H7CombatMapGridController¶
Class in MMH7Game · MMH7Game.H7CombatMapGridController · native, config, placeable
Object › Actor › H7EditorMapGrid › H7EditorCombatGrid › H7CombatMapGridController
Implements: H7IEffectTargetable, H7ICaster
Using it from Lua
Properties¶
| Name | Type | Notes |
|---|---|---|
mAbilityHighlightCells | array<H7CombatMapCell> | protected |
mAbilityManager | H7AbilityManager | protected |
mAuraManager | H7AuraManager | protected |
mBufferedHitCell | H7CombatMapCell | protected |
mBufferedHitCells | array<H7CombatMapCell> | protected |
mBuffManager | H7BuffManager | protected |
mCanForceUpdateGrid | bool | protected |
mCombatController | H7CombatController | protected |
mConePreview | DynamicSMActor_Spawnable | protected |
mCouldAttackBefore | bool | protected |
mCurrentAttackPosition | array<H7CombatMapCell> | protected |
mCurrentHoverTarget | H7IEffectTargetable | protected |
mCurrentMouseOverCell | H7CombatMapCell | protected |
mCurrentMouseOverTrueCell | H7CombatMapCell | protected |
mCurrentReachableAltCreature | H7Unit | protected |
mEffectManager | H7EffectManager | protected |
mEventManager | H7EventManager | protected |
mFCT | H7FCTController | protected |
mGrid | H7CombatMapGrid | protected |
mIsDecalDirty | bool | protected |
mIsSiegeMap | bool | protected |
mLastAttackPosition | array<H7CombatMapCell> | protected |
mLookForToilet | bool | protected |
mMoatX | int | protected |
mMouseOverCells | array<H7CombatMapCell> | protected |
mNewAbilityHighlightCells | array<H7CombatMapCell> | protected |
mParticleList | array | protected |
mPathPreviewer | H7CombatMapPathPreviewer | protected |
mPlacedObstacles | array<H7CombatObstacleObject> | protected |
mPreviousAttacker | H7CreatureStack | protected |
mReachableAltCells | array<H7CombatMapCell> | protected |
mReachableCells | array<H7CombatMapCell> | protected |
mSelectedCells | array<H7CombatMapCell> | protected |
mSelectedCreatureSize | H7StructsAndEnumsNative.ECellSize | protected |
mSelectedStack | H7CreatureStack | protected |
mSelectedWarUnit | H7WarUnit | protected |
mTacticsPlaceableColumns | int | protected |
mTraceBufferActors | array<Actor> | protected |
mTraceBufferLocations | array<Vector> | protected |
Functions¶
| Name | Declaration |
|---|---|
AddAbilityHighlightCells | function AddAbilityHighlightCells(H7CombatMapCell cell) |
AddParticleSystemToMonitorList | native function AddParticleSystemToMonitorList(ParticleSystemComponent newParticle) |
ApplyDamage | simulated function ApplyDamage(H7CombatResult Result, int resultIdx, bool isForecast, optional bool isRetaliation = false, optional bool raiseEvent = true) |
BeginCombat | simulated function BeginCombat() |
BeginTactics | simulated function BeginTactics(bool forAttacker, int numberColumns) |
CalculateIsSiegeMap | simulated function CalculateIsSiegeMap() |
CalculateReachableCellsFor | native function CalculateReachableCellsFor(H7Unit Unit, optional int movePoints = -1) |
CanPlaceCreature | native simulated function bool CanPlaceCreature(IntPoint gridPos, H7CreatureStack creatureStack) |
CanPlaceObstacle | function bool CanPlaceObstacle(IntPoint pos, int xSize, int ySize) |
CanPlaceRandomObstacle | function bool CanPlaceRandomObstacle(IntPoint pos, int xSize, int ySize) |
CanPlaceSummonedObstacle | function bool CanPlaceSummonedObstacle(IntPoint pos, int xSize, int ySize) |
CheckIfCellIsReachable | native function bool CheckIfCellIsReachable(H7CombatMapCell cell, H7StructsAndEnumsNative.ECellSize cellSize) |
CleanAfterCombat | function CleanAfterCombat() |
ClearCurrentAttackPosition | simulated function ClearCurrentAttackPosition() |
