Difference between revisions of "Script/World"

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(World Map / Travel)
(World Map / Travel)
 
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| style = 'color: #505050; line-height: 0.5;' |''show final choice when selecting the given map.''
 
| style = 'color: #505050; line-height: 0.5;' |''show final choice when selecting the given map.''
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
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| style='color: black; width: 90%; line-height: 1.0;' | '''AllowFullPartyManagement''' (const [[../BasicDataTypes|uint]] ''_uMapId'', const [[../BasicDataTypes|uint8]] ''_uSetting'', const [[../BasicDataTypes|bool]] ''_bAllow'')
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| style = 'color: #505050; line-height: 0.5;' |''set whether the player is allowed to manage ALL of their owned heroes on the given map in the given setting.''
 
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|uint8]]  
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|uint8]]  

Latest revision as of 10:55, 16 January 2018

class World

The main interface for interacting with the global game state, persistent across all levels.

Class Methods

World Map / Travel

bool IsTravelAllowed () const
is travelling (leaving the level/fast travelling) currently allowed?
void AllowTravel (const bool _bAllow)
set whether the player is allowed to leave the current level or fast travel within it.
uint GetWorldMapId () const
get current world map id
void SetWorldMapId (const uint _uMapId)
set id of the map to which to travel when pressing the world map button
bool IsMapAccessible (const uint _uMapId) const
is the given level currently accessible?
void SetMapAccessible (const uint _uMapId, const bool _bAccessible = true, const uint8 _uSetting = uint8 ( - 1 ))
set whether the given map is accessible by the player from the world map.
bool IsRaceSelectionAllowed (const uint _uMapId) const
is the player allowed to choose an RTS race to control upon entering this map?
void SetRaceSelectionAllowed (const uint _uMapId, const bool _bAllow)
set whether the player is allowed to choose an RTS race to control upon entering the map.
bool AreHeroesAllowedToSpawn (const uint _uMapId) const
should heroes be spawned when entering the given map.
void AllowHeroesToSpawn (const uint _uMapId, const bool _bAllow)
set whether heroes should be spawned when entering the given map.
bool IsUpdatingHeroesToSpawnAllowed (const uint _uMapId) const
should heroes to spawn be updated while within the given map.
void AllowUpdatingHeroesToSpawn (const uint _uMapId, const bool _bAllow)
set whether heroes to spawn should be updated while within the given map.
void ShowFinalChoice (const uint _uMapId, const bool _bShow)
show final choice when selecting the given map.
void AllowFullPartyManagement (const uint _uMapId, const uint8 _uSetting, const bool _bAllow)
set whether the player is allowed to manage ALL of their owned heroes on the given map in the given setting.
uint8 GetCurrentMapSetting (const uint _uMapId) const
get the current setting for the given map
void SetMapSetting (const uint _uMapId, const uint8 _uSetting)
set the active setting for the given map. the setting change will only take effect the next time the level is visited.
void SetMapEntryPoint (const uint _uMapId, const string&in _sEntryPoint)
set the entry point for _uMapId. will be used when the player travels to the map the next time.
string[]@ GetRequiredHeroes (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 )) const
get technical names of heroes required to be selected on the given map in the given setting (defaults to current setting)
void SetRequiredHeroes (const uint _uMapId, const uint8 _uSetting, const string[]&in _HeroNames)
set list of technical names of heroes required to be selected on the given map in the given setting
void TravelToMap (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 ), const string&in _sEntryPoint = "")
go to the given map in the given setting (or current setting, if not specified)
void EndGame ()
quit the game and return to main menu

Blueprints

bool IsBlueprintUnlocked (const string&in _sBlueprintName) const
is the given blueprint currently unlocked?
void UnlockBlueprint (const string&in _sBlueprintName, const bool _bTemporary)
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)
bool IsBlueprintUpgradeUnlocked (const string&in _sBlueprintName, const string&in _sUpgradeName) const
is the given upgrade for the given blueprint currently unlocked?
void UnlockBlueprintUpgrade (const string&in _sBlueprintName, const string&in _sUpgradeName, const bool _bTemporary)
unlock the given blueprint upgrade (if _bTemporary is true, the upgrade will be re-locked as soon as the player leaves the current level)

Glossary

void UnlockGlossaryEntry (const string&in _sTechnicalName, const uint _uStage = 0)
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)
void UnlockGlossaryTargetParagraph (const string&in _sTechnicalName, const string&in _sTargetName)
unlock the target paragraph of glossary entry _sTechnicalName pertaining to _sTargetName
void UnlockAllGlossaryTargetParagraphs (const string&in _sTechnicalName)
unlock all target paragraphs of the glossary entry _sTechnicalName

