REDNODE / GAME API

NetworkInkGameController

classscriptedClass

extends inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 29

NameTypeFlags
appliedVirusesarray<ExtraEffect>scriptedprivate
basicAccessCompletionProgramProgressDatascriptedprivate
bufferElementsarray<ElementData>scriptedprivate
completedProgramsarray<String>scriptedprivate
completedProgramsPDarray<ProgramData>scriptedprivate
dimensionInt32scriptedprivate
endGameBoolscriptedprivate
enemyBufferElementsarray<ElementData>scriptedprivate
enemyCompletedProgramsarray<String>scriptedprivate
enemyCompletedProgramsPDarray<ProgramData>scriptedprivate
enemyProgramsCompletionarray<ProgramProgressData>scriptedprivate
initRoundBoolscriptedprivate
miniGameRecordwref<HackingMiniGame_Record>scriptedprivate
networkDataNetworkMinigameDatascriptedprivate
officerBreachBoolscriptedprivate
oldPickXInt32scriptedprivate
oldPickYInt32scriptedprivate
onBreachingNetworkListenerref<CallbackHandle>scriptedprivate
onDevicesCountChangedListenerref<CallbackHandle>scriptedprivate
pickXInt32scriptedprivate
pickYInt32scriptedprivate
playerProgramsCompletionarray<ProgramProgressData>scriptedprivate
regenGridBoolscriptedprivate
stepsInt32scriptedprivate
symbolProbabilitiesarray<Int32>scriptedprivate
symbolsarray<String>scriptedprivate
trapsDelayedarray<String>scriptedpublic
turnStringscriptedprivate
visualControllerwref<NetworkMinigameVisualController>scriptedpublic

Methods 44

public final func AppendListPrograms(arr1: array<ProgramData>, arr2: script_ref<array<ProgramData>>) -> array<ProgramData>scripted
public final func ApplyRandomVirus() -> ExtraEffectscripted
private final func ArrayCellsToString(arr: script_ref<array<ElementData>>) -> Stringscripted
private final func ArrayCellsToString(arr: script_ref<array<ElementData>>, num: Int32, fromNumber: Bool) -> Stringscripted
private final func ArrayCellsToString(arr: script_ref<array<String>>, num: Int32, fromNumber: Bool) -> Stringscripted
public final func CheckDirection(placementX: Int32, placementY: Int32) -> Stringscripted
private final func CheckUploaded(program: script_ref<ProgramData>) -> Boolscripted
private final func ChooseRandomOption(probabilities: script_ref<array<Int32>>) -> Int32scripted
private final func CloseGame()scripted
private final func ExecuteTurn()scripted
private final func FeedbackProgramCompletion(program: script_ref<array<ElementData>>, buffer: script_ref<array<ElementData>>) -> Int32scripted
private final func GenerateGrid(grid: script_ref<array<CellData>>)scripted
private final func GenerateHexNumber2() -> Stringscripted
private final func GenerateTraps(grid: script_ref<array<CellData>>)scripted
private final func GetBlackboard() -> ref<IBlackboard>scripted
private final func GetBlackboardDef() -> ref<NetworkBlackboardDef>scripted
private final func GetCellFromPosition(arr: script_ref<array<CellData>>, x: Int32, y: Int32) -> CellDatascripted
private final func GetPredefinedBasicAccess(program: script_ref<ProgramData>, programType: ProgramType, programEffect: ProgramEffect) -> Boolscripted
private final func GetPredefinedGrid(listCells: script_ref<array<CellData>>) -> Boolscripted
private final func GetPredefinedProgram(programList: script_ref<array<ProgramData>>, programType: ProgramType, programEffect: ProgramEffect, cyberdeck: Bool) -> Boolscripted
private final func GetRandomTraps(traps: script_ref<array<ETrap>>) -> Boolscripted
public final func GridPositionToList(x: Int32, y: Int32, dimension: Int32) -> Int32scripted
private final func InsertProgram(grid: script_ref<array<CellData>>, program: script_ref<ProgramData>, forceFirstRow: Bool)scripted
private final func KeepTrackPrograms(programs: array<ProgramData>, enemy: Bool)scripted
public final func MakeProgram(programName: script_ref<String>, num: Int32, symbols: script_ref<array<String>>, probabilities: script_ref<array<Int32>>, programType: ProgramType, programEffect: ProgramEffect) -> ProgramDatascripted
public final func NewTurn(placementX: Int32, placementY: Int32, opt grid: array<CellData>)scripted
protected cb func OnAction(action: ListenerAction, consumer: ListenerActionConsumer) -> Boolscripted
protected cb func OnCloseGame(e: wref<inkWidget>) -> Boolscripted
protected cb func OnDevicesCountChanged(value: Int32) -> Boolscripted
protected cb func OnInitialize() -> Boolscripted
protected cb func OnPressCell(e: wref<inkWidget>) -> Boolscripted
protected cb func OnPressSkip(e: ref<inkPointerEvent>) -> Boolscripted
protected cb func OnStopBreaching(target: wref<inkWidget>) -> Boolscripted
protected cb func OnUninitialize() -> Boolscripted
private final func PlayGame()scripted
private final func RegenerateGrid(grid: script_ref<array<CellData>>, symbols: script_ref<array<String>>, symbolProbabilities: script_ref<array<Int32>>)scripted
private final func RegisterBlackboardCallbacks()scripted
public final func ReserveSymbols(symbols: script_ref<array<String>>)scripted
private final func SetActiveMiniGameRecord()scripted
private final func SetPlayerBlackboardInformation(value: Bool)scripted
private final func SetSymbolProbabilities(prob: script_ref<array<Int32>>, arr: script_ref<array<String>>)scripted
private final func StartBreaching(networkName: script_ref<String>)scripted
private final func StartMinigame()scripted
private final func UnregisterBlackboardCallbacks()scripted