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mission_task_build_construction_variant

Source: base/tealdef/mission/tasks/build_construction/mission_task_build_construction_variant.d.tl

Notes

Task that waits until constructions of given files exist in given areas.

MissionTaskBuildConstructionVariant

record global base/tealdef/mission/tasks/build_construction/mission_task_build_construction_variant.d.tl:3

global record MissionTaskBuildConstructionVariant is MissionInterface.TaskScript<MissionTaskBuildConstructionVariant.State, MissionTaskBuildConstructionVariant.Params>

Load: local build_construction_variant = ug_require "::/mission/tasks/build_construction/build_construction_variant.tl"

Notes

Task (build_construction_variant) that completes when at least minCount constructions of the listed files exist in the areas (circles or polygons), or when customCheckFn returns enough entities. The areas are drawn as zones.

MissionTaskBuildConstructionVariant.Params

record base/tealdef/mission/tasks/build_construction/mission_task_build_construction_variant.d.tl:4

record Params

Notes

Params of the task. Give areas, getAreas, getPolygonAreas or customCheckFn.

Used in the base game: 7 times in 3 files

base/content/mission/mission/tutorial/tutorial_story_branch_b.tl:781

local conTask = taskState as MissionInterface.TaskState<MissionTaskBuildConstructionVariant.State, MissionTaskBuildConstructionVariant.Params>
base/content/mission/mission/tutorial/tutorial_story_branch_a.tl:635
local conTask = taskState as MissionInterface.TaskState<MissionTaskBuildConstructionVariant.State, MissionTaskBuildConstructionVariant.Params>
base/content/mission/mission/tasks/build_construction/build_construction_variant.tl:6
local type P = MissionTaskBuildConstructionVariant.Params

Fields

Name Type Description
areas {MissionInterface.PosRadius} Circular areas to search.
conFiles {ResName} Accepted construction files.
minCount integer Number needed (default 1). A counter is shown above 1.
dontDraw boolean Does not draw the areas.

Functions

getAreas() : {MissionInterface.PosRadius} base/tealdef/mission/tasks/build_construction/mission_task_build_construction_variant.d.tl:6

Notes

Returns the circular areas; takes precedence over areas.

Returns {MissionInterface.PosRadius}: Areas.

getPolygonAreas() : {PolygonUtil.Polygon} base/tealdef/mission/tasks/build_construction/mission_task_build_construction_variant.d.tl:7

Notes

Returns polygon areas, used when no circular areas are set.

Returns {PolygonUtil.Polygon}: Polygons.

checkFn(entity : Engine.Entity) : boolean base/tealdef/mission/tasks/build_construction/mission_task_build_construction_variant.d.tl:9

Notes

Extra test of a found construction.

Parameter Type Description
entity Engine.Entity Construction entity.

Returns boolean: true to count it.

customCheckFn() : {Engine.Entity} base/tealdef/mission/tasks/build_construction/mission_task_build_construction_variant.d.tl:10

Notes

Replaces the area search.

Returns {Engine.Entity}: Constructions that count.

MissionTaskBuildConstructionVariant.State

record base/tealdef/mission/tasks/build_construction/mission_task_build_construction_variant.d.tl:14

record State

Notes

State of the task.

Used in the base game: 7 times in 3 files

base/content/mission/mission/tutorial/tutorial_story_branch_b.tl:781

local conTask = taskState as MissionInterface.TaskState<MissionTaskBuildConstructionVariant.State, MissionTaskBuildConstructionVariant.Params>
base/content/mission/mission/tutorial/tutorial_story_branch_a.tl:635
local conTask = taskState as MissionInterface.TaskState<MissionTaskBuildConstructionVariant.State, MissionTaskBuildConstructionVariant.Params>
base/content/mission/mission/tasks/build_construction/build_construction_variant.tl:5
local type S = MissionTaskBuildConstructionVariant.State

Fields

Name Type Description
resultEntities {Engine.Entity} Constructions found at the last update.