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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<html><head>
<!--
----	(c) Copyright 2002-2010 by Lutz Sammer, Russell Smith

----    This program is free software; you can redistribute it and/or modify
----    it under the terms of the GNU General Public License as published by
----    the Free Software Foundation; only version 2 of the License.
----
----    This program is distributed in the hope that it will be useful,
----    but WITHOUT ANY WARRANTY; without even the implied warranty of
----    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
----    GNU General Public License for more details.
----
----    You should have received a copy of the GNU General Public License
----    along with this program; if not, write to the Free Software
----    Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
----    02111-1307, USA.
-->
    <title>Bos Wars Scripting API: Game</title>
    <meta http-equiv="Content-Type" content="text/html; CHARSET=iso-8859-1">
    <link rel="stylesheet" type="text/css" href="scripts.css">
</head>
<body>
    <h1>Bos Wars Scripting API: Game</h1>
<hr>
<a href="../index.html">Bos Wars</a> 
<a href="../faq.html">FAQ</a> 
<a href="editor.html">PREV</a> 
<a href="magic.html">NEXT</a> 
<a href="index.html">LUA Index</a>
<hr>
<a href="#AddMessage">AddMessage</a>
<a href="#AddObjective">AddObjective</a>
<a href="#CenterMap">CenterMap</a>
<a href="#ChangeUnitsOwner">ChangeUnitsOwner</a>
<a href="#CreateUnit">CreateUnit</a>
<a href="#DefineBurningBuilding">DefineBurningBuilding</a>
<a href="#DefineConstruction">DefineConstruction</a>
<a href="#DefinePlayerColorIndex">DefinePlayerColorIndex</a>
<a href="#DefinePlayerColors">DefinePlayerColors</a>
<a href="#Diplomacy">Diplomacy</a>
<a href="#GetLocalPlayerName">GetLocalPlayerName</a>
<a href="#GetUnitVariable">GetUnitVariable</a>
<a href="#GetCurrentLuaPath">GetCurrentLuaPath</a>
<a href="#Group">Group</a>
<a href="#KillUnit">KillUnit</a>
<a href="#KillUnitAt">KillUnitAt</a>
<a href="#LibraryPath">LibraryPath</a>
<a href="#NewColors">NewColors</a>
<a href="#MoveUnit">MoveUnit</a>
<a href="#SetDiplomacy">SetDiplomacy</a>
<a href="#SetGamePaused">SetGamePaused</a>
<a href="#SetLocalPlayerName">SetLocalPlayerName</a>
<a href="#SetObjectives">SetObjectives</a>
<a href="#SetResourcesHeld">SetResourcesHeld</a>
<a href="#SetSharedVision">SetSharedVision</a>
<a href="#SetUnitVariable">SetUnitVariable</a>
<a href="#SharedVision">SharedVision</a>
<a href="#SyncRand">SyncRand</a>
<hr>
<h2>Intro - Introduction to game functions and variables</h2>

Everything around the game.
<h2>Functions</h2>

<a name="AddMessage"></a>
<h3>AddMessage(message)</h3>

Add a message to be displayed.


<dl>
<dt>message</dt>
<dd>Text message to display.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Adds the message.
AddMessage("This is a message")
</pre>

<a name="AddObjective"></a>
<h3>AddObjective(objective)</h3>

Add an objective to the end of the scenario objectives text list.


<dl>
<dt>objective</dt>
<dd>Objective text.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Adds the objectives "-Build a barracks" and "-Destroy all enemies"
-- to the end of the objectives list.
AddObjective("-Build a barracks")
AddObjective("-Destroy all enemies")
</pre>

<a name="CenterMap"></a>
<h3>CenterMap(x, y)</h3>

Center the current viewport at a certain location.


<dl>
<dt>x</dt>
<dd>X tile location.
</dd>
<dt>y</dt>
<dd>Y tile location.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Centers the current viewport at tile 17x40.
CenterMap(17, 40)
</pre>

<a name="ChangeUnitsOwner"></a>
<h3>ChangeUnitsOwner({x1, y1}, {x2, y2}, oldplayer, newplayer [,unittype])</h3>

Changes the owner of a group of units from one player to another.