ClearMouseOverCells | protected native simulated function ClearMouseOverCells() |
ClearParticles | function ClearParticles() |
CreateCombatControllerAndRNG | protected function CreateCombatControllerAndRNG() |
CreateGrid | simulated function CreateGrid() |
DataChanged | function DataChanged(optional string cause) |
DeleteTownDataRef | function DeleteTownDataRef() |
DestroyGrid | native function DestroyGrid() |
DestroyPlacedObstacles | function DestroyPlacedObstacles() |
DetermineFlankingType | function H7StructsAndEnumsNative.EFlankingType DetermineFlankingType(H7CombatMapCell attackCell, H7CreatureStack attackTarget) |
DisplayHeroHoverEffect | protected simulated function DisplayHeroHoverEffect(H7CombatMapCell HitCell, array<H7CombatMapCell> hitCells, Vector HitLocation, optional H7CombatMapCell TrueHitCell) |
DisplayHoverEffect | protected simulated function DisplayHoverEffect(H7CombatMapCell HitCell, array<H7CombatMapCell> hitCells, optional H7CombatMapCell TrueHitCell) |
DoAbility | simulated function bool DoAbility(H7CombatMapCell HitCell, optional H7StructsAndEnumsNative.EDirection Direction = 8, optional H7CombatMapCell TrueHitCell, optional array<H7CombatMapCell> hitCells) |
DoAttackAI | simulated function bool DoAttackAI(H7CombatMapCell HitCell, optional H7CombatMapCell attackCell, optional H7StructsAndEnumsNative.EDirection Direction = 8) |
DoCurrentUnitAction | simulated function DoCurrentUnitAction(optional bool fireFCT = true) |
DoMovement | protected native simulated function DoMovement(H7CombatMapCell HitCell, array<H7CombatMapCell> hitCells, optional bool takeShortest = false, optional bool isRealAttack = true, optional H7StructsAndEnumsNative.EDirection turnDirection = 8) |
DoRuneMovement | simulated function DoRuneMovement(H7CombatMapCell HitCell, array<H7CombatMapCell> hitCells) |
DrawRotation | function DrawRotation() |
FindDoubleLinePositions | native simulated function FindDoubleLinePositions(out IntPoint attackerPos1, out IntPoint defenderPos1, out IntPoint attackerPos2, out IntPoint defenderPos2, IntPoint rotationPos, int quadrant, bool targetSizeIs2x2) |
FindQuadrant | native simulated function int FindQuadrant(H7CombatMapCell casterPivot, H7CombatMapCell targetPivot) |
ForceGridStateUpdate | simulated function ForceGridStateUpdate() |
ForceMouseOverCellUpdate | simulated function ForceMouseOverCellUpdate() |
GetAbilityManager | native function H7AbilityManager GetAbilityManager() |
GetActionID | function H7StructsAndEnumsNative.ECommandTag GetActionID(H7BaseAbility Ability) |
GetAdjacentCellsInCone | native simulated function GetAdjacentCellsInCone(out array<H7CombatMapCell> outCells, H7CreatureStack castingCreature, H7CombatMapCell targetCell, float Angle) |
GetAttack | event int GetAttack() |
GetAttackerPosition | simulated function IntPoint GetAttackerPosition() |
GetAttackerWarUnitPosition | function IntPoint GetAttackerWarUnitPosition(H7StructsAndEnumsNative.EWarUnitClass Id) |
GetAuraManager | function H7AuraManager GetAuraManager() |
GetBufferedHitCell | function H7CombatMapCell GetBufferedHitCell() |
GetBuffManager | native function H7BuffManager GetBuffManager() |
GetCell | native simulated function H7CombatMapCell GetCell(Vector pos) |
GetCellLocation | simulated function Vector GetCellLocation(IntPoint gridPos) |
GetCellsForSunburst | native simulated function GetCellsForSunburst(out array<H7CombatMapCell> outCells, IntPoint originPoint, out array |
GetCellsForTsunami | native simulated function GetCellsForTsunami(out array<H7CombatMapCell> outCells, IntPoint originPoint, int Rows) |
