Méthode | Description | |
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CreateBlueprint ( |
Creates a Blueprint from a maplet
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Fits ( PlanningMapItemType map, PlanningMapItemType maplet, bool edge, bool firstFit, int padding, int &startX, int &startY, PlanningMapItemType &newMap ) : bool |
Determines whether a maplet will fit into a map, and if it does, where it fits
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Fits ( PlanningMapItemType map, PlanningMapItemType maplet, int x, int y, PlanningMapItemType &newMap ) : bool |
Determines whether a particular maplet with a fixed x and y coordiate will fit, and places it on the updated planning map if it does ONLY USE FOR ABSOLUTE POSITIONING
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FuseMaps ( PlanningMapItemType map, PlanningMapItemType maplet, int startX, int startY ) : ].PlanningMapItemType[ |
Fuses the two maps together such that the maplet will reserve space for itself in the blueprint. This function assumes that the maps will fit and does not perform any checking. It is greatly recommended that you use Fits to invoke this function
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GenerateEnemies ( |
Generates enemies on the map.
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GenerateMap ( int parentTileID, int parentWallID, |
Generates a map based on the maplet assigned
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GenerateVendor ( |
Generates a vendor, adds the vendor details to the actor being created
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JoinMaps ( |
Places the contents of the items in the maplet into the base map. Tiles must already have been set at this point, as this will only place mapitems.
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UpdateVendorStock ( |
Updates the Vendor's stock to brand new stock
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Méthode | Description | |
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NoDoubleWall ( PlanningMapItemType map, PlanningMapItemType maplet, int mapX, int mapY ) : bool |
Checks whether this positioning would create a double wall
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public CreateBlueprint ( |
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maplet | ||
Résultat | ].PlanningMapItemType[ |
public Fits ( PlanningMapItemType map, PlanningMapItemType maplet, bool edge, bool firstFit, int padding, int &startX, int &startY, PlanningMapItemType &newMap ) : bool | ||
map | PlanningMapItemType | The original map |
maplet | PlanningMapItemType | The maplet we are trying to introduce |
edge | bool | If this is set to true, will try to put them on the edge. Otherwise will try to be compeltly random |
firstFit | bool | If this is set to true, and edge is set to true, it will try to fit the object in the first place it can find |
padding | int | |
startX | int | Where the map will fit on the X coordinate |
startY | int | Where the map will fit on the Y coordinate |
newMap | PlanningMapItemType | What the map will look like with the maplet inside it. Will be equivalent to map if there is no fit |
Résultat | bool |
public Fits ( PlanningMapItemType map, PlanningMapItemType maplet, int x, int y, PlanningMapItemType &newMap ) : bool | ||
map | PlanningMapItemType | |
maplet | PlanningMapItemType | |
x | int | |
y | int | |
newMap | PlanningMapItemType | |
Résultat | bool |
public FuseMaps ( PlanningMapItemType map, PlanningMapItemType maplet, int startX, int startY ) : ].PlanningMapItemType[ | ||
map | PlanningMapItemType | The base map blueprint |
maplet | PlanningMapItemType | The maplet blueprint |
startX | int | Where on the x coordinate the maplet will begin |
startY | int | Where on the Y coordinate the maplet will begin |
Résultat | ].PlanningMapItemType[ |
public GenerateEnemies ( |
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blocks | ||
enemyCount | int | |
enemyType | string | |
actors | DRObjects | |
level | int | |
equipmentCost | int | |
Résultat | ].MapBlock[ |
public GenerateMap ( int parentTileID, int parentWallID, |
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parentTileID | int | The ID of the tiles used in the parent maplet item |
parentWallID | int | The wall that the parent has |
maplet | The maplet to generate | |
preferSides | bool | |
actorType | string | The type of actors to generate |
owner | OwningFactions | The owner of the map. Any maplet items which don't belong will be hidden |
actors | The actors which we have generated | |
wAreas | ||
patrolRoutes | ||
footpathNodes | ||
Résultat | ].MapBlock[ |
public GenerateVendor ( |
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newActor | ||
actor | ||
Résultat | void |
public JoinMaps ( |
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baseMap | The Base Map | |
maplet | The maplet items to place | |
startX | int | The x coordinate on the basemap where to start |
startY | int | The y coordinate on the basemap where to start |
Résultat | ].MapBlock[ |
public UpdateVendorStock ( |
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actor | ||
Résultat | void |