Module Tile
Contains functions to query single tiles for information about objects on them.
Functions
abandonBuilding (x, y) | Abandons the building at the given location. |
extinguishBurningBuilding (x, y) | Extinguishes the fire of a building at a given position. |
getBuilding (x, y) | Returns a bulding object that can be use to call building related functions more conveniently. |
getBuildingAnimationFrame (x, y[, slot=1]) | Returns the current frame of an animation that is attached to a building. |
getBuildingDaysBuilt (x, y) | Returns the number of days since this building was constructed. |
getBuildingDraft (x, y) | Returns the draft of a building at a given position. |
getBuildingFrame (x, y) | Returns the current frame of a building at a given position. |
getBuildingName (x, y) | Gets the name of a building |
getBuildingPerformance (x, y) | Returns the current performance of a building at a given position. |
getBuildingStorage (x, y) | Returns the storage table of the building at a given position. |
getBuildingXY (x, y) | Returns the pivot position of a building at a given position. |
getGroundDraft (x, y[, level=0]) | Returns the ground draft at a given position. |
getGroundHeight (x, y) | Returns the ground height at a given position. |
getInfluence (influenceType, x, y) | Returns the influence value of a influence type at a given position. |
getPipeDraft (x, y) | Returns the draft of the pipe at a given location. |
getRoadCarCount (x, y, level) | Returns the absolute car counter of the road at a given position and level. |
getRoadChargeableCarCount (x, y, level) | Returns the absolute chargeable car counter of the road at a given position and level. |
getRoadDeco (x, y, level) | Returns the draft of the road decoration on the road at a given position and level. |
getRoadDraft (x, y, level) | Returns the draft of the road at a given position and level. |
getRoadFrame (x, y, level) | Returns the frame of a road at a given position and level. |
getRoadOccupation (x, y, level) | Returns the draft of the road occupcation on the road at a given position and level. |
getRoadStorage (x, y, level) | Returns the storage table of the road at a given position and level. |
getRoadTraffic (x, y, level) | Returns the amount of traffic on a road tile. |
getTerrainHeight (x, y) | Returns the average terrain height at a given position. |
getTreeDraft (x, y) | Returns the draft of the tree at the given position. |
getTreeFrame (x, y) | Returns the frame of the tree at the given position. |
getWireDraft (x, y, level) | Returns the draft of the wire at a given location. |
hasBuildingNeededRoad (x, y) | Returns true iff there's a building at a given position that needs a road connection but also has a road connection. |
hasBuildingRoad (x, y) | Returns true iff there's a building at a given position that has a road connection. |
hasBuildingUpgrade (upgradeId, x, y) | Returns true iff the building at a given position has a specific upgrade applied to it. |
hasRoad (x, y) | Returns true if there's any raod at the given position regardless of the level. |
hasRoadOccupation (x, y, level) | Returns true iff there's a road occupation on the road at a given position and level. |
hasWire (x, y) | Determines whether there is any wire at the given location regardless of the level. |
isBuilding (x, y) | Returns true iff there's a building at a given position. |
isBuildingAnimationPaused (x, y[, slot=1]) | Resumes an animation that is attached to a building. |
isBuildingBurning (x, y) | Returns true iff there's a building at a given position the is burning right now. |
isBuildingEmpty (x, y) | Returns true iff there's a building at a given position that is empty right now. |
isBuildingFullOfDeadPeople (x, y) | Returns true iff there's a building at a given position that has transport issues with dead bodies right now. |
isBuildingFullOfWaste (x, y) | Returns true iff there's a building at a given position that is full of garbage right now. |
isBuildingIll (x, y) | Returns true iff there's a building at a given position that contains ill people right now. |
