The civ library: Difference between revisions

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(Changed the names of the linked to pages, so that they are the full command (for clarity and to prevent conflicts))
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Follow the link in the function name for additional information about that function, if it is available.
Follow the link in the function name for additional information about that function, if it is available.


[[addImprovement]]
 
[[civ.addImprovement|addImprovement]]


civ.addImprovement(city, improvement)
civ.addImprovement(city, improvement)
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[[canEnter]]
[[civ.canEnter|canEnter]]


civ.canEnter(unittype, tile) -> boolean
civ.canEnter(unittype, tile) -> boolean
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[[captureCity]]
[[civ.captureCity|captureCity]]


civ.captureCity(city, tribe)
civ.captureCity(city, tribe)
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[[createCity]]
[[civ.createCity|createCity]]


civ.createCity(tribe, tile) -> city
civ.createCity(tribe, tile) -> city
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[[createUnit]]
[[civ.createUnit|createUnit]]


civ.createUnit(unittype, tribe, tile) -> unit
civ.createUnit(unittype, tribe, tile) -> unit
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[[deleteCity]]
[[civ.deleteCity|deleteCity]]


civ.deleteCity(city)
civ.deleteCity(city)
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[[deleteUnit]]
[[civ.deleteUnit|deleteUnit]]


civ.deleteUnit(unit)
civ.deleteUnit(unit)
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[[destroyWonder]]
[[civ.destroyWonder|destroyWonder]]


civ.destroyWonder(wonder)
civ.destroyWonder(wonder)
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[[enableTechGroup]]
[[civ.enableTechGroup|enableTechGroup]]


civ.enableTechGroup(tribe, techgroup, value)
civ.enableTechGroup(tribe, techgroup, value)
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[[endGame]]
[[civ.endGame|endGame]]


civ.endGame(endscreens=false)
civ.endGame(endscreens=false)
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[[getActiveUnit]]
[[civ.getActiveUnit|getActiveUnit]]


civ.getActiveUnit() -> unit
civ.getActiveUnit() -> unit
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[[getCity]]
[[civ.getCity|getCity]]


civ.getCity(id) -> city
civ.getCity(id) -> city
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[[getCurrentTile]]
[[civ.getCurrentTile|getCurrentTile]]


civ.getCurrentTile() -> tile
civ.getCurrentTile() -> tile
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[[getCurrentTribe]]
[[civ.getCurrentTribe|getCurrentTribe]]


civ.getCurrentTribe() -> tribe
civ.getCurrentTribe() -> tribe
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[[getGameYear]]
[[civ.getGameYear|getGameYear]]


civ.getGameYear() -> integer
civ.getGameYear() -> integer
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[[getImprovement]]
[[civ.getImprovement|getImprovement]]


civ.getImprovement(id) -> improvement
civ.getImprovement(id) -> improvement
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[[getMapDimensions]]
[[civ.getMapDimensions|getMapDimensions]]


civ.getMapDimensions() -> width, height, number_of_maps
civ.getMapDimensions() -> width, height, number_of_maps
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[[getPlayerTribe]]
[[civ.getPlayerTribe|getPlayerTribe]]


civ.getPlayerTribe() -> tribe
civ.getPlayerTribe() -> tribe
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[[getTech]]
[[civ.getTech|getTech]]


civ.getTech(id) -> tech
civ.getTech(id) -> tech
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[[getTile]]
[[civ.getTile|getTile]]


civ.getTile(x, y, z) -> tile
civ.getTile(x, y, z) -> tile
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[[getToTDir]]
[[civ.getToTDir|getToTDir]]


civ.getToTDir() -> string
civ.getToTDir() -> string
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[[getTribe]]
[[civ.getTribe|getTribe]]


civ.getTribe(id) -> tribe
civ.getTribe(id) -> tribe
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[[getTurn]]
[[civ.getTurn|getTurn]]


civ.getTurn() -> integer
civ.getTurn() -> integer
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[[getUnit]]
[[civ.getUnit|getUnit]]


civ.getUnit(id) -> integer
civ.getUnit(id) -> integer
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[[getUnitType]]
[[civ.getUnitType|getUnitType]]


civ.getUnitType(id) -> unittype
civ.getUnitType(id) -> unittype
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[[getWonder]]
[[civ.getWonder|getWonder]]


civ.getWonder(id) -> wonder
civ.getWonder(id) -> wonder
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[[giveTech]]
[[civ.giveTech|giveTech]]


civ.giveTech(tribe, tech)
civ.giveTech(tribe, tech)
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[[hasImprovement]]
[[civ.hasImprovement|hasImprovement]]


civ.hasImprovement(city, improvement)
civ.hasImprovement(city, improvement)
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[[hasTech]]
[[civ.hasTech|hasTech]]


