Entity Functions
Each entity object represents a creature, building, enchantment, corpse, or ruin. Collectively, these objects define the current game state.
Constructors
Entity createEntity( string cardName, int x_coord, int y_coord, Player controller );Entity createEntity( string cardName, Location loc, Player controller );
Entity createEntity( string cardName, Location loc );
See also getFigure( Location loc ).
Methods
bool isValid();
// check to see if entity was created successfully
bool doesExist();
// check to see if entity has been removed
string getName();
Player getController();
void setController( [[Player Functions|Player]] controller );
bool isType( int type );
// Types: CREATURE=1, BUILDING=2, ENCHANTMENT=3, ITEM=4, MARKER(Corpse,Flux Well,Ruin)=5, WORLD_ENCHANT=6
Location getLoc();
bool move( [[Location Functions|Location]] );
// returns false if unsuccessful (e.g., trying to move figure into occupied location)
void remove();
void destroy();
void sacrifice();
void setDim( bool dimOrNot );
bool isDim();
int addTokens(string tokenName,int delta);
// returns the number of that token after the add.
// delta can be negative
// some common tokens: attack,maxhp,vision,speed,range
// also: age,work,entrench,sleep,vigor,spawn,soul,termite
// you can look in helpers/counters.xml for a complete list
// Example: ent.addToken("attack",1);
// it is case sensitive
int numTokens(string tokenName);
int getCurHealth();
int getMaxHealth();
string otherName();
// returns the name of the corpse, ruin,
// or construction site building that this was or will be