Dialogues

bool DoesDialogueContainerExist (const string&in _sContainerName) const
check whether the given dialogue container exists
bool DoesDialogueTopicExist (const string&in _sContainerName, const string&in _sTopicName) const
check whether the given dialogue topic exists
string[]@ GetEnabledTopics (const string&in _sContainerName) const
get all currently enabled topics within the given container.
string[]@ GetValidTopics (const string&in _sContainerName) const
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.).
void EnableDialogueTopic (const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
enable or disable the given dialogue topic
void EnableDialogueTopicGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
enable/disable a dialogue topic that may not present in this level
bool IsDialogueTopicEnabled (const string&in _sContainerName, const string&in _sTopicName) const
is the given dialogue topic currently enabled?
void BlockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
disable a dialogue topic node
void BlockDialogueTopicNodeGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sNodeName)
disable a dialogue topic node
void UnblockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
enable a dialogue topic node
void UnblockDialogueTopicNodeGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sNodeName)
enable a dialogue topic node
void SetDialogueTopicImportant (const string&in _sContainerName, const string&in _sTopicName, const bool _bImportant)
set whether the given dialogue topic is considered important
bool IsDialogueTopicImportant (const string&in _sContainerName, const string&in _sTopicName) const
is the given dialogue topic important?

Global Variables

bool GetGlobalBool (const string&in _sVarName, const bool _bDefault = false) const
get global variable of type bool
int GetGlobalInt (const string&in _sVarName, const int _iDefault = - 1) const
get global variable of type integer
void SetGlobalBool (const string&in _sVarName, const bool _bValue)
set global variable of type bool
void SetGlobalInt (const string&in _sVarName, const int _iValue)
set global variable of type integer
void RemoveGlobalVar (const string&in _sVarName)
remove the given global variable
string[]@ GetGlobalVarNamesInCategory (const string&in _sCategoryName, const bool _bFullVarNames = true) const
get a list of all variable names in the given category. if _bFullVarNames is false, the returned names will not contain the "_sCategoryName." prefix.
dictionary@ GetGlobalVarsInCategory (const string&in _sCategoryName, const bool _bFullVarNames = true) const
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.

void ClearGlobalVarCategory (const string&in _sCategoryName)
remove all global variables in the given category

Creature Drop Lists

void AddItemToCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName, const uint _uAmount, const uint8 _uPercentChance)
add a chance to drop the given item to any creature with the given description name
void RemoveItemFromCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName, const uint _uAmount, const uint8 _uPercentChance)
remove a specific previously added entry from the given creature's list of drops
void RemoveItemFromCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName)
remove any previously added entry with the given item from the given creature's list of drops

class World

The main interface for interacting with the global game state, persistent across all levels.

Class Methods

World Map / Travel

bool IsTravelAllowed () const
is travelling (leaving the level/fast travelling) currently allowed?
void AllowTravel (const bool _bAllow)
set whether the player is allowed to leave the current level or fast travel within it.
uint GetWorldMapId () const
get current world map id
void SetWorldMapId (const uint _uMapId)
set id of the map to which to travel when pressing the world map button
bool IsMapAccessible (const uint _uMapId) const
is the given level currently accessible?
void SetMapAccessible (const uint _uMapId, const bool _bAccessible = true, const uint8 _uSetting = uint8 ( - 1 ))
set whether the given map is accessible by the player from the world map.
bool IsRaceSelectionAllowed (const uint _uMapId) const
is the player allowed to choose an RTS race to control upon entering this map?
void SetRaceSelectionAllowed (const uint _uMapId, const bool _bAllow)
set whether the player is allowed to choose an RTS race to control upon entering the map.
bool AreHeroesAllowedToSpawn (const uint _uMapId) const
should heroes be spawned when entering the given map.
void AllowHeroesToSpawn (const uint _uMapId, const bool _bAllow)
set whether heroes should be spawned when entering the given map.
bool IsUpdatingHeroesToSpawnAllowed (const uint _uMapId) const
should heroes to spawn be updated while within the given map.
void AllowUpdatingHeroesToSpawn (const uint _uMapId, const bool _bAllow)
set whether heroes to spawn should be updated while within the given map.
void ShowFinalChoice (const uint _uMapId, const bool _bShow)
show final choice when selecting the given map.
void AllowFullPartyManagement (const uint _uMapId, const uint8 _uSetting, const bool _bAllow)
set whether the player is allowed to manage ALL of their owned heroes on the given map in the given setting.
uint8 GetCurrentMapSetting (const uint _uMapId) const
get the current setting for the given map
void SetMapSetting (const uint _uMapId, const uint8 _uSetting)
set the active setting for the given map. the setting change will only take effect the next time the level is visited.
void SetMapEntryPoint (const uint _uMapId, const string&in _sEntryPoint)
set the entry point for _uMapId. will be used when the player travels to the map the next time.
string[]@ GetRequiredHeroes (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 )) const
get technical names of heroes required to be selected on the given map in the given setting (defaults to current setting)
void SetRequiredHeroes (const uint _uMapId, const uint8 _uSetting, const string[]&in _HeroNames)
set list of technical names of heroes required to be selected on the given map in the given setting
void TravelToMap (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 ), const string&in _sEntryPoint = "")
go to the given map in the given setting (or current setting, if not specified)
void EndGame ()
quit the game and return to main menu

