[Vanilla] Board - itb-community/ITB-ModLoader GitHub Wiki

This page describes the vanilla functions of Board.

  • For a page about the Board class functions added by the mod loader, see Board.
  • For a page about the Board class functions added by the memedit, see Board.

 

Table of Contents

 

Board

 

AddAlert

  • void   Board:AddAlert(tile, alert)
Argument name Type Description
tile Point The location of the board tile we want to add the alert on
alert string The text to display

  Displays text at the chosen tile.

 

AddAnimation

  • void   Board:AddAnimation(location, animationId, delayIndex)
Argument name Type Description
location Point The board tile we want to add the animation to
animationId string The id of the animation we want to add
delayIndex number An index specifying the direction of the animation, and whether it makes the board busy

  Adds an animation to the board at the specified location. The animation id is the name of the animation in the table ANIMS, which holds all animations.

Delay index:

Index Global name Direction Busy Board
1 ANIM_NO_DELAY forward no
2 ANIM_DELAY forward yes
4 ANIM_REVERSE reverse no
6 - reverse yes

 

AddBurst

  • void   Board:AddBurst(Point, string, int)

Missing argument list

  Missing description

 

AddEffect

  • void   Board:AddEffect(SpaceDamage)
  • void   Board:AddEffect(SkillEffect)
Argument name Type Description
spaceDamage SpaceDamage The SpaceDamage object we want to apply to the board
skillEffect SkillEffect The SkillEffect object we want to apply to the board

  Applies a SkillEffect object to the board, which is essentially a list of SpaceDamage objects carried out in sequence; or applies a single SpaceDamage object to the board.

 

AddPawn

  • Point   Board:AddPawn(pawnType, zone)
  • Point   Board:AddPawn(pawnType, location)
  • Point   Board:AddPawn(pawnType)
  • Point   Board:AddPawn(pawn, zone)
  • Point   Board:AddPawn(pawn, location)
  • Point   Board:AddPawn(pawn)
Argument name Type Description
pawnType string The name of the pawn we want to add
pawn BoardPawn The BoardPawn object we want to add to the board
location Point The zone we want to add the pawn to
zone string The zone we want to add the pawn to

  Adds a unit to the board, with several possible signatures. The first argument specified what to place. The second argument, if any, specified where to place it.

  • If a pawnType is specified, a unit with this type will be created and placed according to the second argument
  • If a pawn object is specified, this unit will be placed according the second argument
  • If a location is given, the unit will be placed there
  • If a zone is given, the unit will be placed on one of the remaining available tiles in that zone. Otherwise it will not be placed
  • If there is no second argument, the unit will be placed on a random location

 

AddShield

  • void   Board:AddShield(tile)
Argument name Type Description
tile Point The board tile we want to add the shield to

  Adds a shield to Mountains, Buildings or the unit occupying the specified tile.

 

AddTeleport

  • void   Board:AddTeleport(tileA, tileB)
Argument name Type Description
tileA Point The board tile of the first end of the teleporter
tileB Point The board tile of the other end of the teleporter

  Adds two teleporter pads that teleport between each other. The first call to this function creates red teleporter pads. The second, and every subsequent call adds blue teleporter pads. It is possible to remove teleporter pad graphics by changing the terrain; but there are currently no known ways to remove their effect once they have been placed.

 

AddUniqueBuilding

  • Point   Board:AddUniqueBuilding(buildingType)
Argument name Type Description
buildingType string The type of the unique building

  Changes a random building into a unique building of the specified type, and returns the tile that was changed.

 

BlockSpawn

  • void   Board:BlockSpawn(location, blockDurationIndex)
Argument name Type Description
location Point The location of the board tile we want to block
blockDurationIndex number An index specifying how long the spawn block will last

  Block units that have random spawning locations from spawning on the specific tile. Does not block spawning units if their spawn location is specified with tile or zone.

