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{{learned|what functions are|how functions relate to the Tygron Engine|where functions are used|how to change existing functions|how to create your own functions}}
[[File:Api_current_situation_building.png|thumb|right|400px|[[Function]] related to [[Buildings]] and [[Function Overrides]]]]
Functions are the blueprints for [[Building]]s in your projects. They describe the purpose and basic [[Function Value|properties]] of [[Building]]s. A Function also references which model sets and colors are used in the 2D and 3D visualization. A Function is effectively a "type of Building".


==Functions==
The properties associated with a Function are known as [[Function Value]]s
A function is a purpose or destination for something. In the context of spatial planning, a function specifically indicates the purpose of a building or other type of construction. A corporate skyscraper has an "office" function. A house has a residential function. A park has a leisure function.


==How functions are implemented in the Tygron Engine==
A Building in a Project is always based on one Function. Buildings with the same Function may have different locations, different heights, and different owners. But Buildings with the same Function will have the same set of [[Function Value|properties]] defining their economic, environmental, and spatial effect.
In the Tygron Engine, functions are used to refer to specific types of building. Every [[constructions|construction]] has assigned to it what type of construction it is, in the form of a function. Functions can also exist separately from constructions, as a definition of a type of building. Although many functions may exist in a game, not all functions need to be used.


Each function also has at least one category. The category of a function most closely relates to the usual definition of a building's function. To illustrate: in the Tygron Engine, you can create housing of the function "Luxury villa". The category of that function would be "Top-market housing". Similarly, the function of "Deciduous Trees" would be of the category "Nature".
Additionally, Functions can also be used as definitions for [[action]]s. When a Function is used as an Action, the Action will be the creation of a new Building, the Function of which is the Function which is used as Action. Some properties of the Function, such as the minimum, maximum, and default amount of floors, also affect how a [[Stakeholder]] can enact their action.


Functions can also have multiple categories. The pre-existing functions in the Tygron Engine are all of exactly one category. However, it is possible to add different categories to a function. In this manner, it is possible to create types of buildings which are, for example, part shop and part housing.
The {{software}} contains several hundred Functions.


==Function usage==
===Function values===
Primarily, a function is used to define the properties of a construction when the [[3D World]] is being created. Each building has a function which defines its properties.
{{main|Function Value}}
[[File:Function_value_table.png|thumb|left|[[Function Values Table]] in the [[editor]].]]
Functions are composed of a collection of properties called [[Function Value]]s. These form the actual numeric definitions which are applied on a Building which is set to be of a certain Function. In principle, when such a value of a Building is required for a calculation, the value set in the Function is used.


Functions are also used as definitions for [[actions]]. When defining actions, each function can be found under their related category (or categories). For more information on adding functions as actions to stakeholders, see the [[actions#Editing categories and actions|editing section of actions]].
A complete list of all available Function Values can be found on the [[Function Value]]s page.
{{clear}}


==Changing functions==
===Function Categories===
[[File:Function-selector.jpg|300px|thumb|left|The function selection window. This will appear whenever you need to a select a function.]]
Functions are divided into Function Categories. Where a Function itself may be "Old Warehouses", such a Function may belong to a Function Category "Industry". This categorization helps when trying to select a specific Function among the full collection of Functions. It also makes it easier to [[TQL|query]] Buildings in a Project but filtering on the purposes of the Building. Rather than creating individual queries for each Function which matches a broad usage for Buildings, a single query for a Function Category can be used.


''This section deals with changing the values of the function itself. For changing the function of a construction, see [[Constructions#How to change constructions in a game|changing constructions]].''
Functions are always part of at least one Category, but can also be part of multiple functions. An example is a Function for a Building with shops at a bottom floor, but residences on floors above it. Or flats which contain a mix of both social and luxury housing. In these cases, the Function's Categories each have a respective weight. The Building will be considered wholly of the specified Function, but the Building will be considered "divided up" between the Categories when querying, for example, their floor size.{{clear}}


{{Editor location|||Indicators|Function Values}}
'''Categories: '''
[[File:Function_values_screen.jpg|framed|none|The function values editing screen.]]


===Adding functions for editing===
Currently the {{software}} distinguishes the following Function Categories:
By default, functions are not yet available for editing. To edit them, they must first be added to the "Function Values" panel. When they are added, their properties can be altered as desired. Adding functions can be done by following these steps:
{|class=wikitable
! Category
! TQL Term
! Combinable
! Description
|-
| Affordable housing
| SOCIAL
| yes
| Affordable housing contains actions related to affordable housing: Flats (various types), Old social housing (various types), Social housing (various types), etc.
|-
| Agriculture
| AGRICULTURE
|
| Agriculture contains actions related to agriculture: Floating crops, Farms, Corn Fields etc.
|-
| Bridge
| BRIDGE
|
|
|-
| Education
| EDUCATION
| yes
| Education contains actions related to educational buildings: Basis educational buildings, emergency classrooms, labs, primary schools etc.
|-
| Gardens
| GARDEN
|
| Gardens contains actions related to gardens: Simple Garden, Normal Garden, Fenced Garden, etc.
|-
| Healthcare
| HEALTHCARE
| yes
| Healthcare contains actions related to healthcare: Healthcare farm, Healthcare hotel, Hospital, etc.
|-
| Industry
| INDUSTRY
| yes
| Industry contains actions related to industrial buildings: Biorefinery, Silo's, Warehouses, Chimney, etc.
|-
| Intersection
| INTERSECTION
|
|
|-
| Leisure
| LEISURE
|
| Leisure contains actions related to leisure buildings: Sports center, Swimming Pool, Theatre, Tennis Court, etc.
|-
| Market housing
| NORMAL
| yes
| Market Housing contains actions related to market housing: different types of housing, apartments, shops with houses, etc.
|-
| Nature
| NATURE
|
| Nature contains actions related to nature: Trees, Orchard, Reeds.
|-
| Offices
| OFFICES
| yes
| Offices contains actions related to Offices: Classic Offices, Luxurious Offices, Old Offices, