Bitfighter  021
The Bitfighter Lua Documentation - Robots, Levelgens, and Plugins
CoreItem Class Reference

Objective items in Core games.

Inheritance diagram for CoreItem:
Item BfObject

Member Functions

CoreItem()
 Constructor.
 
CoreItem(geom, team)
 Constructor. [details]
 
CoreItem(geom, team, health)
 Constructor. [details]
 
getCaptureZone()
 Returns capture zone holding the item. [details]
 
getCurrentHealth()
 Returns the item's current health. This will be between 0 and the result of getFullHealth(). [details]
 
getFullHealth()
 Returns the item's full health. [details]
 
getGeom()
 Returns an object's geometry. [details]
 
getId()
 Gets an object's user assigned id. [details]
 
getObjType()
 Gets an object's ObjType. [details]
 
getOwner()
 Gets an object's owner as a PlayerInfo. [details]
 
getPos()
 Gets an object's position. [details]
 
getRad()
 Returns the radius of an item. [details]
 
getRotationSpeed()
 Get the Core's rotation speed factor. [details]
 
getShip()
 Returns the ship where the item is mounted. [details]
 
getTeamIndex()
 Gets the index of the object's team. [details]
 
isInCaptureZone()
 Is item in a capture zone? [details]
 
isSelected()
 Determine if an object is selected in the editor. [details]
 
removeFromGame()
 Removes the object from the current game or editor session. [details]
 
setFullHealth(health)
 Sets the item's full health. Has no effect on current health. [details]
 
setGeom(geometry)
 Sets an object's geometry. [details]
 
setId(id)
 Sets an object's user assigned id. [details]
 
setOwner(playerName)
 Sets the owner of the object. [details]
 
setPos(pos)
 Set the object's position. [details]
 
setRotationSpeed(speed)
 Sets the Core's rotation speed factor. [details]
 
setSelected(selected)
 Set whether an object is selected in the editor. [details]
 
setTeam(teamIndex)
 Assigns the object to a team. [details]
 

Detailed Description

Objective items in Core games.

Constructor Documentation

◆ CoreItem.new()[1/3]

returns CoreItem

Constructor.

Example:

coreitem = CoreItem.new()
...
levelgen:addItem(coreitem)
Objective items in Core games.
Definition: CoreGame__cpp.h:7

◆ CoreItem.new(geom, team)[2/3]

Arg types: geom: Geom, team: int  |  returns CoreItem

Constructor.

Example:

coreitem = CoreItem.new(geom, team)
...
levelgen:addItem(coreitem)

◆ CoreItem.new(geom, team, health)[3/3]

Arg types: geom: Geom, team: int, health: num  |  returns CoreItem

Constructor.

Example:

coreitem = CoreItem.new(geom, team, health)
...
levelgen:addItem(coreitem)

Member Function Documentation

◆ getCaptureZone()

Returns capture zone holding the item.

Many games do not feature capture zones. For those games, this function will always return nil. Currently only FlagItems can be captured.

Returns
Zone where the item has been captured. Returns nil if the item is not in a capture zone.

◆ getCurrentHealth()

returns num

Returns the item's current health. This will be between 0 and the result of getFullHealth().

Returns
The current health .

◆ getFullHealth()

returns num

Returns the item's full health.

Returns
The total full health.

◆ getGeom()

Returns an object's geometry.

Returns
A geometry as described on the Geom page

◆ getId()

Gets an object's user assigned id.

Users can assign an id to elements in the editor with the ! or # keys. Use this function to obtain this id. If the user has not assigned an object an id, getId() will return a negative id that will remain consistent throught the game.

Returns
The object's id.

◆ getObjType()

Gets an object's ObjType.

obj = TestItem.new()
print(obj:getObjType() == ObjType.TestItem) -- prints 'true'
ObjType getObjType()
Gets an object's ObjType.
Definition: BfObject__cpp.h:9
Large bouncy ball type item.
Definition: moveObject__cpp.h:41

See ObjType for a list of possible return values.

Returns
The object's ObjType.

◆ getOwner()

Gets an object's owner as a PlayerInfo.