isBuildingInConstruction (x, y) | Returns true iff there's a building at a given position that is in construction right now. |
isBuildingUntouchable (x, y) | Determines whether a RCI building is untouchable. |
isBuildingUpgradeInConstruction (x, y) | Returns true iff there's a building at a given position that has a pending upgrade right now. |
isBuildingWorking (x, y) | Returns true iff there's a building at a given position that is working right now. |
isFlat (x, y) | Determines whether the ground is flat at a given position. |
isLand (x, y) | Returns true iff there's land (the opposite of water) at a given position. |
isPipe (x, y) | Determines whether there is pipe at the given location. |
isRoad (x, y, level) | Returns true if there's a road at a given position and level. |
isRoadDeco (x, y, level) | Returns true iff there's a road decoration on the road at a given position and level. |
isTree (x, y) | Returns true iff there's a tree at a given position. |
isValid (x, y) | Returns true iff a position is on the map. |
isWater (x, y) | Returns true iff there's water at a given position. |
isWire (x, y, level) | Determines whether there is a wire at the given location and level. |
pauseBuildingAnimation (x, y[, slot=1]) | Pauses an animation that is attached to a building. |
resumeBuildingAnimation (x, y[, slot=1[, speed=1.0]]) | Resumes an animation that is attached to a building. |
setBuildingAnimationFrame (x, y, frame[, slot=1]) | Sets the current frame of an animation regardless of whether the animation is playing right now. |
setBuildingFrame (x, y, frame) | Sets the frame of a building at a given position. |
setBuildingName (x, y, name) | Sets the name of a building |
setBuildingPerformance (x, y, performance) | Sets the performance of a building. |
setBuildingUntouchable (x, y[, state=true]) | Marks a RCI building as untouchable/touchable. |
setRoadOccupation (draft, x, y, level) | Sets the road occupation on the road at a given position and level. |
Fields
INFLUENCE_BODY_DISPOSAL | Body disposal influence type. |
INFLUENCE_COMMERCIAL | Commercial influence type. |
INFLUENCE_CULTURE | Culture influence type. |
INFLUENCE_DENSITY | Density influence type. |
INFLUENCE_EDUCATION_HIGH | High education influence type. |
INFLUENCE_EDUCATION_LOW | Low education influence type. |
INFLUENCE_FIREDEPARTMENT | Fire department influence type. |
INFLUENCE_HEALTH | Health influence type. |
INFLUENCE_INDUSTRIAL | Industrial influence type. |
INFLUENCE_LEVEL_HIGH | High level influence type. |
INFLUENCE_LEVEL_LOW | Low level influence type. |
INFLUENCE_LEVEL_MIDDLE | Medium level influence type. |
INFLUENCE_MANAGEMENT | Management influence type. |
INFLUENCE_NATURE | Nature influence type. |
INFLUENCE_NOISE | Noise influence type. |
INFLUENCE_PARK | Park influence type. |
INFLUENCE_PASSENGER_BUS | Bus passenger influence type. |
INFLUENCE_PASSENGER_TRAIN | Train passenger influence type. |
INFLUENCE_POLICE | Police influence type. |
INFLUENCE_POLLUTION | Pollution influence type. |
INFLUENCE_RADIOACTIVITY | Radioactivity influence type. |
INFLUENCE_RELIGION | Religion influence type. |
INFLUENCE_RESIDENTIAL | Residential influence type. |
INFLUENCE_SPORT | Sport influence type. |
INFLUENCE_TRAFFIC | Traffic influence type. |
INFLUENCE_WASTE_DISPOSAL | Waste disposal influence type. |
Functions
- abandonBuilding (x, y)
-
Abandons the building at the given location.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- extinguishBurningBuilding (x, y)
-
Extinguishes the fire of a building at a given position.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- getBuilding (x, y)
-
Returns a bulding object that can be use to call building related functions
more conveniently.
Parameters:
- x
- y
Returns:
-
Building
A building object with convenient functions.
- getBuildingAnimationFrame (x, y[, slot=1])
-
Returns the current frame of an animation that is attached to a building.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- slot int The index of the animation to pause. 1 is the first attached animation. (default 1)
Returns:
-
int or nil
The current frame of the animation or nil if something went wrong.
