Module Tile

Contains functions to query single tiles for information about objects on them.

Functions

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.
isLand (x, y) Returns true iff there's land (the opposite of water) at a given position.
isTree (x, y) Returns true iff there's a tree 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.
getGroundDraft (x, y) Returns the ground draft of 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.
isBuilding (x, y) Returns true iff there's a building at a given position.
isBuildingInConstruction (x, y) Returns true iff there's a building at a given position that is in construction right now.
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.
isBuildingBurning (x, y) Returns true iff there's a building at a given position the is burning right now.
isBuildingIll (x, y) Returns true iff there's a building at a given position that contains ill people right now.
isBuildingFullOfWaste (x, y) Returns true iff there's a building at a given position that is full of garbage 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.
isBuildingEmpty (x, y) Returns true iff there's a building at a given position that is empty right now.
extinguishBurningBuilding (x, y) Extinguishes the fire of a building at a given position.
getBuildingFrame (x, y) Returns the current frame of a building at a given position.
setBuildingFrame (x, y, frame) Sets the frame of a building at a given position.
getBuildingPerformance (x, y) Returns the current performance of a building at a given position.
setBuildingPerformance (x, y, performance) Sets the performance of a building.
getBuildingDraft (x, y) Returns the draft of a building at a given position.
getBuildingXY (x, y) Returns the pivot position of a building at a given position.
getBuildingStorage (x, y) Returns the storage table of the building at a given position.
getBuildingDaysBuilt (x, y) Returns the number of days since this building was constructed.
hasBuildingUpgrade (upgradeId, x, y) Returns true iff the building at a given position has a specific upgrade applied to it.
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.
getBuildingAnimationFrame (x, y[, slot=1]) Returns the current frame of an animation that is attached to a building.
isBuildingAnimationPaused (x, y[, slot=1]) Resumes an animation that is attached to a building.
isRoad (x, y, level) Returns true if there's a road at a given position and level.
hasRoad (x, y) Returns true if there's any raod at a given position (regardless of the level).
getRoadFrame (x, y, level) Returns the frame of a road at a given position and level.
getRoadDraft (x, y, level) Returns the draft of 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.
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.
isRoadDeco (x, y, level) Returns true iff there's a road decoration on 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.
hasRoadOccupation (x, y, level) Returns true iff there's a road occupation on the 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.
setRoadOccupation (roadDecorationDraft, x, y, level) Sets the road occupation on the road at a given position and level.

Fields

INFLUENCE_POLLUTION Pollution influence type.
INFLUENCE_NOISE Noise influence type.
INFLUENCE_HEALTH Health influence type.
INFLUENCE_POLICE Police influence type.
INFLUENCE_FIREDEPARTMENT Fire department influence type.
INFLUENCE_PARK Park influence type.
INFLUENCE_SPORT Sport influence type.
INFLUENCE_EDUCATION_LOW Low education influence type.
INFLUENCE_EDUCATION_HIGH High education influence type.
INFLUENCE_CULTURE Culture influence type.
INFLUENCE_MANAGEMENT Management influence type.
INFLUENCE_RELIGION Religion influence type.
INFLUENCE_PASSENGER_BUS Bus passenger influence type.
INFLUENCE_PASSENGER_TRAIN Train passenger influence type.
INFLUENCE_RESIDENTIAL Residential influence type.
INFLUENCE_COMMERCIAL Commercial influence type.
INFLUENCE_INDUSTRIAL Industrial influence type.
INFLUENCE_LEVEL_LOW Low level influence type.
INFLUENCE_LEVEL_MIDDLE Medium level influence type.
INFLUENCE_LEVEL_HIGH High level influence type.
INFLUENCE_DENSITY Density influence type.
INFLUENCE_RADIOACTIVITY Radioactivity influence type.
INFLUENCE_NATURE Nature influence type.
INFLUENCE_WASTE_DISPOSAL Waste disposal influence type.
INFLUENCE_BODY_DISPOSAL Body disposal influence type.
INFLUENCE_TRAFFIC Traffic influence type.


Functions

isValid (x, y)
Returns true iff a position is on the map.

Parameters:

  • x number X component of a position.
  • y number 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 number X component of a position.
  • y number Y component of a position.

Returns:

    bool
isLand (x, y)
Returns true iff there's land (the opposite of water) at a given position.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.

Returns:

    bool
isTree (x, y)
Returns true iff there's a tree at a given position.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.

Returns:

    bool
getTreeDraft (x, y)
Returns the draft of the tree at the given position.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.

Returns:

    draft
getTreeFrame (x, y)
Returns the frame of the tree at the given position.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.

Returns:

    draft
getGroundDraft (x, y)
Returns the ground draft of a given position.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.

Returns:

    draft
getGroundHeight (x, y)
Returns the ground height at a given position.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.

Returns:

    number 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 number A influence type constant like _Tile.INFLUENCE___PARK_.
  • x number X component of a position.
  • y number Y component of a position.

Returns:

    number A number in 0..1. 1 Means the influence is maxed out.
isBuilding (x, y)
Returns true iff there's a building at a given position.

Parameters:

  • x number X component of a position.
  • y number 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 number X component of a position.
  • y number Y component of a position.

Returns:

    bool
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 number X component of a position.
  • y number 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 number X component of a position.
  • y number Y component of a position.

Returns:

    bool
isBuildingBurning (x, y)
Returns true iff there's a building at a given position the is burning right now.