Some objects (like projectiles) have an owning player associated. This method returns a PlayerInfo object if there is an owner. Otherwise, returns nil.

This method is intended to be used with bullets and other projectiles, not with game objects like zones.

Returns
A PlayerInfo representing the object's owner, or nil.

◆ getPos()

Gets an object's position.

For objects that are not points (such as a LoadoutZone), will return the object's centroid.

Returns
A Point representing the object's position.

◆ getRad()

returns num
inherited from Item

Returns the radius of an item.

Returns
The radius of the item. For a Teleporter, this is the radius of the entrance. For a ForceFieldProjector, this is the radius of the base.

◆ getRotationSpeed()

returns nothing

Get the Core's rotation speed factor.

Returns
The rotation speed.

◆ getShip()

Returns the ship where the item is mounted.

Most objects cannot be mounted. For those, this function will always return nil.

Returns
Ship where the item is mounted. Returns nil if the item is not mounted.

◆ getTeamIndex()

Gets the index of the object's team.

Many BfObjects (such as TestItems) are never part of any particular team. For these objects, this method will return Team.Neutral.

Note
Remember that in Lua, indices start with 1!
Returns
Team index of the object.

◆ isInCaptureZone()

returns bool
inherited from Item

Is item in a capture zone?

Returns
true if item is held in a capture zone, false if it is not.

◆ isSelected()

Determine if an object is selected in the editor.

This is useful for editor plugins only.

Returns
Returns true if the object is selected, false if not.

◆ removeFromGame()

returns nothing
inherited from BfObject

Removes the object from the current game or editor session.

May not be implemented for all objects.

◆ setFullHealth(health)

Arg types: health: num  |  returns nothing

Sets the item's full health. Has no effect on current health.

The maximum health of each panel is the full health of the core divided by the number of panels.

Parameters
healthThe item's new full health

◆ setGeom(geometry)

Arg types: geometry: Geom  |  returns nothing
inherited from BfObject

Sets an object's geometry.

Parameters
geometryThe object's new geometry.

Note that not all objects support changing geometry if the object has already been added to a game.

◆ setId(id)

Arg types: id: int  |  returns nothing
inherited from BfObject

Sets an object's user assigned id.

Users can assign an id to elements in the editor with the ! or # keys. Use this function to set this id from Lua. When called from an editor plugin, the value passed will be displayed in the editor when the player presses ! or #.

◆ setOwner(playerName)

Arg types: playerName: string  |  returns nothing
inherited from BfObject

Sets the owner of the object.

Parameters
playerNameName of player as a string.
Note
This method only works if the item in question has already been added to the game via addItem(object). The owner cannot be set beforehand. Also, 'playerName' must exactly match a the name of a player already in the game (case-sensitive).

This method is intended to be used with bullets and other projectiles, not with game objects like zones.

◆ setPos(pos)

Arg types: pos: point  |  returns nothing
inherited from BfObject

Set the object's position.

To set the full geometry of a more complex object, see the setGeom() method.

Parameters
posThe new position of the object.

◆ setRotationSpeed(speed)

Arg types: speed: int  |  returns nothing

Sets the Core's rotation speed factor.

The rotation speed is a multiple of the default (1x). The default time it takes for one rotation is 16384 ms. Therefore, the rotation time is:

16384 ms / speed

Speeds of 0 (stopped) to 15 are allowed.

Parameters
speed

◆ setSelected(selected)

Arg types: selected: bool  |  returns nothing
inherited from BfObject

Set whether an object is selected in the editor.

This is useful for editor plugins only.

Parameters
selectedtrue to select the object, false to deselect it.

◆ setTeam(teamIndex)

Arg types: teamIndex: int  |  returns nothing
inherited from BfObject

Assigns the object to a team.

Parameters
teamIndexIndex of the team the object should be assigned to. (first team index is 1; there is no team 0)

Instead of a team index, you can use the special team enums Team.Neutral and Team.Hostile.

Limitations:

  • Will have no effect on items that are inherently teamless (such as a NexusZone).
  • Neither Ships nor Robots can be assigned to Team.Neutral or Team.Hostile.