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    • Diff for "City"
    Differences between revisions 5 and 27 (spanning 22 versions)
    Revision 5 as of 2014-08-11 19:21:30
    Size: 4403
    Editor: Inanna
    Comment:
    Revision 27 as of 2015-09-08 01:52:54
    Size: 6934
    Editor: Inanna
    Comment:
    Deletions are marked like this. Additions are marked like this.
    Line 11: Line 11:
    ||buildCityLocations || || ||
    ||buildings ||object ||Contains information about the buildings in your city. ||
    ||castle || || ||
    ||brokenGates ||boolean ||Returns true if the current cities gates are broken. ||
    ||buildCityLocations ||array ||Contains the FieldId of each coordinates scheduled for a (real) city to be built. ||
    ||[[Building|buildings]] ||object ||Contains information about the buildings in your city. ||
    ||buffs ||object ||Returns an object of the current cities buffs. ||
    ||[[Castle]] || || ||
    Line 15: Line 17:
    ||!CityHasGoalErrors ||Boolean ||Is set to true in case if there was an exception (internal error) during goal processing OR if there are no goals at all (e.g. only comments)... i.e. simple syntax error will not set it to true... || ||cityHasGoalErrors ||Boolean ||Is set to true in case if there was an exception (internal error) during goal processing OR if there are no goals at all (e.g. only comments)... i.e. simple syntax error will not set it to true... ||
    ||cityNameCoords() ||string ||Returns the city name and (coords) in the format shown on the city tabs. ||
    Line 18: Line 21:
    ||directionChange ||Boolean ||Internal bot useage only. Used by medal hunting to set to true every time army is recalled, and then it forces citymanager to do 1 cycle without auto-recalling troops from valleys. Returns: True / False || ||directionChange ||Boolean ||Internal bot usage only. Used by medal hunting to set to true every time army is recalled, and then it forces citymanager to do 1 cycle without auto-recalling troops from valleys. Returns: True / False ||
    Line 22: Line 25:
    ||[[Field|fields]] ||!ArrayCollection ||Array of [[Field]] Objects representing fields (valleys and flats) owned by current city. ||
    Line 23: Line 27:
    ||findHeroByName || || ||
    ||fortification ||object? ||Contains information about the wall defenses in your city. ||
    ||findHeroByName("heroname") ||object ||if the hero is found it will display the heroes object. Else it will return null.||
    ||[[Fortification|fortification]] ||object ||Contains information about the wall defences in your city. ||
    Line 31: Line 35:
    ||hasEnemyArmies || || ||
    ||heroes ||object ||Contains information about the heroes in your city. ||
    ||getActiveBuilding() ||object ||If you're building it will return the object of that building, otherwise it will return null. ||
    ||getActiveResearch() ||object ||If you're researching it will return the object of that research, otherwise it will return null. ||
    ||getConfig("") ||int ||Outputs value of a config goal. Example: echo city.getConfig("hero") will echo the status of 'config hero' goal. ||
    ||getMaxArmySize() ||object ||Shows the maximum amount of army troops possible. ||
    ||[[GetTechLevel|GetTechLevel()]] ||int ||Returns the current level of the tech provided. ||
    ||[[getTravelTime]] ||int ||Returns the time in seconds it takes to march from point A to point B using a particular type of troops, taking into account player's relevant tech levels for compass or horseback riding. ||
    ||hasEnemyArmies ||boolean ||Returns true if the city has enemy armies, otherwise returns false. ||
    ||hasEnemyArmiesWithin() ||Boolean ||Returns true if there are enemy armies incoming within x seconds. Optionally use hasEnemyArmiesWithin(x, true) to return true if there are enemy armies incoming within x seconds, or if the beacon is too low to see the time. Returns false if not. ||
    ||hasResourceForArmy() ||Boolean ||Shows if you have the resources to build the army specified. ||
    ||haunted ||Boolean ||Returns true if the current city has a haunted or Christmas castle item applied. ||
    ||[[Heroes]] ||object ||Contains information about the heroes in your city. ||
    Line 34: Line 47:
    ||incomingResources(sec) ||object ||Contains information about resources incoming to the city within specified time in seconds ||
    Line 36: Line 50:
    ||mapInitState ||int ||Tells if map screen has loaded yet. 0 - ok 1 - pending 2 - init needed || ||isDebugging(32768) ||Boolean ||Shows if script debugging is On or Off (True or False). ||
    ||mapInitState ||int ||Tells if map screen has loaded yet. 0 - OK 1 - pending 2 - init needed ||
    Line 39: Line 54:
    ||!NumberOfRealAttacks || || || ||!NumberOfRealAttacks ||int ||Returns the number of real (non-junk) attacks incoming to the city. ||
    Line 42: Line 57:
    ||rallySpotAvailable() ||Boolean ||Shows if you have a rally spot free. Optional parameters: (reserveSlotForTH, optional extraSlots). ||
    Line 44: Line 60:
    ||resource ||object ||Contains information about the resources in your city. ||
    ||!ResourceProduction || || ||
    ||[[CityResource|resource]] ||object ||Contains information about the resources in your city. ||
    ||resourceFieldType ||int ||Returns the numeric type of valley the city will acquire with valley acquisition, based on resource fields built. ||
    ||!ResourceProduction ||string ||Returns the current % distribution of workers for resource production. ||
    Line 52: Line 69:
    ||troop || ||(type is !TroopBean) || ||troop ||object ||(object type is [[troop|TroopBean]]) ||
    Line 55: Line 72:
    ||x || || ||
    ||y || || ||
    ||getConfig("")||int ||Outputs value of a config goal. Example: echo city.getConfig("hero") will echo the status of 'config hero' goal. ||
    ||isDebugging(32768)|| Boolean ||Shows if script debugging is On or Off (True or False). ||

