Empires Callbacks: Difference between revisions
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== Callback sequence == | == Callback sequence == | ||
=== New Game === | === New Game Example === | ||
# InitMap | # InitMap | ||
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# StartTurn in Map.bsf | # StartTurn in Map.bsf | ||
# StartTurn in Scenario.bsf | # StartTurn in Scenario.bsf | ||
# UpdateMap | |||
# UpdateScenario | |||
# RenderMap | |||
# RenderScenario | |||
# UpdateMap | # UpdateMap | ||
# ... | # ... | ||
=== Loading Saved Game === | === Loading Saved Game Example === | ||
# StartMap | # StartMap | ||
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# StartStructure x X | # StartStructure x X | ||
# StartGroup x X | # StartGroup x X | ||
# UpdateMap | |||
# UpdateScenario | |||
# RenderMap | |||
# RenderScenario | |||
# UpdateMap | # UpdateMap | ||
# ... | # ... |
Revision as of 20:38, 5 August 2016
Map.bsf callbacks
InitMap
Called when a new game is started. Also called each time the scenario is opened in the editor.
InitFinal
Called when a new game is started, immediately after InitScenario.
StartMap
Called each time the scenario is opened (new game, loading a saved game, loading the scenario in the editor).
StartTurn
Called at the beginning of the planning phase of each turn.
UpdateMap(tick)
Called each frame. If the tick parameter is 0, it means that this is an 'extra' frame because the game is rendering faster than its 'logical' framerate (30 fps). Things that should happen at a constant speed (such turn resolution) should only happen if tick is 1, things that should happen as fast as possible (such as UI handling) should happen regardless of tick. In practice, there should be very few places you need to look at the tick parameter.
UpdateAI(faction)
Called for each AI controlled faction until it returns a non-zero value. It is expected to run a small slice AI planning each call. Called after UpdateScenario.
RenderMap
Called each frame after all of the update callbacks. Primarily used for drawing UI elements over the map
StartGroup(id)
Expected to set up the visuals for a group (including call SetGroupAsset). Called at various points during game flow (expect it to be called multiple times as needed for the same group).
StartStructure(id)
Expected to set up the visuals for a structure (including call SetStructureAsset). Called at various points during game flow (expect it to be called multiple times as needed for the same structure).
PathfindingData(region, group, ...)
Request for connection info for a group leaving a region. For each region the group can enter from the requested region, the script must call SetPathfindingData.
Scenario.bsf callbacks
InitScenario
Called when a new game is started, immediately after InitMap.
StartScenario
Called each time the scenario is opened (new game, loading a saved game), immediately after StartMap
StartTurn
Call each turn, immediately after Map.bsf StartTurn
UpdateScenario
Called each frame, immediately after UpdateMap
RenderScenario
Called each frame after, immediately after RenderMap
Callback sequence
New Game Example
- InitMap
- InitScenario
- InitFinal
- StartMap
- StartScenario
- StartStructure x X
- StartGroup x X
- StartTurn in Map.bsf
- StartTurn in Scenario.bsf
- UpdateMap
- UpdateScenario
- RenderMap
- RenderScenario
- UpdateMap
- ...
Loading Saved Game Example
- StartMap
- StartScenario
- StartStructure x X
- StartGroup x X
- UpdateMap
- UpdateScenario
- RenderMap
- RenderScenario
- UpdateMap
- ...