Blueprints

bool IsBlueprintUnlocked (const string&in _sBlueprintName) const
is the given blueprint currently unlocked?
void UnlockBlueprint (const string&in _sBlueprintName, const bool _bTemporary)
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)
bool IsBlueprintUpgradeUnlocked (const string&in _sBlueprintName, const string&in _sUpgradeName) const
is the given upgrade for the given blueprint currently unlocked?
void UnlockBlueprintUpgrade (const string&in _sBlueprintName, const string&in _sUpgradeName, const bool _bTemporary)
unlock the given blueprint upgrade (if _bTemporary is true, the upgrade will be re-locked as soon as the player leaves the current level)

Glossary

void UnlockGlossaryEntry (const string&in _sTechnicalName, const uint _uStage = 0)
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)
void UnlockGlossaryTargetParagraph (const string&in _sTechnicalName, const string&in _sTargetName)
unlock the target paragraph of glossary entry _sTechnicalName pertaining to _sTargetName
void UnlockAllGlossaryTargetParagraphs (const string&in _sTechnicalName)
unlock all target paragraphs of the glossary entry _sTechnicalName

Dialogues

bool DoesDialogueContainerExist (const string&in _sContainerName) const
check whether the given dialogue container exists
bool DoesDialogueTopicExist (const string&in _sContainerName, const string&in _sTopicName) const
check whether the given dialogue topic exists
string[]@ GetEnabledTopics (const string&in _sContainerName) const
get all currently enabled topics within the given container.
string[]@ GetValidTopics (const string&in _sContainerName) const
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.).
void EnableDialogueTopic (const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
enable or disable the given dialogue topic
void EnableDialogueTopicGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
enable/disable a dialogue topic that may not present in this level
bool IsDialogueTopicEnabled (const string&in _sContainerName, const string&in _sTopicName) const
is the given dialogue topic currently enabled?
void BlockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
disable a dialogue topic node
void BlockDialogueTopicNodeGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sNodeName)
disable a dialogue topic node
void UnblockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
enable a dialogue topic node
void UnblockDialogueTopicNodeGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sNodeName)
enable a dialogue topic node
void SetDialogueTopicImportant (const string&in _sContainerName, const string&in _sTopicName, const bool _bImportant)
set whether the given dialogue topic is considered important
bool IsDialogueTopicImportant (const string&in _sContainerName, const string&in _sTopicName) const
is the given dialogue topic important?

Global Variables

bool GetGlobalBool (const string&in _sVarName, const bool _bDefault = false) const
get global variable of type bool
int GetGlobalInt (const string&in _sVarName, const int _iDefault = - 1) const
get global variable of type integer
void SetGlobalBool (const string&in _sVarName, const bool _bValue)
set global variable of type bool
void SetGlobalInt (const string&in _sVarName, const int _iValue)
set global variable of type integer
void RemoveGlobalVar (const string&in _sVarName)
remove the given global variable
string[]@ GetGlobalVarNamesInCategory (const string&in _sCategoryName, const bool _bFullVarNames = true) const
get a list of all variable names in the given category. if _bFullVarNames is false, the returned names will not contain the "_sCategoryName." prefix.
dictionary@ GetGlobalVarsInCategory (const string&in _sCategoryName, const bool _bFullVarNames = true) const
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.

void ClearGlobalVarCategory (const string&in _sCategoryName)
remove all global variables in the given category

Creature Drop Lists

void AddItemToCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName, const uint _uAmount, const uint8 _uPercentChance)
add a chance to drop the given item to any creature with the given description name
void RemoveItemFromCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName, const uint _uAmount, const uint8 _uPercentChance)
remove a specific previously added entry from the given creature's list of drops
void RemoveItemFromCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName)
remove any previously added entry with the given item from the given creature's list of drops