    ||x ||int ||Outputs the cities x location on the map. ||
    ||y ||int ||Outputs the cities y location on the map. ||

    The City objects can reference details about the city the script is run in.

    City objects can be referenced as:

    • m_city.cityManager.property or city.property

    The .property at the end is how you will specify which detail you are referencing. Using the table below, you can for example get the name of the city with city.name.

    Properties

    Property

    Type

    Description

    brokenGates

    boolean

    Returns true if the current cities gates are broken.

    buildCityLocations

    array

    Contains the FieldId of each coordinates scheduled for a (real) city to be built.

    buildings

    object

    Contains information about the buildings in your city.

    buffs

    object

    Returns an object of the current cities buffs.

    Castle

    checkFeastingHallSpace

    Boolean

    Looks to see if you have an open slot in your Feasting Hall. NOTE: Counts one spot in Hall for Training Hero if not in that town. Returns True / False

    cityHasGoalErrors

    Boolean

    Is set to true in case if there was an exception (internal error) during goal processing OR if there are no goals at all (e.g. only comments)... i.e. simple syntax error will not set it to true...

    cityNameCoords()

    string

    Returns the city name and (coords) in the format shown on the city tabs.

    coords

    String

    Gives the coordinates of the city

    debugMask

    directionChange

    Boolean

    Internal bot usage only. Used by medal hunting to set to true every time army is recalled, and then it forces citymanager to do 1 cycle without auto-recalling troops from valleys. Returns: True / False

    distanceSettings

    Array

    Returns all 5 values of DistancePolicy for the city. distanceSettings[0] through distanceSettings[4] will return the value for npc farming, npc building, medal hunting, valley acquisition, and map scanning in order.

    enemyArmies

    ArrayCollection

    Contains information about incoming enemy armies.

    estResource

    (type is EstimateResource)

    fields

    ArrayCollection

    Array of Field Objects representing fields (valleys and flats) owned by current city.

    fieldId

    int

    fieldId of current city coords.

    findHeroByName("heroname")

    object

    if the hero is found it will display the heroes object. Else it will return null.

    fortification

    object

    Contains information about the wall defences in your city.

    fortificationProduceQueue

    fortificationQueueStatus

    int

    Tells if wall building status has started up or not. 0 = ready 1 = not ready

    fortificationRequirement

    friendlyArmies

    object

    Contains information about incoming alliance armies.

    furtherInitNeeded

    Boolean

    Tells True / False if town has had the first focus set on a town.

