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GeezerVison is showing docs.waspscripts.com — Map Objects Map Objects¶The game objects of the loaded map, read straight out of the game cache: where each one stands, what it’s called, what it can be clicked for, and what it looks like. Everything comes from the same cache the map itself is drawn from, so it’s always in step with the game, and the objects of a region are only read once that region is part of the map. Example: {$I WaspLib/main.simba} var booths: TObjectArray; begin Map.Setup([EChunk.VARROCK]); booths := TObjectArray.Create(Map.Walker, MapObjects.GetByAction('Bank')); end. TMapObjectData¶One kind of object and every place it stands on the loaded map.
TMapObjects¶Record holding the TMapObjectData of every object on the loaded map.
MapObjects.Coordinate¶function TMapObjects.Coordinate(tile: TPoint; size: TPoint; plane: Integer): TPoint; static; The Global point an object whose south west tile is Vertically it is the middle of the object. Horizontally it is half a tile west of the middle, which is where the object data WaspLib used to download put it. It is kept that way so objects line up exactly where they always have. MapObjects.Resolve¶function TMapObjects.Resolve(constref objects: TObjectDefinitionArray; id: Integer; out def: TObjectDefinition): Boolean; static; The definition object Some objects change with the player’s progress and are placed as a stand-in whose definition only lists what it can turn into. Those are shown as the first of their forms that has a name. Objects without a name, or that can’t be interacted with, like most decorations, are left out. MapObjects.Actions¶function TMapObjects.Actions(constref def: TObjectDefinition): TStringArray; static; The actions MapObjects.Add¶procedure TMapObjects.Add(constref def: TObjectDefinition; locType, rotation: Integer; coordinate: TPoint); Internal method that records one placement of MapObjects.DrawnPlane¶function TMapObjects.DrawnPlane(constref region: TRegion; constref loc: TWorldLocation): Integer; static; The plane A tile flagged with MapObjects.Load¶procedure TMapObjects.Load(var loader: TMapLoader); procedure TMapObjects.Load(); overload; Reads the objects of every chunk An object belongs to the plane it’s drawn on - see MapObjects.DrawnPlane. MapObjects.Build¶procedure TMapObjects.Build(idx: Integer); Internal method that builds the models of Only the colours that cover most of the object make it into MapObjects.GetByName¶function TMapObjects.GetByName(name: String; amount: Integer = 0): TMapObjectDataArray; Every object called Example: WriteLn MapObjects.GetByName('Bank booth'); MapObjects.GetByID¶function TMapObjects.GetByID(id: Integer): TMapObjectData; The object with the id MapObjects.GetByAction¶function TMapObjects.GetByAction(action: String; amount: Integer = 0): TMapObjectDataArray; Every object with Example: WriteLn MapObjects.GetByAction('Bank'); MapObjects.GetByAllActions¶function TMapObjects.GetByAllActions(actions: TStringArray; amount: Integer = 0): TMapObjectDataArray; Every object with all of MapObjects.Clear¶procedure TMapObjects.Clear(); Forgets every object read so far, so the next getter reads the map again from scratch. MapObjects variable¶Global TMapObjects variable, holding the objects of Map. |
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