Block duration index:

Index Global name Duration
1 BLOCK_TEMP 1 turn
2 BLOCK_PERM Until mission end

 

Bounce

  • int   Board:Bounce(tile, height)
Argument name Type Description
tile Point The location of the board tile we want to bounce
height int The amount of bounciness

  Visually moves a tile up or down, then returns it to its original position. Positive values move it down, negative values move it up. A value of 0 makes the tile invisible until the board graphics are updated (unsure this is the correct term, it reappears on turn reset), even if damaged.  

ClearBlockSpawns

  • void   Board:ClearBlockSpawns()

  Clears blocked spawns set by BlockSpawn.

 

ClearSpace

  • void   Board:ClearSpace(location)
Argument name Type Description
location Point The location we want to clear

  Clears the specified tile on the board for most things. Removing any units on it, and changing it to TERRAIN_ROAD.

Note: There are certain features that will not be removed by this function.

 

Crack

  • void   Board:Crack(int)

Missing argument list

  Missing description

 

DamageSpace

  • void   Board:DamageSpace(Point, int)
  • void   Board:DamageSpace(SpaceDamage)

Missing argument list

  Missing description

 

Fade

  • void   Board:Fade(int)

Missing argument list

  Missing description

 

GetAnotherPlayerPawn

  • int   Board:GetAnotherPlayerPawn(int, int)

Missing argument list

  Missing description

 

GetBuildings

  • PointList   Board:GetBuildings()

Missing argument list

  Missing description

 

GetBuildingCount

  • int   Board:GetBuildingCount(int)

Missing argument list

  Missing description

 

GetBusyState

  • int   Board:GetBusyState()

  Returns an integer larger than 0 if the board is busy, or 0 if the board is busy. The return value indicates what the Board is busy doing.

 

GetCustomTile

  • string   Board:GetCustomTile(Point)

Missing argument list

  Missing description

 

GetDeployLocScore

  • number   Board:GetDeployLocScore(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Unknown.

 

GetDistance

  • int   Board:GetDistance(Point, Point, int)

Missing argument list

  Missing description

 

GetDistanceToBuilding

  • int   Board:GetDistanceToBuilding(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns the distance from tile to the closest building. Returns 0 if tile contains a buillding.

 

GetDistanceToPawn

  • int   Board:GetDistanceToPawn(tile, team)
Argument name Type Description
tile Point The location of the board tile we want to check
team int The constant representing the team of the pawn

  Returns the closest pawn to tile that belongs to team. Returns 0 if a pawn of team is on tile. team takes values like TEAM_ENEMY, TEAM_PLAYER, or TEAM_ANY.

 

GetEnemyCount

  • int   Board:GetEnemyCount()

Missing argument list

  Missing description

 

GetHealth

  • int   Board:GetHealth(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns the health of a board tile; intact mountains return 2, damaged mountains return 1, buildings return however many buildings are still standing on that tile. Returns strange results for ground tiles.

 

GetInfectedCount

  • int   Board:GetInfectedCount()

  Unknown.

 

GetItem

  • string   Board:GetItem(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns the string of the item definition that is on the specified tile, or a blank string if there is none.

 

GetMechDamage

  • int   Board:GetMechDamage()

Returns the total amount of damage currently taken by mechs. This is used in the "finish battle with less than 4 Mech Damage" objective.

 

GetPath

  • PointList   Board:GetPath(start, end, pathProfile)
Argument name Type Description
start Point The board tile we want to start from
end Point The board tile we want to end at
pathProfile int The path profile governing movement

  Returns a PointList consisting of the path a pawn with pathProfile would use to move from start to end. For a pawn with 4 movement, it would contain up to 5 points, starting with start and ending with end.

 

GetPawn

  • Pawn   Board:GetPawn(int)
  • Pawn   Board:GetPawn(Point, bool)
  • Pawn   Board:GetPawn(Point)

Missing argument list

  Missing description

 

GetPawns

  • IntList   Board:GetPawns(team)
Argument name Type Description
team int The team whose pawns you want

  Returns a list containing the IDs of all pawns on the board in team. You can also use TEAM_ANY as the value for team to get all pawns.

 

GetPawnCount

  • int   Board:GetPawnCount(int)
  • int   Board:GetPawnCount(string)

Missing argument list

  Missing description

 

GetPawnSpace

  • Point   Board:GetPawnSpace(int)

Missing argument list

  Missing description

 

GetPawnTeam

  • int   Board:GetPawnTeam(int, int)
  • int   Board:GetPawnTeam(Point)

Missing argument list

  Missing description

 

GetRandomBuilding

  • Point   Board:GetRandomBuilding(bool)

Missing argument list

  Missing description

 

GetReachable

  • PointList   Board:GetReachable(originTile, distance, pathProfile)
Argument name Type Description
originTile Point The board tile we want to start from
distance int The max distance from originTile
pathProfile int The path profile governing movement

  Returns the list of all points a pawn with pathProfile in originTile can move to within a distance of distance or less.

 

GetSimplePath

  • PointList   Board:GetSimplePath(originTile, destinationTile)
Argument name Type Description
originTile Point The board tile we want to start from
destinationTile string The board tile we want to end up at

  Returns a PointList of Points between originTile and destinationTile. If a simple path cannot be found, and empty PointList will be returned. (needs more investigation regarding what constitutes a simple path)

 

GetSimpleReachable

  • PointList   Board:GetSimpleReachable(originTile, distance, flag)
Argument name Type Description
tile Point The location of the board tile we want to check
distance int The distance from the original tile we want to travel
flag boolean unknown - something with diagonals

  Returns a PointList of Points. (needs more investigation)

 

GetSize

  • Point   Board:GetSize()

  Returns a Point with x and y equal the size of the Board.

 

GetTerrain

  • int   Board:GetTerrain(int, int)
  • int   Board:GetTerrain(Point)

Missing argument list

  Missing description

 

GetTurn

  • int   Board:GetTurn()

Missing argument list

  Missing description

 

GetZone

  • PointList   Board:GetZone(zone)
Argument name Type Description
zone string The name of the zone we want to retrieve the PointList for

 

Some maps have special "zones" defined in the map file. These "zones" are a list of Points on the board, and are usually used by the missions to place units, or interact with certain tiles in some way.

Some examples of deployment zones used in vanilla maps. Modded maps could have additional zones defined.

Zone Description
acid unknown
barrels Barrel locations
belt Belt locations
deployment Custom deployment zone used in some maps. Most maps use the default 3x6 deployment zone minus invalid deployment tiles
disposal Disposal Unit locations
enemy Enemy deployment zone
falling Falling tiles when the first phase of the final battle is over. Does not account for Mechs standing outside this region, whose tiles collapse as a special hard-coded case
filler Earth Mover locations
lasers Laser locations
pistons Piston locations
pylons Pylon locations in the final battle
return seems to be used in some unused capture the flag maps
satellite Satellite Rockets locations

 

IsAcid

  • bool   Board:IsAcid(Point)

Missing argument list

  Missing description

 

IsBlocked

  • boolean   Board:IsBlocked(tile, pathing)
Argument name Type Description
tile Point The location of the board tile we want to check
pathing int The pathing type we want to check

  Returns true if the tile is blocked for the specified pathing type; otherwise false.

 

IsBuilding

  • bool   Board:IsBuilding(int, int)
  • bool   Board:IsBuilding(Point)

Missing argument list

  Missing description

 

IsBusy

  • boolean   Board:IsBusy()

  Returns true if the Board is busy doing something; otherwise false.

 

IsCrackable

  • boolean   Board:IsCrackable(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns true if the tile is crackable; otherwise false. NOTE: This function was not available last I checked, but maybe it is available in a newer version of the game.

 

IsCracked

  • boolean   Board:IsCracked(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns true if the tile is cracked; otherwise false.

 

IsDamaged

  • bool   Board:IsDamaged(Point)

Missing argument list

  Missing description

 

IsDangerous

  • boolean   Board:IsDangerous(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns true if the specified tile is marked as dangerous with SetDangerous; otherwise false.

