Script/Building
From SF3
class Building
Represents a reference to a building in the game world. An instance of this class acts like a weak pointer to an existing building in the game world and provides an interface to interact with it. Before interacting with the building, you should call Exists() in order to check if the building actually (still) exists. IMPORTANT: This class must NOT be stored as a class member. If you want to store the building for later reference, store the id obtained by GetId instead. You can then later retrieve the building from the LevelReference class by calling GetBuildingById.
Inherits from: Entity
Class Methods
string | GetDescriptionName () const |
get building description name | |
EBuildingType | GetBuildingType () const |
get building type | |
EBuildingStage | GetStage () const |
get current building stage | |
uint16 | GetSectorIndex () const |
get index of the sector in which the building is located. | |
int | GetCurrentHP () const |
get current building health | |
int | GetMaxHP () const |
get maximum building health | |
void | Charge (const int _iChargePoints) |
modify charge value of a charge type building | |
bool | IsActive () const |
is the building currently active? (assignments can be given by the player) | |
void | SetActive (const bool _bActive) |
set whether the player can give assignments to the building | |
bool | Damage (const EDamageType _DamageType, const uint _uAmount) |
damage the building for _uAmount HP of the given damage type, returns true if destroyed | |
void | Destroy () |
immediately destroy the building | |
uint | GetResources (const EResource _Type) const |
get the amount of resources of _Type currently in the building's production store. | |
uint | GetResourceCapacity (const EResource _Type) const |
get the maximum amount of resources of _Type which the building can store in its production store. | |
uint | AddResources (const EResource _Type, const uint _uAmount) |
add _uAmount resources of _Type to the building's production store. returns the actual amount of resources added. | |
uint | RemoveResources (const EResource _Type, const uint _uAmount) |
remove _uAmount resources of _Type from the building's production store. returns the actual amount of resources removed. | |
Building& | operator= (const Building&in) |
bool | operator== (const Building&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 | 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 |