<dl>
<dt>{x1, y1}</dt>
<dd>Upper left location for tilebox to check for units within.
</dd>
<dt>{x2, y2}</dt>
<dd>Lower right location for tilebox to check for units within.
</dd>
<dt>oldplayer</dt>
<dd>The player that currently owns the units.
</dd>
<dt>newplayer</dt>
<dd>The player that the units should now be owned by.
</dd>
<dt>unittype</dt>
<dd>Optional; change only units of this type.
<pre>
"unit-name"  Unit type of this name
"any"        Matches any unit type (default if omitted)
"all"        All units (sum of units and buildings)
"units"      All non building units
"building"   All building units
</pre>
If you want some other set of unit types, then you just need to
call this function once for each unit type.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Changes the owner to player 2 for all units owned by player 3,
-- that are located in the area (0,0)-(10,10).
ChangeUnitsOwner({0, 0}, {10, 10}, 3, 2)

-- As above, but affects rocket tanks only.
ChangeUnitsOwner({0, 0}, {10, 10}, 3, 2, "unit-rtank")
</pre>

<a name="CreateUnit"></a>
<h3>CreateUnit(type, player, {x, y})</h3>

Create a unit at a location.  If the location is occupied, the unit will be
placed in the closest available spot.


<dl>
<dt>type</dt>
<dd>Type of unit to create.
</dd>
<dt>player</dt>
<dd>Player number that owns the unit.
</dd>
<dt>x</dt>
<dd>X map tile location.
</dd>
<dt>y</dt>
<dd>Y map tile location.
</dd>
<dt><I>RETURNS</I></dt>
<dd>The slot number of the created unit.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Creates a footman for player 2 at location 31x34.
CreateUnit("unit-footman", 2, {31, 34})
</pre>

<a name="DefineBurningBuilding"></a>
<h3>DefineBurningBuilding({"percent", p, "missile", m} ...)</h3>

Define the burning animation for buildings. The animation will be laid over the building image.

<dl>
<dt>p</dt>
<dd>Hit point percentage.
</dd>
<dt>m</dt>
<dd>Fire missile to display.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
DefineBurningBuilding(
  {"percent", 0, "missile", "missile-big-fire"},
  {"percent", 50, "missile", "missile-small-fire"},
  {"percent", 75}) -- no missile
</pre>

<a name="DefineConstruction"></a>
<h3>DefineConstruction(ident, {...})</h3>
Defines a construction, which controls how the game draws units that
are being built.  To make use of the construction thus defined,
you must also make one or more unit types refer to it;
see <a href="unittype.html#DefineUnitType">DefineUnitType</a>.<br>
<br>
As the unit nears completion, the game shows the frames of the
construction one at a time.  This sequence of frames does not repeat.
The construction affects only the appearance of the unit, not how long
it takes to build.  Constructions are not used for units that are
being trained rather than built, because those do not appear on the
map before they are complete.<br>
<br>
The game can load these frames from the graphics files of the unit
type or from separate construction-specific files: a primary file and
a shadow file.  If you omit the shadow file, the unit will not have a
shadow in these frames.<br>
<br>
The construction frames should be ordered by increasing percentages and the
first frame should be 0.

<pre class="lua">
DefineConstruction(ident, {
  Files = {
    File = filename,
    Size = {x, y}},
  ShadowFile = {
    File = filename,
    Size = {x, y}},
  Constructions = {{
      percent = percent,
      file = construction-file,
      frame = frame-number},
    ...}
})
</pre>