- getBuildingDaysBuilt (x, y)
-
Returns the number of days since this building was constructed.
Negative values indicate non finished buildings.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
Returns:
-
int
- getBuildingDraft (x, y)
-
Returns the draft of a building at a given position.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
Returns:
-
draft
- getBuildingFrame (x, y)
-
Returns the current frame of a building at a given position.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
Returns:
-
int
- getBuildingName (x, y)
-
Gets the name of a building
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
Returns:
-
string
name of the building or nil if no name is set.
- getBuildingPerformance (x, y)
-
Returns the current performance of a building at a given position.
1.0 represents 100%.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
Returns:
-
number
- getBuildingStorage (x, y)
-
Returns the storage table of the building at a given position.
Storage tables can be used to save information into cities/buildings/roads
permanently.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
Returns:
- getBuildingXY (x, y)
-
Returns the pivot position of a building at a given position. That point can
differ from the queried position for buildings that have a size bigger than 1.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
Returns:
-
int,int
X and Y component of the pivot position of
the building.
- getGroundDraft (x, y[, level=0])
-
Returns the ground draft at a given position.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int Level to query, must be 0 or 1. (default 0)
Returns:
-
draft
- getGroundHeight (x, y)
-
Returns the ground height at a given position.
Will return the minimum height in case of a slope.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
int
An integer that represents height. 0 means ocean level.
- getInfluence (influenceType, x, y)
-
Returns the influence value of a influence type at a given position.
Parameters:
- influenceType int A influence type constant like Tile.INFLUENCE_PARK.
- x int X component of a position.
- y int Y component of a position.
Returns:
-
number
A number in 0..1. 1 Means the influence is maxed out.
- getPipeDraft (x, y)
-
Returns the draft of the pipe at a given location.
Parameters:
- x int X component of a location.
- y int Y component of a location.
Returns:
-
draft or nil
The draft of the pipe if there is any.
- getRoadCarCount (x, y, level)
-
Returns the absolute car counter of the road at a given position and level.
The car counter is incremented for each car that has entered that road.
You can use it to track the number of passed by cars in a certain time frame.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
int
Amount of cars.
- getRoadChargeableCarCount (x, y, level)
-
Returns the absolute chargeable car counter of the road at a given position and level.
The car counter is incremented for each chargeable car that has entered that road.
You can use it to track the number of passed by chargeable cars in a certain time frame.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
int
- getRoadDeco (x, y, level)
-
Returns the draft of the road decoration on the road at a given
position and level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
draft
- getRoadDraft (x, y, level)
-
Returns the draft of the road at a given position and level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
draft
Road draft object of the road.
- getRoadFrame (x, y, level)
-
Returns the frame of a road at a given position and level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
int
The frame of the road. Typically ranges from 0 to 15
dependent on the alignment (regardless city rotation).
- getRoadOccupation (x, y, level)
-
Returns the draft of the road occupcation on the road at a given
position and level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
animationdraft
- getRoadStorage (x, y, level)
-
Returns the storage table of the road at a given position and level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
table
The table can be used to save information permanently
in a road.
- getRoadTraffic (x, y, level)
-
Returns the amount of traffic on a road tile.
Parameters:
- x int X component of a road position.
- y int Y component of a road position.
- level int A road level with 0 being ground.
Returns:
-
number
0..1 with 1 being high traffic
- getTerrainHeight (x, y)
-
Returns the average terrain height at a given position.
Works similar to ground height
but interpolates between the height of all four edges in case of a slope.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
number
A float value that indicates the height of the terrain.
- getTreeDraft (x, y)
-
Returns the draft of the tree at the given position.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
draft
- getTreeFrame (x, y)
-
Returns the frame of the tree at the given position.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
draft
- getWireDraft (x, y, level)
-
Returns the draft of the wire at a given location.
Parameters:
- x int X component of a location.
- y int Y component of a location.
- level int Level of the wire to look for. The level of normal wires is 0 (-1 for underground and 1 for long distance wires).
