId () const |
get the map index of the current level | |
World@ | GetWorld () |
get world | |
Random@ | GetRandom () |
get the random number generator | |
HeroParty@ | GetHeroParty (const uint8 _uFaction) |
get the hero party for the given faction | |
QuestJournal@ | GetJournal (const uint8 _uFaction) |
get the player's quest journal | |
Sector@ | GetSectorByName (const string&in _sName) |
get sector script class by name | |
Sector@ | GetSectorByIndex (const uint _uIndex) |
get sector script class by index | |
Sector@[]@ | GetSectorsByOwner (const uint8 _uFaction) |
get all sectors owned by the given faction | |
Building | GetBuildingByName (const string&in _sName) |
get building by name | |
Building | GetBuildingById (const uint _uId) |
get building by id | |
Creature | GetCreatureByName (const string&in _sName) |
get creature by name | |
Creature | GetCreatureById (const uint _uId) |
get creature by id | |
LogicObject | GetLogicObjectByName (const string&in _sName) |
get logic object by name | |
LogicObject | GetLogicObjectById (const uint _uId) |
get logic object by id | |
ResourceDeposit | GetResourceDepositByName (const string&in _sName) |
get resource deposit by name | |
ResourceDeposit | GetResourceDepositById (const uint _uId) |
get resource deposit by id | |
Entity | GetEntityById (const uint _uId) |
get any entity (creature, building, etc.) by its id | |
Entity[]@ | GetEntitiesByName (const string&in _sName) |
get any entities with the given name. will return at most one entity of each type, as names must be unique within each entity type. | |
string | FindEntityName (const Entity&in _Entity) const |
find the script name for the given entity. returns an empty string if the entity has not been registered for script access. | |
Building[]@ | FindBuildingsByDescription (const uint8 _uFaction, const string&in _sDescriptionName) |
find all buildings with the given description currently owned by the given faction. | |
Building[]@ | FindBuildingsByType (const uint8 _uFaction, const EBuildingType _Type) |
find all buildings of the given type currently owned by the given faction. | |
Creature[]@ | FindCreaturesByDescription (const uint8 _uFaction, const string&in _sDescriptionName) |
find all creatures with the given description currently owned by the given faction. | |
Creature[]@ | FindCreaturesByType (const uint8 _uFaction, const ECreatureType _Type) |
find all creatures of the given type currently owned by the given faction. | |
Creature[]@ | FindCreaturesByFaction (const uint8 _Faction, const bool _bControllableOnly = true) |
get all creatures controlled by the given faction (if _bControllableOnly is false, non controllable creatures like workers and dead creatures will be excluded) | |
Creature[]@ | GetCreaturesFromSpawn (const string&in _sSpawnName) |
get all creatures spawned by the given spawn (does not include dead creatures!) |
Event Registration
Functions for registering event listener callbacks.
void | RegisterHeroPartyEvent (const EHeroPartyEvent _EventType, TOnHeroPartyEvent@ _pFunction, const string&in _sTargetName, const uint8 _Faction) |
register an event concerning the hero party | |
void | RegisterInventoryEvent (const EInventoryEvent _EventType, TOnInventoryEvent@ _pFunction, const string&in _sTargetName, const uint8 _Faction) |
register an event concerning the hero party's inventory | |
void | RegisterCreatureEventByDescription (const ECreatureEvent _EventType, TOnCreatureEvent@ _pFunction, const string&in _sDescriptionName, const uint8 _Faction) |
register creature event by description name | |
void | RegisterCreatureEventByIndividual (const ECreatureEvent _EventType, TOnCreatureEvent@ _pFunction, const string&in _sCreatureName, const string&in _sParam) |
register creature event by individual creature name (e.g. name of the creature placed in the level editor OR unique hero name).
Please note, that this event can't be used, when the individual doesn't exist at the beginning of the map (for example when the creature spawns later). | |
void | RegisterCreatureEventByIndividuals (const ECreatureEvent _EventType, TOnCreatureEvent@ _pFunction, const Creature[]&in _Creatures, const bool _bAnyCreature = false, const string&in _sParam = "") |
register creature event by individual creature(s) | |
void | RegisterBuildingEventByDescription (const EBuildingEvent _EventType, TOnBuildingEvent@ _pFunction, const string&in _sDescriptionName, const uint8 _Faction) |
register building event by description name | |
void | RegisterBuildingEventByIndividual (const EBuildingEvent _EventType, TOnBuildingEvent@ _pFunction, const string&in _sBuildingName) |
register building event by individual building name (i.e. name of the building in the level editor) | |
void | RegisterBuildingCreatureEventByDescription (const EBuildingCreatureEvent _EventType, TOnBuildingCreatureEvent@ _pFunction, const string&in _sDescriptionName, const uint8 _Faction) |
register building event involving creatures by description name | |
void | RegisterBuildingCreatureEventByIndividual (const EBuildingCreatureEvent _EventType, TOnBuildingCreatureEvent@ _pFunction, const string&in _sBuildingName) |
register building event involving creatures by individual building name (i.e. name of the building in the level editor) | |
void | RegisterSectorEvent (const ESectorEvent _EventType, TOnSectorEvent@ _pFunction, const string&in _sSectorName) |
register a sector event. if _sSectorName is specified and not empty, the event will be fired only for the given sector, otherwise it will be fired for all sectors. | |
void | RegisterUIEvent (const EUIEvent _EventType, TOnUIEvent@ _pFunction, const uint8 _Faction) |
register an event to be called when a certain event happens in the ui of the given faction's player | |
void | RegisterUIEventByDescription (const EUIEvent _EventType, TOnUIEntityEvent@ _pFunction, const string&in _sDescriptionName, const uint8 _Faction) |
register an event to be called when a certain event happens in the ui of the given faction's player | |
void | RegisterUIEventByIndividual (const EUIEvent _EventType, TOnUIEntityEvent@ _pFunction, const string&in _sTargetName, const uint8 _Faction) |
register an event to be called when a certain event happens in the ui of the given faction's player | |
void | SetTimer (TOnTimerEvent@ _pFunction, const uint _uInterval) |
register a timer event to be called after _uInterval seconds. | |
void | CancelTimer (TOnTimerEvent@ _pFunction) |
cancel all currently registered timer instances calling the given script function. |
Victory Conditions
Functions for controlling win/lose conditions.
