[][src]Struct sulis_state::script::ScriptInterface

pub struct ScriptInterface {}

The ScriptInterface, accessible in all Lua scripts as the global game. The following methods are available on this object (documentation WIP):

play_sfx(id: String, volume: Float (Optional))

Plays the sound effect with the specified ID. Optionally multiple the sound base volume by the specified volume

is_combat_active() -> Bool

Returns true if the game is currently in combat mode, false otherwise

current_round() -> Int

Returns the current round, or the total number of rounds of playtime that have elapsed. This number increases by 1 for every complete round of combat, or by 1 for every 5 seconds of out of combat play.

add_time(days: Int, hours: Int (Optional), rounds: Int (Optional))

Adds the specified days, hours, and rounds to the current time.

current_time() -> Table

Returns a table containing the current time. Table entries are day, hour, and round.

party() -> Table<ScriptEntity>

Returns a table containing all current party members.

entity_with_id(id: String) -> ScriptEntity

Returns a ScriptEntity object for the entity with the given unique id, if such an entity can be found. Otherwise, returns the invalid ScriptEntity. The ID is the unique id associated with the individual entity, which is typically the same as the actor ID for actors that are only used once, and is generated for encounter created actors.

Examples

  entity = game:entity_with_id("id1")
  if not entity:is_valid() then return end
  game:log("Found entity with name " .. entity:name())

entities_with_ids(ids: Table) -> Table<ScriptEntity>

Returns a list of ScriptEntity objects for each of the specified ids that are found. The list may be empty. Also see entity_with_id(id).

Examples

 entities = game:entities_with_ids({"id1", "id2"})
 for i = 1, #entities do
   game:log("Found entity with name " .. entities[i]:name())
 end

activate_targeter()

Activates the current targeter, if one exists. You should first validate the targeter exists with has_targeter() and then set a valid position with check_targeter_position(x, y).

Examples

if game:has_targeter() then
  x = target:x()
  y = target:y()
  if game:check_targeter_position(x, y) then
    game:activate_targeter()
  end
end

cancel_targeter()

Deactivates the current targeter. Throws an error if there is no active targeter. You should verify a targeter is active with has_targeter() before calling this method.

check_targeter_position(x: Int, y: Int) -> bool

Sets the selected coordinates for the targeter and then checks if the position is valid to activate. See also activate_targeter()

get_targeter_affected() -> ScriptEntitySet

Returns the set of entities currently affected by the active targeter, if there is one. If there is no active targeter, throws an error. You should verify a targeter is active with has_targeter() before calling this method.

get_targeter_selectable() -> ScriptEntitySet

Returns the set of entities that can be selected by the active targeter, if there is one and it is no free select. You should verify there is an active targeter with has_targeter() before calling this method.

is_targeter_free_select() -> Bool

Returns true if the active targeter is free select, false otherwise. You should verify there is an active targeter with has_targeter() before calling this method.

has_targeter() -> Bool

Returns true if a targeter is currently active, false otherwise. Useful for AI activating of abilities.

cancel_blocking_anims()

Cancels all current blocking animations on all entities. Blocking animations are those that normally cause the player to wait for their completion before performing another action. This includes movement, attacks, and most fixed duration particle effects.

check_ai_activation(entity: ScriptEntity)

Checks all entities for ai activation - i.e. if they can see a hostile, they become AI active. This can trigger the start of combat. Useful when a script updates the state of the area in such a way that combat might start (such as unhiding an entity or spawning an encounter). This is not needed when scripts cause movement, as it is called automatically in those cases. The entity should be the one whose state has changed.

fade_out_in()

Causes the main view to fade out, then back in again. This duration of the fades is defined in the theme for the WindowFade widget.

init_party_day()

Starts a new day for the player character and party. This resets all skill uses and sets maximum hit points. This is normally used in a script when the party rests.

create_menu_selection(value: String)

Creates a ScriptMenuSelection object with the specified value. Useful to manually generate a callback value without the user actually clicking on it

create_menu(title: String, callback: CallbackData)

Creates a new ScriptMenu which can then be built up and finally shown with show(). Calls the callback function on_menu_select when the user select an option.

