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Board
This page describes functions of Board
that have been added or changed as part of memedit.
- For a page about the
Board
class as defined in vanilla version of the game, see Vanilla Board - For a page about the
Board
class functions added by the mod loader, see Board.
-
number
Board:GetFireType(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to check |
Returns the integer for the fire type on the specified tile.
Terrain | Health |
---|---|
FIRE_TYPE_NONE | 0 |
FIRE_TYPE_NORMAL_FIRE | 1 |
FIRE_TYPE_FOREST_FIRE | 2 |
Example:
local loc = Point(0,0)
LOGF("Tile %s has fire type %s",
loc:GetString(),
Board:GetFireType(loc)
)
-
Point
Board:GetHighlighted()
Returns the location of the tile currently being highlighted; or nil
if no tile is being highlighted.
Example:
local highlighted = Board:GetHighlighted()
if highlighted then
LOGF("Tile %s is being highlighted", highlighted:GetString())
else
LOG("No tile is being highlighted")
end
-
number
Board:GetAttackOrder()
After pressing end turn, the game goes through a few phases; fire -> lightning -> etc -> enemy attacks -> enemy spawns. This function returns an integer from 0-6 indicating some of these phases. It can not identify when the enemy carry out attacks or spawn. It will stay at its idle state 6 during that time.
Constant | Integer | Notes |
---|---|---|
ATTACK_ORDER_START | 0 | unknown if this index have any more specific meaning |
ATTACK_ORDER_FIRE | 1 | |
ATTACK_ORDER_LIGHTNING | 2 | |
ATTACK_ORDER_TENTACLES | 3 | |
ATTACK_ORDER_REGENERATION | 4 | |
ATTACK_ORDER_TECHNICIAN | 5 | unconfirmed, but the best guess so far |
ATTACK_ORDER_IDLE | 6 | The idle value until next end turn |
Example:
LOG("Current Attack Order =", Board:GetAttackOrder())
-
number
Board:GetMaxHealth(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to check |
Returns the maximum health of a tile.
Example:
local loc = Point(0,0)
LOGF("Tile %s has %s maximum health",
loc:GetString(),
Board:GetMaxHealth(loc)
)
-
int
Board:GetRubbleType(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to check |
Returns an integer indicating what kind of rubble type a tile has. It can be either mountain rubble or building rubble.
Constant | Integer |
---|---|
RUBBLE_MOUNTAIN | 0 |
RUBBLE_BUILDING | 1 |
Example:
local loc = Point(0,0)
LOGF("The rubble type of tile %s is %s",
loc:GetString(),
Board:GetRubbleType(loc)
)
-
string
Board:GetTerrainIcon(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to check |
Returns the name of the terrain icon being displayed on a tile, or an empty string if no terrain icon is being displayed. This is the same name specified when setting a terrain icon with Board.SetTerrainIcon
.
Example:
local loc = Point(0,0)
LOGF("Tile %s has terrain icon %s",
loc:GetString(),
Board:GetTerrainIcon(loc)
)
-
string
Board:GetUniqueBuilding(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to check |
Returns the name of the unique building on a board tile. Returns nil
for tiles with no unique building.
Example:
local loc = Point(0,0)
LOGF("Tile %s has unique building %q",
loc:GetString(),
tostring(Board:GetUniqueBuilding(loc))
)
-
boolean
Board:IsForest(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to check |
Returns true
if the specified tile is a forest or if it is a forest on fire. false
otherwise.
Example:
local loc = Point(0,0)
LOGF("Tile %s is a forest is %s",
loc:GetString(),
Board:IsForest(loc)
)
-
boolean
Board:IsForestFire(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to check |
Returns true
if the specified tile is a forest on fire. false
otherwise.
Example:
local loc = Point(0,0)
LOGF("Tile %s is a forest on fire is %s",
loc:GetString(),
Board:IsForestFire(loc)
)
-
boolean
Board:IsHighlighted()
Returns true
if any tile on the board is being highlighted, otherwise false
.
Example:
LOGF("Board is being highlighted is %s", Board:IsHighlighted())
-
boolean
Board:IsShield(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to check |
Returns true
if the specified tile is shielded. false
otherwise.
Example:
local loc = Point(0,0)
LOGF("Tile %s is shielded is %s",
loc:GetString(),
Board:IsShield(loc)
)
-
void
Board:RemoveItem(loc)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to remove from |
Removes the item (usually a mine) from a tile if it has one; otherwise does nothing.
Example:
local loc = Point(0,0)
Board:RemoveItem(loc)
-
void
Board:SetRubbleType(loc, rubble_type)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to set |
rubble_type |
number | The rubble type we want to set |
Sets the rubble type of the specified tile. Changing a tile to mountain or building will also change the rubble type of a tile.
Constant | Integer |
---|---|
RUBBLE_MOUNTAIN | 0 |
RUBBLE_BUILDING | 1 |
Example:
local loc = Point(0,0)
Board:SetTerrain(loc, TERRAIN_BUILDING)
Board:SetTerrain(loc, TERRAIN_RUBBLE)
Board:SetRubbleType(loc, RUBBLE_MOUNTAIN)
-
void
Board:SetAcid(loc, acid, no_animation)
-
void
Board:SetAcid(loc, acid)
-
Original function moved to
SetAcidVanilla
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to change |
acid |
boolean | Whether to set or unset acid on the tile |
no_animation |
boolean | Whether to skip sounds and animation or not |
Applies acid to specified tile if acid
is true
, or removed it if false
.
If no_animation
is true
, the tile will become frozen/unfrozen immediately, skipping all animation and sounds normally associated with freeze/unfreeze.
Example:
local loc = Point(0,0)
local acid = true
local no_animation = true
Board:SetAcid(loc, acid, no_animation)
-
void
Board:SetFrozen(loc, frozen, no_animation)
-
void
Board:SetFrozen(loc, frozen)
-
Original function moved to
SetFrozenVanilla
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to change |
frozen |
boolean | Whether to freeze or unfreeze the tile |
no_animation |
boolean | Whether to skip sounds and animation or not |
Freezes the specified tile if frozen
is true
, or unfreezes it if false
.
If no_animation
is true
, sounds and animations are skipped, and the effect is applied immediately.
Example:
local loc = Point(0,0)
local frozen = true
local no_animation = true
Board:SetFrozen(loc, frozen, no_animation)
-
void
Board:SetShield(loc, shield, no_animation)
-
void
Board:SetShield(loc, shield)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to change |
shield |
boolean | Whether to shield or remove shield from the tile |
no_animation |
boolean | Whether to skip the shield/unshield animation |
Shields the specified tile if shield
is true
, or unshields it if false
.
If no_animation
is true
, sounds and animations are skipped, and the effect is applied immediately.
Example:
local loc = Point(0,0)
local shield = true
local no_animation = true
Board:SetShield(loc, shield, no_animation)
-
void
Board:SetUniqueBuilding(loc, structureId)
Argument name | Type | Description |
---|---|---|
loc |
Point | The location of the board tile we want to change |
structureId |
string | The structure id we want to add |
Sets the unique building on a tile to a specified structure id. If ""
, any current unique building will be removed.
Example:
local loc = Point(0,0)
local structureId = "str_bar1"
Board:SetUniqueBuilding(loc, structureId)