class World
The main interface for interacting with the global game state, persistent across all levels.
Class Methods
World Map / Travel
bool
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IsTravelAllowed () const
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is travelling (leaving the level/fast travelling) currently allowed?
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void
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AllowTravel (const bool _bAllow)
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set whether the player is allowed to leave the current level or fast travel within it.
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bool
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IsMapAccessible (const uint _uMapId) const
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is the given level currently accessible?
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bool
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IsRaceSelectionAllowed (const uint _uMapId) const
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is the player allowed to choose an RTS race to control upon entering this map?
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void
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SetRaceSelectionAllowed (const uint _uMapId, const bool _bAllow)
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set whether the player is allowed to choose an RTS race to control upon entering the map.
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void
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SetMapAccessible (const uint _uMapId, const bool _bAccessible = true, const uint8 _uSetting = uint8 ( - 1 ))
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set whether the given map is accessible by the player from the world map.
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uint8
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GetCurrentMapSetting (const uint _uMapId) const
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get the current setting for the given map
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void
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SetMapSetting (const uint _uMapId, const uint8 _uSetting)
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set the active setting for the given map. the setting change will only take effect the next time the level is visited.
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void
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SetMapEntryPoint (const uint _uMapId, const string&in _sEntryPoint)
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set the entry point for _uMapId. will be used when the player travels to the map the next time.
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void
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TravelToMap (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 ), const string&in _sEntryPoint = "")
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go to the given map in the given setting (or current setting, if not specified)
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void
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EndGame ()
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quit the game and return to main menu
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Blueprints
bool
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IsBlueprintUnlocked (const string&in _sBlueprintName) const
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is the given blueprint currently unlocked?
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void
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UnlockBlueprint (const string&in _sBlueprintName, const bool _bTemporary)
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unlock the blueprint of this name for the player (if _bTemporary is true, the blueprint will be re-locked as soon as the player leaves the current level)
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bool
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IsBlueprintUpgradeUnlocked (const string&in _sBlueprintName, const string&in _sUpgradeName) const
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is the given upgrade for the given blueprint currently unlocked?
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void
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UnlockBlueprintUpgrade (const string&in _sBlueprintName, const string&in _sUpgradeName, const bool _bTemporary)
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unlock the given blueprint upgrade (if _bTemporary is true, the upgrade will be re-locked as soon as the player leaves the current level)
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Glossary
void
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UnlockGlossaryEntry (const string&in _sTechnicalName, const uint _uStage = 0)
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unlock the given glossary entry (if the entry has multiple stages, 0 unlocks the basic entry with the first paragraph, 1 the second, and so on)
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Dialogues
bool
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DoesDialogueContainerExist (const string&in _sContainerName) const
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check whether the given dialogue container exists
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string[]@
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GetEnabledTopics (const string&in _sContainerName) const
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get all currently enabled topics within the given container.
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string[]@
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GetValidTopics (const string&in _sContainerName) const
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get all topics in the given container which are enabled and can be initiated at this very moment (checks script conditions, required participants, range, etc.).
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void
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EnableDialogueTopic (const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
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enable or disable the given dialogue topic
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bool
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IsDialogueTopicEnabled (const string&in _sContainerName, const string&in _sTopicName) const
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is the given dialogue topic currently enabled?
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void
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BlockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
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disable a dialogue topic node
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void
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UnblockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
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enable a dialogue topic node
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void
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SetDialogueTopicImportant (const string&in _sContainerName, const string&in _sTopicName, const bool _bImportant)
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set whether the given dialogue topic is considered important
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bool
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IsDialogueTopicImportant (const string&in _sContainerName, const string&in _sTopicName) const
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is the given dialogue topic important?
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Global Variables
bool
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GetGlobalBool (const string&in _sVarName, const bool _bDefault = false) const
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get global variable of type bool
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int
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GetGlobalInt (const string&in _sVarName, const int _iDefault = - 1) const
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get global variable of type integer
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void
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SetGlobalBool (const string&in _sVarName, const bool _bValue)
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set global variable of type bool
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void
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SetGlobalInt (const string&in _sVarName, const int _iValue)
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set global variable of type integer
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void
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RemoveGlobalVar (const string&in _sVarName)
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remove the given global variable
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string[]@
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GetGlobalVarNamesInCategory (const string&in _sCategoryName, const bool _bFullVarNames = true) const
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get a list of all variable names in the given category. if _bFullVarNames is false, the returned names will not contain the "_sCategoryName." prefix.
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dictionary@
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GetGlobalVarsInCategory (const string&in _sCategoryName, const bool _bFullVarNames = true) const
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get a dictionary mapping all variable names in the given category to their respective values (all represented as integers).
if _bFullVarNames is false, the key names will not contain the "_sCategoryName." prefix.
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void
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ClearGlobalVarCategory (const string&in _sCategoryName)
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remove all global variables in the given category
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Creature Drop Lists
void
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AddItemToCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName, const uint _uAmount, const uint8 _uPercentChance)
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add a chance to drop the given item to any creature with the given description name
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void
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RemoveItemFromCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName, const uint _uAmount, const uint8 _uPercentChance)
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remove a specific previously added entry from the given creature's list of drops
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void
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RemoveItemFromCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName)
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remove any previously added entry with the given item from the given creature's list of drops
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