<dl>
<dt>ident</dt>
<dd>Unique name of the construction.
The <a href="unittype.html#DefineUnitType.Construction">Construction parameter
of DefineUnitType</a> refers to this.
</dd>
<dt>Files = {...}</dt>
<dd>The construction-specific graphic file.
Needed only if some construction-file is "construction".
Although this section is tagged "Files", you cannot specify multiple files.
</dd>
<dt>filename</dt>
<dd>Path of the graphic.
</dd>
<dt>x, y</dt>
<dd>The size of each frame in the graphic.
</dd>
<dt>ShadowFile = {...}</dt>
<dd>The construction-specific shadow graphic file.
Needed only if some construction-file is "construction"
and you also want shadows for those frames.
</dd>
<dt>percent</dt>
<dd>Percentage of construction complete.
</dd>
<dt>construction-file</dt>
<dd>Can be "construction" or "main", specifies which image should be displayed.
</dd>
<dt>frame-number</dt>
<dd>Specifies which frame number to display.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Defines construction-land with a construction-specific graphics file.
-- Buildings 0-24 percent complete use frame 0 of the construction
-- image, 25-49 percent complete use frame 1 of the construction image, and 50-99
-- percent complete use the frame 1 of the main building graphic.
DefineConstruction("construction-land", {
    Files = {
	    File = "neutral/buildings/land_construction_site.png",
	    Size = {64, 64}},
    Constructions = {{
	    Percent = 0,
	    File = "construction",
	    Frame = 0},{
	    Percent = 25,
	    File = "construction",
	    Frame = 1},{
	    Percent = 50,
	    File = "main",
	    Frame = 1}}
})
</pre>

<a name="DefinePlayerColorIndex"></a>
<h3>DefinePlayerColorIndex(colorstart, numcolors)</h3>

Define the graphic color indexes to be replaced by the player color.

<dl>
<dt>colorstart</dt>
<dd>Index of the first color
</dd>
<dt>numcolors</dt>
<dd>Total number of colors
</dd>
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
DefinePlayerColorIndex(10, 5) -- for indexes 10-14
</pre>

<a name="DefinePlayerColors"></a>
<h3>DefinePlayerColors({"color", {{R, G, B}, {R, G, B}, {R, G, B}, {R, G, B}}, ...})</h3>

Define the player colors.  There should be 16 colors defined and 4 shades of each color.

<dl>
<dt>color</dt>
<dd>Name of the player color
</dd>
<dt>R, G, B</dt>
<dd>Red, green, blue values for each color
</dd>
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
DefinePlayerColors({
  "red", {{164, 0, 0}, {124, 0, 0}, {92, 4, 0}, {68, 4, 0}},
  "blue", {...},
  ...
)
</pre>

<a name="Diplomacy"></a>
<h3>Diplomacy(state, enemy)</h3>

Does the same as SetDiplomacy(currentplayer, state, enemy).
<p>

See <a href="#SetDiplomacy">SetDiplomacy</a> for more details.


<a name="GetCurrentLuaPath">
<h3>GetCurrentLuaPath()</h3>

Returns the path of the currenly interpreted lua script.

<h4>Examples</h4>
<pre class="lua">
print(GetCurrentLuaPath())
Load(GetCurrentLuaPath().."unit.lua")
</pre>

<a name="GetLocalPlayerName"></a>
<h3>GetLocalPlayerName()</h3>

Returns the name of the player playing on this computer.
The name is used in both network games and single-player games.
When the engine is starting up, it chooses a default name.
Lua scripts can change the name by calling <a href="#SetLocalPlayerName">SetLocalPlayerName</a>.

<dl>
<dt><I>RETURNS</I></dt>
<dd>The name of the local player: either set
with <a href="#SetLocalPlayerName">SetLocalPlayerName</a>
or chosen by the engine.
</dd>
</dl>

<a name="GetUnitVariable"></a>
<h3>GetUnitVariable(unit, VariableName)</h3>

Get a unit's mana.

<dl>
<dt>unit</dt>
<dd>Unit to get info for.</dd>
<dt>VariableName</dt>
<dd>Name of the variable to get info for.</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Get mana of the unit (slot #11).
GetUnitMana(11, "Mana");
</pre>

<a name="Group"></a>
<h3>Group(group, quantity, {unit0, unit1, ...})</h3>

Create a group of units.


<dl>
<dt>group</dt>
<dd>Group number.
</dd>
<dt>quantity</dt>
<dd>How much units are in the group.
</dd>
<dt>unitX</dt>
<dd>unit slot number.
</dd>
</dl>


<a name="KillUnit"></a>
<h3>KillUnit(unit, player)</h3>

Kill a unit.