GetCellsInColumn | native simulated function GetCellsInColumn(out array<H7CombatMapCell> outCells, H7CombatMapCell cell) |
GetCellsInCone | native simulated function GetCellsInCone(out array<H7CombatMapCell> outCells, H7CreatureStack castingCreature, H7CombatMapCell targetCell, H7BaseAbility Ability, bool PreviewCone) |
GetCenterPosForColCells | native simulated function Vector GetCenterPosForColCells(int ColNum) |
GetCombatArmy | native function H7CombatArmy GetCombatArmy() |
GetCombatGrid | simulated function H7CombatMapGrid GetCombatGrid() |
GetCurrentAttackPosition | simulated function array<H7CombatMapCell> GetCurrentAttackPosition() |
GetCurrentHoverTarget | function H7IEffectTargetable GetCurrentHoverTarget() |
GetCurrentMouseOverCell | simulated function H7CombatMapCell GetCurrentMouseOverCell() |
GetDefenderPosition | simulated function IntPoint GetDefenderPosition() |
GetDefenderWarUnitPosition | function IntPoint GetDefenderWarUnitPosition(H7StructsAndEnumsNative.EWarUnitClass Id) |
GetDistanceTiles | function float GetDistanceTiles(H7Unit attacker, H7Unit defender, bool forecast, int Range) |
GetDoubleLineCellsIntersectingGrid | native simulated function GetDoubleLineCellsIntersectingGrid(out array<H7CombatMapCell> outCells, H7CreatureStack castingCreature, H7CombatMapCell targetCell) |
GetEffectManager | function H7EffectManager GetEffectManager() |
GetEntityType | native function H7StructsAndEnumsNative.EUnitType GetEntityType() |
GetEventManager | native function H7EventManager GetEventManager() |
GetGridPosition | native function IntPoint GetGridPosition() |
GetHitPoints | function int GetHitPoints() |
GetID | native function int GetID() |
GetInstance | static simulated function H7CombatMapGridController GetInstance() |
GetLineCellsIntersectingGrid | native simulated function GetLineCellsIntersectingGrid(out array<H7CombatMapCell> outCells, IntPoint lineOriginPoint, IntPoint lineTargetPoint) |
GetLocation | native function Vector GetLocation() |
GetLuckDestiny | native function int GetLuckDestiny() |
GetMagic | event int GetMagic() |
GetMasterCellForObstacle | simulated function H7CombatMapCell GetMasterCellForObstacle(H7CombatObstacleObject theObstacle) |
GetMaximumDamage | event float GetMaximumDamage() |
GetMinimumDamage | event float GetMinimumDamage() |
GetMoatX | function int GetMoatX() |
GetMouseHitActor | simulated function Actor GetMouseHitActor(name classTypeName) |
GetMouseHitActorAndLocation | simulated function Actor GetMouseHitActorAndLocation(out Vector HitLocation) |
GetMouseHitActorAndLocationIgnoringClass | simulated function Actor GetMouseHitActorAndLocationIgnoringClass(out Vector HitLocation, optional name classTypeNameToIgnore) |
GetMouseOverCell | protected simulated function bool GetMouseOverCell(out H7CombatMapCell HitCell, out array<H7CombatMapCell> hitCells, optional out Vector HitLocation, optional out H7StructsAndEnumsNative.EDirection hitDirection, optional out H7CombatMapCell TrueHitCell, optional out H7IEffectTargetable Target) |
GetMouseOverCells | simulated function array<H7CombatMapCell> GetMouseOverCells() |
GetMouseOverTarget | native simulated function H7IEffectTargetable GetMouseOverTarget(out Vector HitLocation) |
GetMovementPreviewCells | native simulated function GetMovementPreviewCells(out array<H7CombatMapCell> outCells) |
GetName | function string GetName() |
GetObstacle | function H7CombatObstacleObject GetObstacle(int Id) |
GetObstacles | function array<H7CombatObstacleObject> GetObstacles() |
GetOriginal | native function H7ICaster GetOriginal() |
GetPathPreviewer | simulated function H7CombatMapPathPreviewer GetPathPreviewer() |
GetPlayer | native function H7Player GetPlayer() |
