Practical Reference

This reference selects the operations necessary for tutorials. It does not replace an exhaustive description of all experimental methods.

Class Methods Result / Usage
Entity setPosition(x, y), setOrientation(angle), setPose(point, angle) Modify pose
Entity position(), orientation(), selector() Read position, angle, and ownership
Entity referenceShape(), projectedShape(), box() Local and world geometry
Entity copy() Copy with some shared attributes
Mobile Inherits Entity Specialized entity for mobile objects
Tabletop initLine, initGrid, initHexa, fromShapes Build the world
Tabletop tile(i), entity(i, j=1) Access with indices starting from 1
Tabletop numberOfTiles(), numberOfEntities() Count elements
Tabletop connect(a, b), isEdge(a, b), adjacencies(i) Directed graph
Tabletop tileAppendEntity(i, obj) Returns the added entity
Tabletop tileMoveEntity(i, j, cible) Returns the moved entity or None
Tabletop dataTreeCopy() Reconstruction via DataTree, currently limited to tabletops without entities
Land appendActor(agent, tileIds, bodyIds) Returns the actor identifier
Land body(actorId, iBody=1), actor(actorId) Find an actor or its body
Agent setStateProcessus(method), runStateProcessus() Define and execute a state
Action identifier(), attributes(), attribute(i=0) Read an intention
Artist fit(obj), flip() Framing and finalization

Conventions to Remember

  • Tiles and actor bodies are indexed starting from 1; action attributes starting from 0.
  • Angles use radians; clock directions use distinct integers.
  • A construction method often returns self, but not always. Verify before chaining operations not illustrated in tutorials.
  • Several accessors return internal objects, not copies.
  • Methods identified as defective are detailed in known limits.