 

IsDangerousItem

  • boolean   Board:IsDangerousItem(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns true if there is a dangerous item on the specified tile; otherwise false. A dangerous item is an item that deals damage. (needs verification)

 

IsDeadly

  • boolean   Board:IsDeadly(spaceDamage, pawn)
Argument name Type Description
spaceDamage SpaceDamage The damage event we want to test on a target pawn
pawn Pawn The pawn we want to test the damage event on

  Returns true if the specified spaceDamage would kill the specified pawn if applied to the Board; otherwise false.

 

IsEdge

  • bool   Board:IsEdge(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Checks whether a given tile is on the edge of the board(x = 1 or x = 8 or y = 1 or y = 8). Used for vanilla position score: Veks on the edge are hard to push, so they are discouraged from moving to an edge.

 

IsEnvironmentDanger

  • boolean   Board:IsEnvironmentDanger(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns true if there is an environement danger on the specified tile; otherwise false. Unknown what consitutes environment danger.

 

IsFire

  • bool   Board:IsFire(Point)

Missing argument list

  Missing description

 

IsFrozen

  • bool   Board:IsFrozen(Point)

Missing argument list

  Missing description

 

IsItem

  • boolean   Board:IsItem(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns true if there is an item on the specified tile; otherwise false.

 

IsPawnAlive

  • bool   Board:IsPawnAlive(int)

Missing argument list

  Missing description

 

IsPawnSpace

  • boolean   Board:IsPawnSpace(tile)
  • boolean   Board:IsPawnSpace(tile, flag)
Argument name Type Description
tile Point The location of the board tile we want to check
flag boolean unknown

  Returns true if there is a pawn on the specified tile; otherwise false. Unknown what the flag does.

 

IsPawnTeam

  • bool   Board:IsPawnTeam(int, int, int)
  • bool   Board:IsPawnTeam(Point, int)

Missing argument list

  Missing description

 

IsPod

  • boolean   Board:IsPod(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Returns true if there is a pod on the specified tile; otherwise false.

 

IsPowered

  • bool   Board:IsPowered(Point)

Missing argument list

  Missing description

 

IsSafe

  • bool   Board:IsSafe(Point)

Missing argument list

  Missing description

 

IsSmoke

  • bool   Board:IsSmoke(Point)

Missing argument list

  Missing description

 

IsSpawning

  • bool   Board:IsSpawning(Point)

Missing argument list

  Missing description

 

IsTargeted

  • bool   Board:IsTargeted(Point)

Missing argument list

  Missing description

 

IsTerrain

  • bool   Board:IsTerrain(Point, int)

Missing argument list

  Missing description

 

IsUniqueBuilding

  • bool   Board:IsUniqueBuilding(Point)

Missing argument list

  Missing description

 

IsValid

  • boolean   Board:IsValid(tile)
  • boolean   Board:IsValid(x, y)
Argument name Type Description
tile Point The location of the board tile we want to check
x int X coordinate of the board tile we want to check
y int Y coordinate of the board tile we want to check

  Returns true if the specified tile is on the Board; otherwise false.

 

IsVines

  • bool   Board:IsVines(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Used for a scrapped enemy that spread "vines" on the battlefield. The corresponding SpaceDamage field does nothing when applied; this function likely does nothing.

 

IsWall

  • bool   Board:IsWall(Point, int, int)

Missing argument list

  Missing description

 

LockBomb

  • void   Board:LockBomb()

Missing argument list

  Missing description

 

MarkFlashing

  • void   Board:MarkFlashing(Point, bool)

Missing argument list

  Missing description

 

MarkSpaceColor

  • void   Board:MarkSpaceColor(Point, GL_Color)

Missing argument list

  Missing description

 

MarkSpaceDamage

  • void   Board:MarkSpaceDamage(SpaceDamage)

Missing argument list

  Missing description

 

MarkSpaceDesc

  • void   Board:MarkSpaceDesc(Point, string, bool)
  • void   Board:MarkSpaceDesc(Point, string)

Missing argument list

  Missing description

 

MarkSpaceImage

  • void   Board:MarkSpaceImage(Point, string, GL_Color)

Missing argument list

  Missing description

 

MarkSpaceSimpleColor

  • void   Board:MarkSpaceSimpleColor(Point, GL_Color)

Missing argument list

  Missing description

 

