Script/LevelReference

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Revision as of 12:16, 23 September 2016 by Dave (talk | contribs) (Class Methods)

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class LevelReference

The main interface for interacting with the level the player is currently in.

Class Methods

void RegisterHeroPartyEvent (const string&in _sEventTypeName, TOnHeroPartyEvent@ _pFunction, const string&in _sTargetName, const uint8 _Faction)
register an event concerning the hero party
void RegisterInventoryEvent (const string&in _sEventTypeName, TOnInventoryEvent@ _pFunction, const string&in _sTargetName, const uint8 _Faction)
register an event concerning the hero party's inventory
void RegisterCreatureEventByDescription (const string&in _sEventTypeName, TOnCreatureEvent@ _pFunction, const string&in _sDescriptionName, const uint8 _Faction)
register creature event by description name
void RegisterCreatureEventByIndividual (const string&in _sEventTypeName, TOnCreatureEvent@ _pFunction, const string&in _sCreatureName)
register creature event by individual creature name (e.g.
void RegisterBuildingEventByDescription (const string&in _sEventTypeName, TOnBuildingEvent@ _pFunction, const string&in _sDescriptionName, const uint8 _Faction)
register building event by description name
void RegisterBuildingEventByIndividual (const string&in _sEventTypeName, TOnBuildingEvent@ _pFunction, const string&in _sBuildingName)
register building event by individual building name (i.e.
void RegisterUIEvent (const string&in _sEventTypeName, 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 string&in _sEventTypeName, 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 string&in _sEventTypeName, 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
World@ GetWorld ()
get world
Random@ GetRandom ()
get the random number generator
HeroParty@ GetHeroParty (const uint8 _uFaction)
get the hero party for the given faction
Sector@ GetSectorByName (const string&in _sName)
get sector script class by name
Sector@ GetSectorByIndex (const uint _uIndex)
get sector script class by index
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.
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[]@ GetCreaturesFromSpawn (const string&in _sSpawnName)
get all creatures spawned by the given spawn (does not include dead creatures!)
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 string&in _sRelation)
set the relation between the two given factions.
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
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 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.
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.

class LevelReference

The main interface for interacting with the level the player is currently in.

Class Methods

void RegisterHeroPartyEvent (const string&in _sEventTypeName, TOnHeroPartyEvent@ _pFunction, const string&in _sTargetName, const uint8 _Faction)
register an event concerning the hero party
void RegisterInventoryEvent (const string&in _sEventTypeName, TOnInventoryEvent@ _pFunction, const string&in _sTargetName, const uint8 _Faction)
register an event concerning the hero party's inventory
void RegisterCreatureEventByDescription (const string&in _sEventTypeName, TOnCreatureEvent@ _pFunction, const string&in _sDescriptionName, const uint8 _Faction)
register creature event by description name
void RegisterCreatureEventByIndividual (const string&in _sEventTypeName, TOnCreatureEvent@ _pFunction, const string&in _sCreatureName)
register creature event by individual creature name (e.g.
void RegisterBuildingEventByDescription (const string&in _sEventTypeName, TOnBuildingEvent@ _pFunction, const string&in _sDescriptionName, const uint8 _Faction)
register building event by description name
void RegisterBuildingEventByIndividual (const string&in _sEventTypeName, TOnBuildingEvent@ _pFunction, const string&in _sBuildingName)
register building event by individual building name (i.e.
void RegisterUIEvent (const string&in _sEventTypeName, 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 string&in _sEventTypeName, 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 string&in _sEventTypeName, 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
World@ GetWorld ()
get world
Random@ GetRandom ()
get the random number generator
HeroParty@ GetHeroParty (const uint8 _uFaction)
get the hero party for the given faction
Sector@ GetSectorByName (const string&in _sName)
get sector script class by name
Sector@ GetSectorByIndex (const uint _uIndex)
get sector script class by index
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.
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[]@ GetCreaturesFromSpawn (const string&in _sSpawnName)
get all creatures spawned by the given spawn (does not include dead creatures!)
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 string&in _sRelation)
set the relation between the two given factions.
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
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 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.
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.