civ.hasTech(tribe, tech) -> boolean
civ.hasTech(tribe, tech) -> boolean
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[[isCity]]
[[civ.isCity|isCity]]


civ.isCity(object) -> boolean
civ.isCity(object) -> boolean
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[[isImprovement]]
[[civ.isImprovement|isImprovement]]


civ.isImprovement(object) -> boolean
civ.isImprovement(object) -> boolean
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[[isLeader]]
[[civ.isLeader|isLeader]]


civ.isLeader(object) -> boolean
civ.isLeader(object) -> boolean
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[[isTech]]
[[civ.isTech|isTech]]


civ.isTech(object) -> boolean
civ.isTech(object) -> boolean
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[[isTile]]
[[civ.isTile|isTile]]


civ.isTile(object) -> boolean
civ.isTile(object) -> boolean
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[[isTribe]]
[[civ.isTribe|isTribe]]


civ.isTribe(object) -> boolean
civ.isTribe(object) -> boolean
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[[isUnit]]
[[civ.isUnit|isUnit]]


civ.isUnit(object) -> boolean
civ.isUnit(object) -> boolean
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[[isUnitType]]
[[civ.isUnitType|isUnitType]]


civ.isUnitType(object) -> boolean
civ.isUnitType(object) -> boolean
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[[isWonder]]
[[civ.isWonder|isWonder]]


civ.isWonder(object) -> boolean
civ.isWonder(object) -> boolean
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[[iterateCities]]
[[civ.iterateCities|iterateCities]]


civ.iterateCities() -> iterator
civ.iterateCities() -> iterator
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[[iterateUnits]]
[[civ.iterateUnits|iterateUnits]]


civ.iterateUnits() -> iterator
civ.iterateUnits() -> iterator
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[[killTribe]]
[[civ.killTribe|killTribe]]


civ.killTribe(tribe)
civ.killTribe(tribe)
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[[makeAggression]]
[[civ.makeAggression|makeAggression]]


civ.makeAggression(who, whom)
civ.makeAggression(who, whom)
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[[playMusic]]
[[civ.playMusic|playMusic]]


civ.playMusic(trackNo or filename)
civ.playMusic(trackNo or filename)
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[[playSound]]
[[civ.playSound|playSound]]


civ.playSound(filename)
civ.playSound(filename)
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[[playVideo]]
[[civ.playVideo|playVideo]]


civ.playVideo(filename)
civ.playVideo(filename)
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[[removeImprovement]]
[[civ.removeImprovement|removeImprovement]]


civ.removeImprovement(city, improvement)
civ.removeImprovement(city, improvement)
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[[sleep]]
[[civ.sleep|sleep]]


civ.sleep(milliseconds)
civ.sleep(milliseconds)
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[[takeTech]]
[[civ.takeTech|takeTech]]


civ.takeTech(tribe, tech, collapse=false)
civ.takeTech(tribe, tech, collapse=false)
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[[teleportUnit]]
[[civ.teleportUnit|teleportUnit]]


civ.teleportUnit(unit, tile)
civ.teleportUnit(unit, tile)


Teleports (i.e. moves at no cost) unit `unit` to tile `tile`. The unit is moved regardless of whether it is a valid location for the unit. To check this, see `civ.canEnter` and `civlua.isValidUnitLocation`.
Teleports (i.e. moves at no cost) unit `unit` to tile `tile`. The unit is moved regardless of whether it is a valid location for the unit. To check this, see `civ.canEnter` and `civlua.isValidUnitLocation`.

Revision as of 21:42, 1 January 2019

Back to TOTPP Functions


Follow the link in the function name for additional information about that function, if it is available.


addImprovement

civ.addImprovement(city, improvement)

Adds city improvement `improvement` to city `city`.


canEnter

civ.canEnter(unittype, tile) -> boolean

Returns `true` if the given unittype can enter tile `tile`, `false` otherwise.


captureCity

civ.captureCity(city, tribe)

Captures city `city` for tribe `tribe`.


createCity

civ.createCity(tribe, tile) -> city

Creates a city owned by `tribe` at the location given by `tile`. Returns `nil` if a city could not be created.


createUnit

civ.createUnit(unittype, tribe, tile) -> unit

Creates a unit of type `unittype`, owned by `tribe`, at the location given by `tile`.


deleteCity

civ.deleteCity(city)

Deletes city `city` from the game.


deleteUnit

civ.deleteUnit(unit)

Deletes unit `unit` from the game.


destroyWonder

civ.destroyWonder(wonder)

Destroys wonder `wonder`, removing it from the game, and marking it as 'lost'.


enableTechGroup

civ.enableTechGroup(tribe, techgroup, value)

Sets the value of tech group `techgroup` (0-7) to value `value` (0-2, 0 = can research, can own, 1 = can't research, can own, 2 = can't research, can't own) for tribe `tribe`.