Ping

  • void   Board:Ping(Point, GL_Color)

Missing argument list

  Missing description

 

RandomizeTerrain

  • void   Board:RandomizeTerrain(int, int)

Missing argument list

  Missing description

 

RemovePawn

  • void   Board:RemovePawn(Pawn)
  • void   Board:RemovePawn(Point)

Missing argument list

  Missing description

 

RemoveShield

  • int   Board:RemoveShield(Point)

Missing argument list

  Missing description

 

SetAcid

  • void   Board:SetAcid(Point, bool)

Missing argument list

  Missing description

 

SetCustomTile

  • void   Board:SetCustomTile(Point, string)

Missing argument list

  Missing description

 

SetDangerous

  • boolean   Board:SetDangerous(tile)
Argument name Type Description
tile Point The location of the board tile we want to check

  Marks the specified tile as dangerous. This will make the function IsDangerous return true for this tile until the start of the next enemy turn. A tile that is marked as dangerous affects Vek AI (needs verification for whether it is any next turn or the next enemy turn, and how this affects Vek AI)

 

SetFrozen

  • void   Board:SetFrozen(Point, bool)

Missing argument list

  Missing description

 

SetHealth

  • void   Board:SetHealth(Point, int, int)

Missing argument list

  Missing description

 

SetItem

  • void   Board:SetItem(tile, itemType)
Argument name Type Description
tile Point The location of the board tile we want to check
itemType string The item definition of the item we want to create

  Creates an item of the specified itemType on the specified tile.

 

SetLava

  • void   Board:SetLava(Point, bool)

Missing argument list

  Missing description

 

SetPopulated

  • void   Board:SetPopulated(bool, Point)

Missing argument list

  Missing description

 

SetSmoke

  • void   Board:SetSmoke(Point, bool, bool)

Missing argument list

  Missing description

 

SetTerrain

  • void   Board:SetTerrain(Point, int)

Missing argument list

  Missing description

 

SetTerrainIcon

  • void   Board:SetTerrainIcon(Point, string)

Missing argument list

  Missing description

 

SetWall

  • void   Board:SetWall(bool, Point, int)

Missing argument list

  Missing description

 

SetWeather

  • void   Board:SetWeather(intensity, weather, startLoc, endLoc, duration)
Argument name Type Description
intensity int The intensity of the weather
weather int The kind of weather
startLoc Point The first point affected
endLoc Point The last point affected
duration int The duration in seconds

  Sets the weather over a part of the board. intensity determines the amount of rain drops/snowflakes falling, visually speaking. weather determines the kind of visual effect playing. It can be either RAIN_NORMAL, RAIN_ACID, or RAIN_SNOW. startLoc determines the first tile affected. endLoc determines the last tile affected. duration determines the duration of the weather in seconds. Note that only one weather may be active at once; even if they don't overlap, creating a second weather will cancel the first.

 

Slide

  • void   Board:Slide(int)

Missing argument list

  Missing description

 

SpawnPawn

  • int   Board:SpawnPawn(string)
  • int   Board:SpawnPawn(string, string)
  • int   Board:SpawnPawn(string, Point)
  • void   Board:SpawnPawn(Pawn)
  • void   Board:SpawnPawn(Pawn, string)
  • void   Board:SpawnPawn(Pawn, Point)

Missing argument list

  Missing description

 

SpawnQueued

  • void   Board:SpawnQueued()

Missing argument list

  Missing description

 

StartMechTravel

  • void   Board:StartMechTravel()

Missing argument list

  Missing description

 

StartPopEvent

  • void   Board:StartPopEvent(message)
Argument name Type Description
message string The message to display

  Displays a message from a populated building. The possible values for message are: Opening, Closing, Closing_Dead, Closing_Perfect, Closing_Bad, Threatened, Killed, Shielded, Frozen, Wind_Triggered, Smoked.

 

StartShake

  • void   Board:StartShake(duration)
Argument name Type Description
duration float The duration, in seconds, for which to shake the board

  Visually shakes the board for a given duration.

 

StopWeather

  • void   Board:StopWeather()

Missing argument list

  Missing description