PlantState Properties |
The PlantState type exposes the following members.
Name | Description | |
---|---|---|
![]() | ActualDirection | 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. |
![]() | CellRadius | Determines the number of game cells a creature uses on the screen. Each grid cell is 8 pixels in width and height. |
![]() | CurrentMaxFoodChunks | 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. |
![]() | CurrentMoveToAction |
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.) |
![]() | CurrentReproduceAction |
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.) |
![]() | DeathReason | 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. |
![]() | EnergyState | Determine the current energy state of a creature by comparing the current amount of stored energy versus the various energy buckets. |
![]() | FoodChunks | Determines the amount of food value this creature represents. This can be used to determine if attacking a creature will be worth the effort. |
![]() | Generation | 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. |
![]() | GridX | 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. |
![]() | GridY | 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. |
![]() | GrowthWait | 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. |
![]() | Height | Returns the height of the plant. |
![]() | ID | A string number in the form of a GUID that uniquely represents this creature in the EcoSystem. |
![]() | IncubationTicks | 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. |
![]() | IsAlive | Determines if the creature is alive or dead. This is used by Carnivores so they can find food in the form of corpses. |
![]() | IsImmutable |
Determines if the current creature state is immutable.
(Inherited from OrganismState.) |
![]() | IsIncubating | Determines if the creature is in the process of reproduction. Use IncubationTicks to find out exactly how long the creature has left to incubate. |
![]() | IsMature | Determines if the creature is mature by comparing the current Radius to the Radius it will have when mature. |
![]() | IsStopped | Determines if the creature is moving or is completely stopped. |
![]() | OrganismEvents |
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.) |
![]() | PercentEnergy | Determines the decimal percentage of the amount of energy a creature currently has, versus the total amount of energy the creature can store. |
![]() | PercentInjured | 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. |
![]() | PercentLifespanRemaining | Determines the decimal percentage of the amount of life remaining a creature currently has, versus the total amount of LifeSpan. |
![]() | Position | Returns the creature's current position as a Point. |
![]() | PreviousDisplayAction |
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.) |
![]() | Radius | 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. |
![]() | ReadyToReproduce | 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. |
![]() | RenderInfo |
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.) |
![]() | ReproductionWait | 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. |
![]() | Species | Describes the characteristics of a creature through the use of the ISpecies interface. |
![]() | Speed | Determines the speed at which the creature is moving. Useful in calculating overtake speeds for Carnivores and run-away speeds for Herbivores. |
![]() | StoredEnergy | Determines how much energy a creature has stored. This is used to compute the energy state of the creature. |
![]() | TickAge | 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. |