Parameters:

  • x number X component of a position.
  • y number 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 number X component of a position.
  • y number 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 number X component of a position.
  • y number 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 number X component of a position.
  • y number 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 number X component of a position.
  • y number Y component of a position.

Returns:

    bool
extinguishBurningBuilding (x, y)
Extinguishes the fire of a building at a given position.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.
getBuildingFrame (x, y)
Returns the current frame of a building at a given position.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.

Returns:

    number
setBuildingFrame (x, y, frame)
Sets the frame of a building at a given position.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.
  • frame number The frame index to set.
getBuildingPerformance (x, y)
Returns the current performance of a building at a given position. 1 represents 100%.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.

Returns:

    number
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 number X component of a building position.
  • y number Y component of a building position.
  • performance number The performance to set. 1 represents 100%.
getBuildingDraft (x, y)
Returns the draft of a building at a given position.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.

Returns:

    draft
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 number X component of a building position.
  • y number Y component of a building position.

Returns:

    number,number X and Y component of the pivot position of the building.
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 number X component of a building position.
  • y number Y component of a building position.

Returns:

    table
getBuildingDaysBuilt (x, y)
Returns the number of days since this building was constructed. Negative values indicate non finished buildings.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.

Returns:

    number
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 number X component of a building position.
  • y number Y component of a building position.

Returns:

    bool
pauseBuildingAnimation (x, y[, slot=1])
Pauses an animation that is attached to a building.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.
  • slot number The index of the animation to pause. 1 is the first attached animation. (default 1)

Returns:

    number 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 number X component of a building position.
  • y number Y component of a building position.
  • slot number 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:

    number 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 number X component of a building position.
  • y number Y component of a building position.
  • frame number The frame to set.
  • slot number 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.
getBuildingAnimationFrame (x, y[, slot=1])
Returns the current frame of an animation that is attached to a building.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.
  • slot number The index of the animation to pause. 1 is the first attached animation. (default 1)

Returns:

    number or nil The current frame of the animation or nil if something went wrong.
isBuildingAnimationPaused (x, y[, slot=1])
Resumes an animation that is attached to a building.

Parameters:

  • x number X component of a building position.
  • y number Y component of a building position.
  • slot number 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.
isRoad (x, y, level)
Returns true if there's a road at a given position and level.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    bool
hasRoad (x, y)
Returns true if there's any raod at a given position (regardless of the level).

Parameters:

  • x number X component of a position.
  • y number Y component of a position.

Returns:

    bool
getRoadFrame (x, y, level)
Returns the frame of a road at a given position and level.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    number The frame of the road. Typically ranges from 0 to 15 dependent on the alignment (regardless city rotation).
getRoadDraft (x, y, level)
Returns the draft of the road at a given position and level.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    draft Road draft object of the road.
getRoadStorage (x, y, level)
Returns the storage table of the road at a given position and level.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.
  • level number 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 number X component of a road position.
  • y number Y component of a road position.
  • level number A road level with 0 being ground.

Returns:

    number 0..1 with 1 being high traffic
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 number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    number
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 number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    number
isRoadDeco (x, y, level)
Returns true iff there's a road decoration on the road at a given position and level.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    bool
getRoadDeco (x, y, level)
Returns the draft of the road decoration on the road at a given position and level.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    draft
hasRoadOccupation (x, y, level)
Returns true iff there's a road occupation on the road at a given position and level.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    bool
getRoadOccupation (x, y, level)
Returns the draft of the road occupcation on the road at a given position and level.

Parameters:

  • x number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Returns:

    animationdraft
setRoadOccupation (roadDecorationDraft, x, y, level)
Sets the road occupation on the road at a given position and level.

Parameters:

  • roadDecorationDraft draft The animation draft to set on the road.
  • x number X component of a position.
  • y number Y component of a position.
  • level number A road level with 0 being ground.

Fields

INFLUENCE_POLLUTION
Pollution influence type.
INFLUENCE_NOISE
Noise influence type.
INFLUENCE_HEALTH
Health influence type.
INFLUENCE_POLICE
Police influence type.
INFLUENCE_FIREDEPARTMENT
Fire department influence type.
INFLUENCE_PARK
Park influence type.
INFLUENCE_SPORT
Sport influence type.
INFLUENCE_EDUCATION_LOW
Low education influence type.
INFLUENCE_EDUCATION_HIGH
High education influence type.
INFLUENCE_CULTURE
Culture influence type.
INFLUENCE_MANAGEMENT
Management influence type.
INFLUENCE_RELIGION
Religion influence type.
INFLUENCE_PASSENGER_BUS
Bus passenger influence type.
INFLUENCE_PASSENGER_TRAIN
Train passenger influence type.
INFLUENCE_RESIDENTIAL
Residential influence type.
INFLUENCE_COMMERCIAL
Commercial influence type.
INFLUENCE_INDUSTRIAL
Industrial influence type.
INFLUENCE_LEVEL_LOW
Low level influence type.
INFLUENCE_LEVEL_MIDDLE
Medium level influence type.
INFLUENCE_LEVEL_HIGH
High level influence type.
INFLUENCE_DENSITY
Density influence type.
INFLUENCE_RADIOACTIVITY
Radioactivity influence type.
INFLUENCE_NATURE
Nature influence type.
INFLUENCE_WASTE_DISPOSAL
Waste disposal influence type.
INFLUENCE_BODY_DISPOSAL
Body disposal influence type.
INFLUENCE_TRAFFIC
Traffic influence type.
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