<dl>
<dt>unit</dt>
<dd><pre>
"unit-name"  Unit type of this name
"any"        Matches any unit type
"all"        All units (sum of units and buildings)
"units"      All non building units
"building"   All building units
</pre></dd>
<dt>player</dt>
<dd><pre>
0 .. 8       Player number
"any"        Matches any player
"all"        All players (Not used)
"this"       Player on the local computer, Human player in the campaign.
</pre></dd>
<dt><I>RETURNS</I></dt>
<dd>true if it killed one unit; false if there is no matching unit.</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Kills a peasant of the player on the local computer.
KillUnit("unit-peasant", "this");
</pre>

<a name="KillUnitAt"></a>
<h3>KillUnitAt(unit, player, quantity, location1, location2)</h3>

Kills units at a specific location.


<dl>
<dt>unit</dt>
<dd><pre>
"unit-name"  Unit type of this name
"any"        Matches any unit type
"all"        All units (sum of units and buildings)
"units"      All non building units
"building"   All building units
</pre></dd>
<dt>player</dt>
<dd><pre>
0 .. 16     Player number
"any"        Matches any player
"all"        All players (Not used)
"this"       Player on the local computer, Human player in the campaign.
</pre></dd>
<dt>quantity</dt>
<dd><pre>
0 ... oo    Number for the quantity
</pre></dd>
<dt>location1</dt>
<dd><pre>
{x1, y1}    Upper left corner
</pre></dd>
<dt>location2</dt>
<dd><pre>
{x2, y2}    Lower right corner
</pre></dd>
<dt><I>RETURNS</I></dt>
<dd>integer: how many units it killed.</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Kills any units in the rectangle (5,12) to (9,15).
KillUnitAt("any", "any", 9, {5, 12}, {9, 15});
</pre>

<a name="LibraryPath"></a>
<h3>LibraryPath()</h3>

Returns the Bos Wars library path. The Bos Wars library path points to the game data directory.

<h4>Example</h4>

<pre class="lua">
path = LibraryPath()
</pre>

<a name="ListDirectory"></a>
<h3>ListDirectory(path)</h3>

Returns a list with all files and subdirectories found in the directory pointed by path. 
If the given path starts with '~', then the path is relative to the
user stratagus preferences directory.
The path cannot include any special character.

<h4>Example</h4>

<pre class="lua">
list = ListDirectory("music/")
</pre>

<a name="ListFilesInDirectory"></a>
<h3>ListFilesInDirectory(path)</h3>

Returns a list with all files found in the directory pointed by path. 
The path is relative to the game directory. 
If the given path starts with '~', then the path is relative to the
stratagus' user preferences directory.
The path cannot include any special character.

<h4>Example</h4>

<pre class="lua">
list = ListFilesInDirectory("music/")
</pre>

<a name="ListDirsInDirectory"></a>
<h3>ListDirsInDirectory(path)</h3>

Returns a list with all subdirectories found in the directory pointed by path. 
The path is relative to the game directory.
If the given path starts with '~', then the path is relative to the
user stratagus preferences directory.
The path cannot include any special character.

<h4>Example</h4>

<pre class="lua">
list = ListDirsInDirectory("music/")
</pre>

<a name="NewColors"></a>
<h3>NewColors()</h3>

Change players colors.

<h4>Example</h4>

<pre class="lua">
NewColors()
</pre>

<a name="MoveUnit"></a>
<h3>MoveUnit(unit-slot, {x, y})</h3>

Place a unit on map. If the location is occupied, 
the unit will be placed in the closest available spot.