endGame

civ.endGame(endscreens=false)

Ends the game. `endscreens` is a boolean that determines whether to show the powergraph and related screens.


getActiveUnit

civ.getActiveUnit() -> unit

Returns the currently active unit.


getCity

civ.getCity(id) -> city

Returns the city with id `id`, or `nil` if it doesn't exist.


getCurrentTile

civ.getCurrentTile() -> tile

Returns the currently selected tile.


getCurrentTribe

civ.getCurrentTribe() -> tribe

Returns the currently active tribe.


getGameYear

civ.getGameYear() -> integer

Returns the current game year.


getImprovement

civ.getImprovement(id) -> improvement

Returns the improvement with id `id` (0-39), or `nil` if it doesn't exist.


getMapDimensions

civ.getMapDimensions() -> width, height, number_of_maps

Returns three integers, the width and height of the map and the number of maps.


getPlayerTribe

civ.getPlayerTribe() -> tribe

Returns the player's tribe.


getTech

civ.getTech(id) -> tech

Returns the tech with id `id` (0-99), or `nil` if it doesn't exist.


getTile

civ.getTile(x, y, z) -> tile

Returns the tile with coordinates `x`, `y`, `z`, or `nil` if it doesn't exist.


getToTDir

civ.getToTDir() -> string

Returns the absolute path of the ToT installation directory.


getTribe

civ.getTribe(id) -> tribe

Returns the tech with id `id` (0-7), or `nil` if it doesn't exist.


getTurn

civ.getTurn() -> integer

Returns the current turn number.


getUnit

civ.getUnit(id) -> integer

Returns the unit with id `id`, or `nil` if it doesn't exist.


getUnitType

civ.getUnitType(id) -> unittype

Returns the unit type with id `id`, or `nil` if it doesn't exist.


getWonder

civ.getWonder(id) -> wonder

Returns the wonder with id `id` (0-27), or `nil` if it doesn't exist.


giveTech

civ.giveTech(tribe, tech)

Gives tech `tech` to tribe `tribe`.


hasImprovement

civ.hasImprovement(city, improvement)

Returns `true` if city `city` has improvement `improvement`, `false` otherwise.


hasTech

civ.hasTech(tribe, tech) -> boolean

Returns `true` if tribe `tribe` has tech `tech`, `false` otherwise.


isCity

civ.isCity(object) -> boolean

Returns `true` if `object` is a city, `false` otherwise.


isImprovement

civ.isImprovement(object) -> boolean

Returns `true` if `object` is a city improvement, `false` otherwise.


isLeader

civ.isLeader(object) -> boolean

Returns `true` if `object` is a leader, `false` otherwise.


isTech

civ.isTech(object) -> boolean

Returns `true` if `object` is a tech, `false` otherwise.


isTile

civ.isTile(object) -> boolean

Returns `true` if `object` is a tile, `false` otherwise.


isTribe

civ.isTribe(object) -> boolean

Returns `true` if `object` is a tribe, `false` otherwise.


isUnit

civ.isUnit(object) -> boolean

Returns `true` if `object` is a unit, `false` otherwise.


isUnitType

civ.isUnitType(object) -> boolean

Returns `true` if `object` is a unit type, `false` otherwise.


isWonder

civ.isWonder(object) -> boolean

Returns `true` if `object` is a wonder, `false` otherwise.


iterateCities

civ.iterateCities() -> iterator

Returns an iterator yielding all cities in the game.


iterateUnits

civ.iterateUnits() -> iterator

Returns an iterator yielding all units in the game.


killTribe

civ.killTribe(tribe)

Removes tribe `tribe` from the game. All its cities and units are removed.


makeAggression

civ.makeAggression(who, whom)

Cancels any peace treaties between tribe `who` and tribe `whom`, and make `who` declare war on `whom`.


playMusic

civ.playMusic(trackNo or filename)

Plays CD track `trackNo`, or with the DirectShow music patch enabled, play the file given by `filename`, where `filename` is relative to the 'Music' directory.


playSound

civ.playSound(filename)

Plays the sound file given by `filename`.


playVideo

civ.playVideo(filename)

Plays the video file given by `filename`.


removeImprovement

civ.removeImprovement(city, improvement)

Removes city improvement `improvement` from city `city`.


sleep

civ.sleep(milliseconds)

Sleeps for the given number of milliseconds.


takeTech

civ.takeTech(tribe, tech, collapse=false)

Takes away tech `tech` from tribe `tribe`, the optional `collapse` parameter determines whether to take away all techs that have `tech` as a prerequisite somewhere up the tree.


teleportUnit

civ.teleportUnit(unit, tile)

Teleports (i.e. moves at no cost) unit `unit` to tile `tile`. The unit is moved regardless of whether it is a valid location for the unit. To check this, see `civ.canEnter` and `civlua.isValidUnitLocation`.