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Editing Utility:Obsidian/Cell definition files

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==Cell==
 
==Cell==
Each cell holds everything that you need to know about a specific tile in the fortress, including a reference to the terrain type, a reference to any building or construction that occupies that space, as well as lists of items, contaminants, liquids and creatures in that tile.
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[[File:Cell.xml]]
<pre>
+
Each cell holds everything that you need to know about a specific tile in the fortress, including the terrain information, lists of buildings, constructions, items, contaminants, liquids and creatures in that tile.
<class name="Cell" api="yes">
 
<ctor/>
 
 
 
<reference name="Map" type="Map">
 
<get/>
 
</reference>
 
 
 
<property name="PosX" type="Int32" default="-1">
 
<get/>
 
</property>
 
 
 
<property name="PosY" type="Int32" default="-1">
 
<get/>
 
</property>
 
 
 
<property name="PosZ" type="Int32" default="-1">
 
<get/>
 
</property>
 
 
 
<reference name="Terrain" type="Terrain">
 
<note>I'm assuming that the all of the terrain information can be encapsulated in a terrain type. Changing the terrain will be done through the Map object</note>
 
<get/>
 
</property>
 
 
 
<reference name="Construction" type="Construction">
 
<note>I'm assuming only one construction can exist in a cell at a time. Changing the construction will be done through the Map object</note>
 
<get/>
 
</list>
 
 
 
<list name="Items" type="Item" reference="yes">
 
<note>Should the cell own the items, or just reference them?</note>
 
<get/>
 
</list>
 
 
 
<reference name="Building" type="Building">
 
<note>Placing/removing buildings via the Map object will handle attaching/detaching themselves from the cell</note>
 
<get/>
 
</reference>
 
 
 
<internal>
 
<reference name="Top" type="Cell"/>
 
<reference name="Bottom" type="Cell"/>
 
<reference name="Left" type="Cell"/>
 
<reference name="Right" type="Cell"/>
 
<reference name="Up" type="Cell"/>
 
<reference name="Down" type="Cell"/>
 
</internal>
 
</class>
 
</pre>
 

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