`show_confirm(message: String, accept: String, cancel: String,

id: String, func: String)Shows a simple confirmation dialog with the specifiedmessage, and specified text on the acceptandcancelbuttons. If the user cancels, no action is taken. If the user accepts, the specifiedfuncis called from the script withid`.

warn(message: String)

Logs the specified string to the game's output at warn level.

log(message: String)

Logs the specified string to the game's output at info level. This is primarily useful for debugging purposes.

debug(message: String)

Logs the specified string to game output at debug level.

trace(message: String)

Logs the specified string to game output at trace level.

ap_display_factor() -> Int

Gets the ap display factor, which is the factor that the internal AP representation is divided by when displayed. Any AP values that are displayed to the user must be divided by this factor.

anim_base_time() -> Float

Returns the animation base time, which affects how long animations last. Generally, animations should multiply some base time by this factor when determining the duration of animations. This value is user configurable in the options menu.

atan2(x: Float, y: Float) -> Float

Computes the four quadrant arctan function. See f32::atan2

block_ui(time: Float)

Locks the UI so the player cannot take any additional in game actions (such as movement or combat) for the specified time number of seconds.

run_script_delayed(script_id: String, func: String, delay: Float)

Causes the specified func from the script with script_id to be run after delay seconds. The script is actually run on the first frame after delay seconds have elapsed. The game can normally achieve a comfortable 60 fps on the vast majority of hardware, but be aware that this is not always the case.

create_callback(parent: ScriptEntity, script: String) -> ScriptCallback

Creates a new script callback. This callback will utilize the specified script file for all methods. See ScriptCallback for more.

set_quest_state(quest: String, state: String)

Sets the specified quest to the state. state must be one of Hidden, Visible, Active, or Complete. quest must be the ID of a valid quest definition.

set_quest_entry_state(quest: String, entry: String, state: String)

Sets the specified entry within the specified quest to state. state must be one of Hidden, Visible, Active, or Complete. questmust be the ID of a valid quest definition, andentry` must be an entry within that quest.

get_quest_state(quest: String) -> String

Returns the current state of the specified quest. state will be one of Hidden, Visible, Active, or Complete.

get_quest_entry_state(quest: String, entry: String)

Returns the current state of the specified entry in the given quest.

set_world_map_location_visible(location: String, visible: Bool)

Sets the specified location in the world map to the specified visible. The location must be defined in the world_map section of the campaign definition file.

set_world_map_location_enabled(location: String, enabled: Bool)

Sets the specified location in the world map enabled. If disabled, a user viewing the world map cannot travel to that location. The location must be defined in the world_map section of the campaign definition file.

is_passable(entity: ScriptEntity, x: Int, y: Int) -> Bool

Returns true if the specified coordinates in the current area are passable for the entity, false otherwise.

`spawn_actor_at(id: String, x: Int, y: Int, faction: String (Optional), area: String

(Optional)) -> ScriptEntityAttempts the spawn an instance of the actor with the specifiedidat the coordinatesx, y` in the current area, unless area is specified. If successful, returns the ScriptEntity that was just spawned. If not, returns the invalid ScriptEntity. Optionally, you may set the faction of the spawned actor to the specified value. Must be "Hostile", "Neutral", or "Friendly". This method can fail if the ID or coordinates are invalid, or if the location is not passable for the entity.

spawn_encounter_at(x: Int, y: Int, area_id: String (Optional))

Causes the encounter in the current area at x, y to spawn entities based on its encounter definition. If the entities are hostile and within player visibility, will initiate combat.

enable_trigger_at(x: Int, y: Int, area_id: String (Optional))

Sets the trigger in the current area at x, y to enabled. This means the trigger will fire when its condition (such as player entering its coordinates) are met. This method will only have an effect on triggers which are set to be initially_disabled in their defintion, or which have been disabled via disable_trigger_at.

disable_trigger_at(x: Int, y: Int, area_id: String(Optional))

Sets the trigger in the current area at x, y to disabled. This means the trigger will not fire regardless of whether its condition is met.

enable_prop_at(x: Int, y: Int, area_id: String (Optional))

Sets the prop in the current area at x, y to enabled. When enabled, props can be interacted with if relevant for the given prop (doors or containers).

disable_prop_at(x: Int, y: Int, area_id: String (Optional))

Sets the prop in the current area at x, y to disabled. When disabled, props cannot be interacted with regardless of whether they otherwise are interactive.

toggle_prop_at(x: Int, y: Int, area_id: String (Optional))