GetPostCellsForTsunami | native simulated function GetPostCellsForTsunami(out array<H7CombatMapCell> outCells, IntPoint originPoint, int Rows) |
GetPreCellsForTsunami | native simulated function GetPreCellsForTsunami(out array<H7CombatMapCell> outCells, IntPoint originPoint, int Rows) |
GetPreparedAbility | function H7BaseAbility GetPreparedAbility() |
GetReachableCellsFor | native function GetReachableCellsFor(H7CreatureStack currentStack, out array<H7CombatMapCell> Cells, optional int movePoints = -1) |
GetResistanceModifierFor | native function float GetResistanceModifierFor(H7StructsAndEnumsNative.EAbilitySchool school, array<H7StructsAndEnumsNative.ESpellTag> tags, optional bool checkOnlyBuffs = false, optional bool forcedResistanceOnly = false) |
GetRotationSelectionDirection | function H7StructsAndEnumsNative.EDirection GetRotationSelectionDirection() |
GetRuneUnitStartPosition | function IntPoint GetRuneUnitStartPosition(bool IsAttacker) |
GetSchool | event H7StructsAndEnumsNative.EAbilitySchool GetSchool() |
GetSelectedStack | simulated function H7CreatureStack GetSelectedStack() |
GetSiegeTownData | simulated function H7SiegeTownData GetSiegeTownData() |
GetStackSize | function int GetStackSize() |
GetTargetsFromCombatCells | simulated function array<H7IEffectTargetable> GetTargetsFromCombatCells(array<H7CombatMapCell> Cells) |
GetTargetsOnMouseOverCells | simulated function array<H7IEffectTargetable> GetTargetsOnMouseOverCells(optional bool Dead = false) |
HasReachableCells | function bool HasReachableCells(H7CreatureStack Stack) |
Init | simulated function Init() |
InitCellsForObstaclePlacement | function InitCellsForObstaclePlacement() |
InitTraceBuffer | simulated function InitTraceBuffer() |
IsDecalDirty | function bool IsDecalDirty() |
IsDefaultAttackActive | native function bool IsDefaultAttackActive() |
IsMouseInRotationSelectionArea | function bool IsMouseInRotationSelectionArea() |
IsShip | function bool IsShip() |
IsSiegeMap | simulated function bool IsSiegeMap() |
IsTargetInMeleeRange | simulated function bool IsTargetInMeleeRange(H7Unit Active, H7IEffectTargetable Target) |
IsUnitInFarRange | simulated function bool IsUnitInFarRange(H7Unit Active, H7Unit Target) |
IsUnitIsInMoveRange | simulated function bool IsUnitIsInMoveRange(H7Unit Active, H7Unit Target) |
MPSetPlayerReady | protected simulated function MPSetPlayerReady() |
PlaceCreature | native simulated function PlaceCreature(IntPoint gridPos, H7CreatureStack Creature) |
PlaceObstacle | simulated function PlaceObstacle(IntPoint gridPos, out H7CombatObstacleObject theObstacle, H7SiegeTownData siegeTownData, optional H7BaseBuff addedBuff, optional H7EffectContainer Source, optional AkEvent placeSound, optional Actor NewOwner) |
PlaceRandomObstacles | simulated function PlaceRandomObstacles() |
PlaceRuneUnit | simulated function PlaceRuneUnit(IntPoint gridPos, H7RuneUnit runeUnit) |
PlaceWarfareUnit | simulated function PlaceWarfareUnit(IntPoint gridPos, H7WarUnit warUnit) |
PostBeginPlay | simulated function PostBeginPlay() |
PrepareAbility | function PrepareAbility(H7BaseAbility Ability) |
RaiseEventOnObstacles | function RaiseEventOnObstacles(H7StructsAndEnumsNative.ETrigger Trigger, optional H7EventContainerStruct container) |
RecalculateReachableCells | native function RecalculateReachableCells() |
RefreshThreatMap | simulated function RefreshThreatMap() |
RemoveBlockedCellsFromLine | native simulated function RemoveBlockedCellsFromLine(out array<H7CombatMapCell> Line) |
RemoveObstacle | function RemoveObstacle(H7CombatObstacleObject fruit) |