void | WinGame (const uint8 _Faction) |
show the victory screen to the given faction | |
void | LoseGame (const uint8 _Faction) |
show the defeat screen to the given faction |
Factions
Functions for controlling faction relations and assets.
uint8[]@ | GetPlayerFactions () const |
get a list of player controlled factions currently in the game (also counts AIs in player slots in a multiplayer game) | |
void | TransferFactionAssets (const uint8 _SourceFaction, const uint8 _DestinationFaction) |
transfer ownership of all buildings and units of _uSourceFaction to _uDestFaction | |
void | DestroyFactionAssets (const uint8 _Faction) |
destroy or kill all buildings and creatures belonging to the given faction | |
void | DamageFactionAssets (const uint8 _Faction) |
apply damage to all buildings and creatures belonging to the given faction | |
void | SetFactionRelation (const uint8 _FactionA, const uint8 _FactionB, const EFactionRelation _Relation) |
set the relation between the two given factions. |
Notifications
Functions for displaying notifications to the player.
void | ShowNotification (const uint8 _Faction, const string&in _sNotificationName, const Entity&in _Location) |
show a one-off notification at the given location for the given faction. | |
void | BeginNotification (const uint8 _Faction, const string&in _sNotificationName, const Entity&in _Location) |
begin an ongoing notification at the given location for the given faction. | |
void | EndNotification (const uint8 _Faction, const string&in _sNotificationName, const Entity&in _Location) |
end an ongoing notification at the given location for the given faction. | |
void | ShowExplorationBanner (const uint8 _Faction, const uint _uTextId, const string&in _sTextureName, const uint _uFadeInTime, const uint _uDisplayTime, const uint _uFadeOutTime) |
show exploration banner (times are in ms) |
Tutorials
Functions for controlling tutorials.
void | ShowTutorial (const uint8 _Faction, const string&in _sTutorialName) |
show the given tutorial, provided that it has not already been shown. | |
void | ShowTutorial (const uint8 _Faction, const string&in _sTutorialName, const Entity&in _Target) |
show the given tutorial, provided that it has not already been shown. |
Camera Manipulation
Functions for manipulating the player's point of view.
void | SetMaxCameraDistance (const uint8 _Faction, const uint _uDistance) |
set how far the given player's camera is allowed to zoom out | |
void | ResetMaxCameraDistance (const uint8 _Faction) |
reset the maximum camera distance to the level's default value | |
void | SetCameraZoomPercent (const uint8 _Faction, const uint8 _uPercent) |
set the given player's camera zoom to the given level (0 = fully zoomed in, 100 = fully zoomed out) | |
void | FocusCamera (const uint8 _Faction, const Entity&in _Target) |
focus the given player's camera on the given target |
Miscellaneous
Everything elese.
void | ShowWindow (const uint8 _Faction, const uint8 _uControlIndex, const EUIWindow _Window) |
open up the specified window for the given player | |
void | CallWeatherScript (const string&in _sFunction) |
call the given function in the level's weather script | |
void | BlockNavMesh (const string&in _sName, const bool _bBlocked) |
activate or deactivate the nav blocker with the given name | |
void | ActivateSpawn (const string&in _sName, const bool _bActive) |
activate the spawn of the given name | |
void | ActivateAI (const uint8 _Faction) |
activate an existing AI for the given faction | |
void | SetAIFlag (const uint8 _Faction, const EAIFlag _Flag, const bool _bValue) |
set the given flag for the given AI | |
void | EnableLight (const string&in _sName, const bool _bEnable) |
enable or disable the given light | |
void | ExecuteConsoleCommand (const string&in _sCommand) |
execute the given console command (logic level prefix is included implicitly) | |
void | DebugTrackActions () const |
for debugging only! add action history of this creature to debug output. only works until DebugTrackActions is called on another creature. |