Toggles the enabled / disabled state of the prop at x, y. See enable_prop_at and disable_prop_at

say_line(line: String, target: ScriptEntity (Optional))

The specified target, or the player if no target is specified, will say the line of text specified by line. This is represented by the text appearing on the main area view overhead of the target entity. The text fades away after several seconds.

start_conversation(id: String, target: ScriptEntity (Optional))

Starts the conversation with the specified id, with the target or the player if the target is not specified. The conversation is defined in the conversation data file for the relevant id.

show_game_over_window(text: String)

Shows the game over window, indicating that the player cannot continue in the current module without loading. This can be used to show victory or defeat. The specified text is displayed.

create_module_export(id: String) -> ModuleExport

Creates a ModuleExport object which can be used to configure transfering data and loading a new campaign/module. Once it is set up, the new campaign is loaded by calling activate on the returned object.

player -> ScriptEntity

Returns a reference to the player character ScriptEntity.

show_cutscene(id: String)

Causes the cutscene with the specified id to show. This blocks the user interface until the cutscene is complete or the player skips it. The cutscene is launched asynchronously on the next frame, so the remaineder of this script script will execute immediately.

exit_to_menu()

Causes the game to exit to the main menu.

scroll_view(x: Int, y: Int)

Causes the view of the current area to scroll to the specified x, y coordinates. This done using a smooth scroll effect. The scroll begins on the next frame, so the remainder of the current script will continue to execute immediately.

num_effects_with_tag(tag: String) -> Int

Returns the number of currently active effects, in any area, with the specified effect tag. This can be used in scripts to enforce a global limit on a specific effect type.

has_party_member(id: String) -> Bool

Returns true if one of the current party members has the specified id, false otherwise

add_party_member(id: String, show_portrait: Bool (Optional))

Searches for an entity with the specified id. If it is found, adds that entity as a member of the player's party, making them controllable by the player. If an entity with the id is not found, throws an error. show_portrait controls where the entity is displayed in the portraits area of the UI. If not passed, defaults to true.

remove_party_member(id: String)

Removes the entity with the specified ID from the party, if it is currently in the party. Does nothing otherwise.

party_coins() -> Int

Returns the current amount of party coins. Note that this value must be divided by the item_value_display_factor in the module rules in order to get the displayed amount of coins.

add_party_coins(amount: Int)

Adds the specified number of coins to the party. Note that this value is divided by the item_value_display_factor to get the displayed coinage.

find_party_item(id: String, adjective: String (Optional, up to 3)) -> ScriptStashItem

Returns a ScriptStashItem representing the first item in the party stash found matching the specified ID and all specified adjectives. If no such item is found, returns an invalid ScriptStashItem.

remove_party_item(item: ScriptStashItem)

Removes a quantity of one of the specified item from the party stash.

add_party_item(id: String, adjective: String (Optional, up to 3)) -> ScriptStashItem

Creates an item with the specified id, and adjective, if specified. If there is no item definition with this ID or the adjective is specified but there is no adjective with that ID, throws an error. Otherwise, the item is added to the party stash. Returns a ScriptStashItem representing the added item.

add_party_xp(amount: Int)

Adds the specified amount of XP to the party. Each current party member is given this amount of XP.

transition_party_to(x: Int, y: Int, area: String (Optional))

Moves the party to the specified coordinates within the specified area. If an area is not specified, the transition occurs within the current area. If the area or coordinates are invalid, this will currently leave the game in a bad state where the player is forced to load to continue. The player is moved to the exact coordinates, whereas other party members are moved to nearby coordinates.

start_bench(tag: String (Optional)) -> Handle

Starts a benchmark run. Returns a handle that can be used to finish the run. The benchmark may optionally be labeled with a tag.

end_bench(handle: Handle)

Ends a benchmark run. The handle should be the one returned from start_bench.

Trait Implementations

impl UserData for ScriptInterface[src]

Auto Trait Implementations

impl RefUnwindSafe for ScriptInterface

impl Send for ScriptInterface

impl Sync for ScriptInterface

impl Unpin for ScriptInterface

impl UnwindSafe for ScriptInterface

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<'lua, T> ToLua<'lua> for T where
    T: 'static + UserData + Send
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impl<'lua, T> ToLuaMulti<'lua> for T where
    T: ToLua<'lua>, 
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impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>, 
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