    GateControl

    int

    Shows current status of the city gates. 0 = Auto 1 = Open 2 = Closed

    getActiveBuilding()

    object

    If you're building it will return the object of that building, otherwise it will return null.

    getActiveResearch()

    object

    If you're researching it will return the object of that research, otherwise it will return null.

    getConfig("")

    int

    Outputs value of a config goal. Example: echo city.getConfig("hero") will echo the status of 'config hero' goal.

    getMaxArmySize()

    object

    Shows the maximum amount of army troops possible.

    GetTechLevel()

    int

    Returns the current level of the tech provided.

    getTravelTime

    int

    Returns the time in seconds it takes to march from point A to point B using a particular type of troops, taking into account player's relevant tech levels for compass or horseback riding.

    hasEnemyArmies

    boolean

    Returns true if the city has enemy armies, otherwise returns false.

    hasEnemyArmiesWithin()

    Boolean

    Returns true if there are enemy armies incoming within x seconds. Optionally use hasEnemyArmiesWithin(x, true) to return true if there are enemy armies incoming within x seconds, or if the beacon is too low to see the time. Returns false if not.

    hasResourceForArmy()

    Boolean

    Shows if you have the resources to build the army specified.

    haunted

    Boolean

    Returns true if the current city has a haunted or Christmas castle item applied.

    Heroes

    object

    Contains information about the heroes in your city.

    id

    int

    Gives the number ID of town that is ran in

    incomingResources(sec)

    object

    Contains information about resources incoming to the city within specified time in seconds

    innheroes

    object

    Contains information about the heroes in the inn.

    innStatus

    int

    Returns the ready / not ready status for the inn in that town. 0 = ready 1 = not ready

    isDebugging(32768)

    Boolean

    Shows if script debugging is On or Off (True or False).

    mapInitState

    int

    Tells if map screen has loaded yet. 0 - OK 1 - pending 2 - init needed

    myArmies

    object

    Contains information about your own armies. Same as selfArmies.

    name

    String

    Gives the name of the town it's run in.

    NumberOfRealAttacks

    int

    Returns the number of real (non-junk) attacks incoming to the city.

    pendingProductionRates

    array

    ?

    PRFactor

    rallySpotAvailable()

    Boolean

    Shows if you have a rally spot free. Optional parameters: (reserveSlotForTH, optional extraSlots).

    researches

    (array coll.)

    reservedResource

    (type is resource bean)

    resource

    object

    Contains information about the resources in your city.

    resourceFieldType

    int

    Returns the numeric type of valley the city will acquire with valley acquisition, based on resource fields built.

    ResourceProduction

    string

    Returns the current % distribution of workers for resource production.

    selfArmies

    object

    Contains information about your own armies. Same as myArmies.

    timeSlot

    int

    Gives the order of towns that the bot reads from 0-X, where X = The number of towns you have starting at 0

    tradesArray

    TrainingHeroIsHere

    trainingHeroName

    String

    Returns the name of the town's listed training hero.

    transingTradesArray

    troop

    object

    (object type is TroopBean)

    troopQueueStatus

    int

    Tells if troop building status has started up or not. 0 = ready 1 = not ready

    troopStillInProduction

    x

    int

    Outputs the cities x location on the map.

    y

    int

    Outputs the cities y location on the map.

    Examples

    • //Check the status of my embassy
      ifgoto (city.castle.allowAlliance) itsOpen
      goto itsClosed
      
      label itsOpen
      echo "My embassy is open"
      end
      
      label itsClosed
      echo "My embassy is closed"
      end


    ScriptObjects

    City (last edited 2015-09-08 02:07:47 by Inanna)