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Randomized World Base
local RWBase = require("YAPZLib/RWBase")RWBase:derive(__type)[string] __type
returns table that can use following functions
RWBase:getSquare(offsetX, offsetY, z)[number] offsetX
[number] offsetY
[number] z
returns [IsoGridSquare] square
RWBase:addVehicle(name, offsetX, offsetY, dirAngle, skinIndex, zoneName, doFlipped) -- zoneName - this is a thing created just in case some mods may use vehicle:getZone()[string / table] name
[number] offsetX
[number] offsetY
[number] dirAngle - optional
[integer / table] skinIndex - optional
[string] zoneName - optional
[boolean] doFlipped - optional
returns [BaseVehicle] vehicle
RWBase:addTrailer(name, vehicle, offset, skinIndex)[string / table] name
[BaseVehicle] vehicle
[number] offset
[integer / table] skinIndex - optional
returns nil
RWBase:addZombiesOnVehicle(vehicle, totalZombies, outfit, femaleChance, doNotSpawnKey) -- doNotSpawnKey - prevents key spawning of given vehicle in added zombies[BaseVehicle] vehicle
[integer] totalZombies
[string] outfit
[number] femaleChance - optional
[boolean] doNotSpawnKey - optional
returns [table] zombies
RWBase:setAttachedItem(zombie, location, item, ensureItem)[IsoZombie] zombie
[string] location
[string] item
[string / list] ensureItem - optional
returns nil
RWBase:addBloodSplat(offsetX, offsetY, z, num)[number] offsetX
[number] offsetY
[number] z
[integer] num
returns nil
RWBase:addTileObject(offsetX, offsetY, z, obj, clear, dirt, inputSquare) -- inputSquare - allows to use already received square[number] offsetX
[number] offsetY
[number] z
[IsoObject] obj
[boolean] clear - optional
[boolean] dirt - optional
[IsoGridSquare] inputSquare - optional
returns [IsoObject] obj
RWBase:addTileObjectBySpriteName(offsetX, offsetY, z, spriteName, clear, dirt)[number] offsetX
[number] offsetY
[number] z
[string] spriteName
[boolean] clear - optional
[boolean] dirt - optional
returns [IsoObject] obj
RWBase:addFloor(offsetX, offsetY, z, spriteName)[number] offsetX
[number] offsetY
[number] z
[string] spriteName
returns [IsoObject] floor
RWBase.getVehicleFromZone(zoneName, exclude, fromChances) -- returns random vehicle name from zone distribution table | exlude - used to not recieve some vehicles | fromChances - used to get vehicle based on spawn chances[string] zoneName
[string / table] exclude
[boolean] fromChances
returns [string] vehicleName
RWBase.getAllowedTrailerFromZone(vehicleName, zoneName, exclude, fromChances) -- works like previous function, but returns name of trailer that can be attached to certain vehicle[string] vehicleName
[string] zoneName
[string / table] exclude
[boolean] fromChances
returns [string] trailerName
RWBase.cleanSquareForStory(square)[IsoGridSquare] square
returns nil
RWBase:isTimeValid()returns [boolean] true or false
RWBase:calcAngle(angle)[number] angle
returns [number] angle
RWBase:calcOffset(offsetX, offsetY)[number] offsetX
[number] offsetY
returns [number] offsetX, [number] offsetY
RWBase:roundSqCoord(coord)[number] coord
returns [number] coord