ResetSelectedAndReachableCells | native simulated function ResetSelectedAndReachableCells(optional bool removeUnit = false) |
ResetTacticsGrid | simulated function ResetTacticsGrid() |
RotateAround2x2 | native simulated function RotateAround2x2(IntPoint inPos, out IntPoint outPos, int quadrant, bool reverse, bool targetSizeIs2x2) |
SelectUnit | native simulated function SelectUnit(H7Unit Unit, bool isCombatPhase) |
SetAbilityHighlightCells | function SetAbilityHighlightCells(array<H7CombatMapCell> Cells) |
SetArmyForeShadowedCells | simulated function SetArmyForeShadowedCells(bool ignoreUnits) |
SetCombatController | simulated function SetCombatController(H7CombatController combatController) |
SetDecalDirty | native function SetDecalDirty(bool isDirty) |
SetMoatX | function SetMoatX(int val) |
SetMouseOverBuffer | function bool SetMouseOverBuffer() |
ShowHUDUnitOverEffects | simulated function ShowHUDUnitOverEffects(H7Unit targetUnit) |
ShowPathPreview | simulated function bool ShowPathPreview(array<H7CombatMapCell> hitCells, optional bool takeShortest = false) |
StartRuneMovement | simulated function StartRuneMovement(array<H7CombatMapCell> Path) |
StartUnitMovement | simulated event StartUnitMovement(H7CombatMapCell HitCell, array<H7CombatMapCell> hitCells, array<H7CombatMapCell> Path, optional bool isRealAttack = true, optional H7StructsAndEnumsNative.EDirection turnDirection = 8) |
TacticsPickUnit | simulated function TacticsPickUnit(H7CreatureStack creatureStack) |
TacticsReleaseUnit | simulated function TacticsReleaseUnit(optional bool releasedOnBar) |
TacticsStoreUnitOnBar | simulated function TacticsStoreUnitOnBar() |
Tick | simulated event Tick(float DeltaTime) |
TriggerEvents | function TriggerEvents(H7StructsAndEnumsNative.ETrigger triggerEvent, bool forecast, optional H7EventContainerStruct container) |
UnregisterEvents | simulated function UnregisterEvents() |
UpdateAbilityHighlightCells | protected simulated function UpdateAbilityHighlightCells() |
UpdateCellSelectionTypes | function UpdateCellSelectionTypes() |
UpdateCreatureDeployment | simulated function UpdateCreatureDeployment(IntPoint gridPos, H7CreatureStack Creature) |
UpdateGridState | protected simulated function UpdateGridState(H7CombatMapCell HitCell, array<H7CombatMapCell> hitCells, Vector HitLocation, optional H7CombatMapCell TrueHitCell) |
UpdateHoverEffects | protected simulated function UpdateHoverEffects() |
UpdateMouseOverCells | protected simulated function UpdateMouseOverCells(H7CombatMapCell HitCell, array<H7CombatMapCell> newHighlightCells, optional int isMouseOverMaster = 0, optional H7CombatMapCell masterCell = none, optional bool highlightTargetCell = true, optional array<H7CombatMapCell> casterCells) |
UpdateNeighbours | protected simulated function UpdateNeighbours() |
UpdateObstaclePos | function UpdateObstaclePos(H7CombatObstacleObject obst, IntPoint gridPos) |
UpdateObstacles | simulated function UpdateObstacles() |
UpdateReachableAltCells | protected simulated function UpdateReachableAltCells(H7IEffectTargetable Target) |
UpdateSiegeMapDecoration | simulated function UpdateSiegeMapDecoration() |
UsePreparedAbility | function UsePreparedAbility(H7IEffectTargetable Target) |
States¶
State code replaces the class's functions while the object is in that state. Hook a state's version as MMH7Game.H7CombatMapGridController.<State>.<Function>.
| State | Functions |
|---|---|
| combat | BeginState, DoCurrentUnitAction, EndState, UpdateGridState, UpdateReachableAltCells |
| NotInit | BeginState, EndState |
| Tactics | BeginState, DoCurrentUnitAction, EndState, TacticsPickUnit, TacticsReleaseUnit, UpdateGridState |