<dl>
<dt>unit-slot</dt>
<dd>slot number of the unit to be placed
</dd>
<dt>x</dt>
<dd>X map tile position.
</dd>
<dt>y</dt>
<dd>Y map tile position.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
MoveUnit(0, {10, 12})
</pre>

<a name="SetDiplomacy"></a>
<h3>SetDiplomacy(player, state, enemy)</h3>

Alters the diplomacy setting between two players. eg enemy, allied


<dl>
<dt>player</dt>
<dd>Player to effect change of diplomacy on.
</dd>
</dl>
<dl>
<dt>state</dt>
<dd>State of relationship between players ("allied", "enemy", "neutral", "crazy").
</dd>
</dl>
<dl>
<dt>enemy</dt>
<dd>Other player involved in diplomacy.
</dd>
</dl>


<h4>Example</h4>

<pre class="lua">
-- Sets player 1 to be an enemy of player 0.
SetDiplomacy(0, "enemy", 1)
</pre>

<a name="SetGamePaused"></a>
<h3>SetGamePaused(paused)</h3>

Pause or unpause the game.


<dl>
<dt>paused</dt>
<dd>true for paused, false for unpaused.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Pauses the game.
SetGamePaused(true)
</pre>

<a name="SetLocalPlayerName"</a>
<h3>SetLocalPlayerName("name")</h3>

Sets the name of the player playing on this computer.  Does not save
the name in <a href="config.html#preferences">preferences</a>; the
caller can do that if desired.  Lua scripts can read the name back by
calling <a href="#GetLocalPlayerName">GetLocalPlayerName</a>.

<dl>
<dt>"name"</dt>
<dd>The name of the player, limited to 16 characters.</dd>
<dt><I>RETURNS</I></dt>
<dd>Nothing</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Set Player Name to mr-russ
SetLocalPlayerName("mr-russ")
</pre>

<a name="SetObjectives"></a>
<h3>SetObjectives({ objective, ... })</h3>

Set the mission objectives.  This will overwrite any previous objectives.

<dl>
<dt>objective</dt>
<dd>Mission objective text.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Sets the mission objectives.
SetObjectives({"Build 4 farms", "Mine 500 gold"})
</pre>

<a name="SetSharedVision"></a>
<h3>SetSharedVision(player, state, opponent)</h3>

Sets shared vision.


<dl>
<dt>player</dt>
<dd>Player number to set shared vision.
</dd>
<dt>state</dt>
<dd>Use true to turn on shared vision, false to turn off.
</dd>
<dt>opponent</dt>
<dd>Player number to change.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Sets shared vision for player 0 to on with player 2.
SetSharedVision(0, true, 2)
</pre>

<a name="SetResourcesHeld"></a>
<h3>SetResourcesHeld(unit, resources)</h3>

Set the amount of resources available in a unit. Mostly used for harvestable resources.


<dl>
<dt>unit</dt>
<dd>unit identifier obtained via for example CreateUnit.
</dd>
<dt>resources</dt>
<dd>amount of resources held by the unit.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
unit = CreateUnit("unit-crystal", {10,45})
SetResourcesHeld(unit, 2500)
</pre>

<a name="SetUnitVariable"></a>
<h3>SetUnitVariable(unit, VariableName, amount)</h3>
Set the amount of VariableName of the unit.
<dl>
<dt>unit</dt>
<dd>Unit to set the info for.</dd>
<dt>VariableName</dt>
<dd>Variable to set.</dd>
<dt>amount</dt>
<dd>New amount of VariableName for the unit.</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
--  Set mana of the unit (slot 11)
SetUnitVariable(12, "Mana", 255)
</pre>

<a name="SharedVision"></a>
<h3>SharedVision(state, opponent)</h3>

Sets shared vision for the player at the computer.


<dl>
<dt>state</dt>
<dd>Use true to turn on shared vision, false to turn off.
</dd>
<dt>opponent</dt>
<dd>Player number to change.
</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
-- Sets shared vision on with player number 3.
SharedVision(true, 3)
</pre>

<a name="SyncRand"></a>
<h3>SyncRand(number)</h3>

Get a value from the Stratagus syncronized random number generator.
Used to allow the AI to make syncronized choices with multiplayer, and 
during replays.

<dl>
<dt>number<dt>
<dd>Number to create random from, eg 10</dd>
<dt><i>RETURNS</i></dt>
<dd>the number randomly generated, eg 0-9 for input 10.</dd>
</dl>

<h4>Example</h4>

<pre class="lua">
if(SyncRand(10) &lt; 5) then
  -- Do this
else
  -- Do that
end
</pre>


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