Returns:
-
draft or nil
The draft of the wire if there is any.
- hasBuildingNeededRoad (x, y)
-
Returns true iff there's a building at a given position that needs a road
connection but also has a road connection.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- hasBuildingRoad (x, y)
-
Returns true iff there's a building at a given position that has a road
connection.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- hasBuildingUpgrade (upgradeId, x, y)
-
Returns true iff the building at a given position has a specific upgrade
applied to it.
Parameters:
- upgradeId string Id of an upgrade.
- x int X component of a building position.
- y int Y component of a building position.
Returns:
-
bool
- hasRoad (x, y)
-
Returns true if there's any raod at the given position
regardless of the level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
True if there is road.
- hasRoadOccupation (x, y, level)
-
Returns true iff there's a road occupation on the road at a given
position and level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
bool
- hasWire (x, y)
-
Determines whether there is any wire at the given location
regardless of the level.
Parameters:
- x int X component of a location.
- y int Y component of a location.
Returns:
-
bool
True iff there is any wire.
- isBuilding (x, y)
-
Returns true iff there's a building at a given position.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isBuildingAnimationPaused (x, y[, slot=1])
-
Resumes an animation that is attached to a building.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- slot int The index of the animation to pause. 1 is the first attached animation. (default 1)
Returns:
-
bool or nil
Is true iff the specified animation is paused right now, nil if an error occurred.
- isBuildingBurning (x, y)
-
Returns true iff there's a building at a given position the is burning right
now.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isBuildingEmpty (x, y)
-
Returns true iff there's a building at a given position that is empty
right now. That means that people left it. Only happens for RCI buildings.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isBuildingFullOfDeadPeople (x, y)
-
Returns true iff there's a building at a given position that has transport
issues with dead bodies right now.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isBuildingFullOfWaste (x, y)
-
Returns true iff there's a building at a given position that is full of
garbage right now.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isBuildingIll (x, y)
-
Returns true iff there's a building at a given position that contains ill
people right now.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isBuildingInConstruction (x, y)
-
Returns true iff there's a building at a given position that is in
construction right now.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isBuildingUntouchable (x, y)
-
Determines whether a RCI building is untouchable.
An untouchable building is protected in terms of it won't be replaced by
automatically spawned buildings.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- isBuildingUpgradeInConstruction (x, y)
-
Returns true iff there's a building at a given position that has a pending
upgrade right now.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isBuildingWorking (x, y)
-
Returns true iff there's a building at a given position that is working
right now. A working building has road connection if needed, is not
in construction and is not empty. It also has power and water if needed.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isFlat (x, y)
-
Determines whether the ground is flat at a given position.
Ground is flat if there is not slope in it.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
True iff the ground is flat.
- isLand (x, y)
-
Returns true iff there's land (the opposite of water) at a given position.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isPipe (x, y)
-
Determines whether there is pipe at the given location.
Parameters:
- x int X component of a location.
- y int Y component of a location.
Returns:
-
bool
True iff there is a pipe.
- isRoad (x, y, level)
-
Returns true if there's a road at a given position and level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
bool
True iff there is road.
- isRoadDeco (x, y, level)
-
Returns true iff there's a road decoration on the road at a given
position and level.
Parameters:
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Returns:
-
bool
- isTree (x, y)
-
Returns true iff there's a tree at a given position.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isValid (x, y)
-
Returns true iff a position is on the map.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
Usage:
print(Tile.isValid(-1,0)) --Prints false print(Tile.isValid(0,0)) --Prints true print(Tile.isValid(City.getWidth() - 1, City.getHeight() - 1)) --Prints true print(Tile.isValid(City.getWidth(), City.getHeight())) --Prints false
- isWater (x, y)
-
Returns true iff there's water at a given position.
Parameters:
- x int X component of a position.
- y int Y component of a position.
Returns:
-
bool
- isWire (x, y, level)
-
Determines whether there is a wire at the given location and level.
