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PlantState Properties

The PlantState type exposes the following members.

Properties
  NameDescription
Public propertyActualDirection

Determines the direction the creature is moving in degrees. This along with Speed can be used to calculate where a creature will be in the future.

(Inherited from OrganismState.)
Public propertyCellRadius

Determines the number of game cells a creature uses on the screen. Each grid cell is 8 pixels in width and height.

(Inherited from OrganismState.)
Public propertyCurrentMaxFoodChunks

Returns the number of food chunks this plant represents if it hasn't taken any damage. This along with the PercentInjured property can be used to compute the total remaining food chunks for a plant.

Public propertyCurrentMoveToAction
Retrieves information about the creature's current movement vector. If the creature is moving this value will always be non null, and null if the creature isn't currently moving. This is used by the game engine since movement can encompass many turns.
(Inherited from OrganismState.)
Public propertyCurrentReproduceAction
Used to obtain or modify the current action representing the creature's reproduction status. If this value is not null then the creature is reproducing.
(Inherited from OrganismState.)
Public propertyDeathReason

Describes the reason why the creature died. This is most often OldAge, Starvation, Killed, or Sickness. If the creature is not dead yet then the value will be NotDead.

(Inherited from OrganismState.)
Public propertyEnergyState

Determine the current energy state of a creature by comparing the current amount of stored energy versus the various energy buckets.

(Inherited from OrganismState.)
Public propertyFoodChunks

Determines the amount of food value this creature represents. This can be used to determine if attacking a creature will be worth the effort.

(Inherited from OrganismState.)
Public propertyGeneration

Generation will be 0 the first time a creature is introduced. Each offspring of a creature will be labeled with its generation plus one. This helps define the longevity of a creature.

(Inherited from OrganismState.)
Public propertyGridX

Retrieves the creature's current grid location. This is useful for movement algorithms and is used by the engine for computing organism location in a fast and memory efficient manner.

(Inherited from OrganismState.)
Public propertyGridY

Retrieves the creature's current grid location. This is useful for movement algorithms and is used by the engine for computing organism location in a fast and memory efficient manner.

(Inherited from OrganismState.)
Public propertyGrowthWait

Determines the amount of time in game ticks a creature must wait before they are able to grow. If a creature is not yet mature, and the GrowthWait is 0, then it is possible the creature does not have enough energy or enough space in order to grow. This should be remedied quickly.

(Inherited from OrganismState.)
Public propertyHeight

Returns the height of the plant.

Public propertyID

A string number in the form of a GUID that uniquely represents this creature in the EcoSystem.

(Inherited from OrganismState.)
Public propertyIncubationTicks

Determines the number of ticks the creature must wait before it has finished reproducing. If your creature just needs to know if it's currently reproducing use the IsIncubating property.

(Inherited from OrganismState.)
Public propertyIsAlive

Determines if the creature is alive or dead. This is used by Carnivores so they can find food in the form of corpses.

(Inherited from OrganismState.)
Public propertyIsImmutable
Determines if the current creature state is immutable.
(Inherited from OrganismState.)
Public propertyIsIncubating

Determines if the creature is in the process of reproduction. Use IncubationTicks to find out exactly how long the creature has left to incubate.

(Inherited from OrganismState.)
Public propertyIsMature

Determines if the creature is mature by comparing the current Radius to the Radius it will have when mature.

(Inherited from OrganismState.)
Public propertyIsStopped

Determines if the creature is moving or is completely stopped.

(Inherited from OrganismState.)
Public propertyOrganismEvents
When events are completed the completion actions get listed into a collection of completed events. These are then used by the processing functions to fire off events on the creature.
(Inherited from OrganismState.)
Public propertyPercentEnergy

Determines the decimal percentage of the amount of energy a creature currently has, versus the total amount of energy the creature can store.

(Inherited from OrganismState.)
Public propertyPercentInjured

Returns the amount of defoliation this plant has lived through. This is a percentage total with 100 representing a full defoliated or dead plant, and 0 representing a fully healthy plant.

(Overrides OrganismStatePercentInjured.)
Public propertyPercentLifespanRemaining

Determines the decimal percentage of the amount of life remaining a creature currently has, versus the total amount of LifeSpan.

(Inherited from OrganismState.)
Public propertyPosition

Returns the creature's current position as a Point.

(Inherited from OrganismState.)
Public propertyPreviousDisplayAction
Returns the action that the organism was performing between the last state and this one. I.e. what ended on this state.
(Inherited from OrganismState.)
Public propertyRadius

Determines the actual radius of the creature. This is used to determine how close to maturity a creature has gotten or in various computations on attack, defense, and movement.

(Inherited from OrganismState.)
Public propertyReadyToReproduce

Determines if a creature is ready to reproduce based on the elapsed time since its previous reproduction. Use ReproductionWait to determine exactly how long the creature has to go.

(Inherited from OrganismState.)
Public propertyRenderInfo
This property remains mutable even though the rest of the object is immutable because it is used by the renderer and maintains rendering state across worldstate instances (like whether the organism is selected or not).
(Inherited from OrganismState.)
Public propertyReproductionWait

Determines the number of ticks the creature must wait before reproducing again. If your creature just needs to know if it's ready the ReadyToReproduce property can be used instead.

(Inherited from OrganismState.)
Public propertySpecies

Describes the characteristics of a creature through the use of the ISpecies interface.

(Inherited from OrganismState.)
Public propertySpeed

Determines the speed at which the creature is moving. Useful in calculating overtake speeds for Carnivores and run-away speeds for Herbivores.

(Inherited from OrganismState.)
Public propertyStoredEnergy

Determines how much energy a creature has stored. This is used to compute the energy state of the creature.

(Inherited from OrganismState.)
Public propertyTickAge

Represents the age of a creature in game ticks. Once a creature reaches a TickAge identical to its LifeSpan the creature will die from PopulationChangeReason.OldAge.

(Inherited from OrganismState.)
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