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.