Parameters:
- x int X component of a location.
- y int Y component of a location.
- level int Level of the wire to look for. The level of normal wires is 0 (-1 for underground and 1 for long distance wires).
Returns:
-
bool
True iff there is a wire.
- pauseBuildingAnimation (x, y[, slot=1])
-
Pauses an animation that is attached to a building.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- slot int The index of the animation to pause. 1 is the first attached animation. (default 1)
Returns:
-
int or nil
The current frame of the animation or nil if something went wrong.
- resumeBuildingAnimation (x, y[, slot=1[, speed=1.0]])
-
Resumes an animation that is attached to a building.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- slot int The index of the animation to pause. 1 is the first attached animation. (default 1)
- speed number A speed multiplier for the animation. (default 1.0)
Returns:
-
int or nil
The current frame of the animation or nil if something went wrong.
- setBuildingAnimationFrame (x, y, frame[, slot=1])
-
Sets the current frame of an animation regardless of whether the animation is playing right now.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- frame int The frame to set.
- slot int The index of the animation to pause. 1 is the first attached animation. (default 1)
Returns:
-
bool or nil
Only true if the operation was successful.
- setBuildingFrame (x, y, frame)
-
Sets the frame of a building at a given position.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- frame int The frame index to set.
- setBuildingName (x, y, name)
-
Sets the name of a building
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- name string The name that should be used for the building. Use nil to reset it.
- setBuildingPerformance (x, y, performance)
-
Sets the performance of a building. The performance value will be clipped
by the min and max value defined in the building's draft.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- performance number The performance to set. 1 represents 100%.
- setBuildingUntouchable (x, y[, state=true])
-
Marks a RCI building as untouchable/touchable.
An untouchable building is protected in terms of it won't be replaced by
automatically spawned buildings.
Parameters:
- x int X component of a building position.
- y int Y component of a building position.
- state boolean The untouchable state to set for the building. (default true)
- setRoadOccupation (draft, x, y, level)
-
Sets the road occupation on the road at a given
position and level.
Parameters:
- draft draft The animation draft to set on the road.
- x int X component of a position.
- y int Y component of a position.
- level int A road level with 0 being ground.
Fields
- INFLUENCE_BODY_DISPOSAL
- Body disposal influence type.
- INFLUENCE_COMMERCIAL
- Commercial influence type.
- INFLUENCE_CULTURE
- Culture influence type.
- INFLUENCE_DENSITY
- Density influence type.
- INFLUENCE_EDUCATION_HIGH
- High education influence type.
- INFLUENCE_EDUCATION_LOW
- Low education influence type.
- INFLUENCE_FIREDEPARTMENT
- Fire department influence type.
- INFLUENCE_HEALTH
- Health influence type.
- INFLUENCE_INDUSTRIAL
- Industrial influence type.
- INFLUENCE_LEVEL_HIGH
- High level influence type.
- INFLUENCE_LEVEL_LOW
- Low level influence type.
- INFLUENCE_LEVEL_MIDDLE
- Medium level influence type.
- INFLUENCE_MANAGEMENT
- Management influence type.
- INFLUENCE_NATURE
- Nature influence type.
- INFLUENCE_NOISE
- Noise influence type.
- INFLUENCE_PARK
- Park influence type.
- INFLUENCE_PASSENGER_BUS
- Bus passenger influence type.
- INFLUENCE_PASSENGER_TRAIN
- Train passenger influence type.
- INFLUENCE_POLICE
- Police influence type.
- INFLUENCE_POLLUTION
- Pollution influence type.
- INFLUENCE_RADIOACTIVITY
- Radioactivity influence type.
- INFLUENCE_RELIGION
- Religion influence type.
- INFLUENCE_RESIDENTIAL
- Residential influence type.
- INFLUENCE_SPORT
- Sport influence type.
- INFLUENCE_TRAFFIC
- Traffic influence type.
- INFLUENCE_WASTE_DISPOSAL
- Waste disposal influence type.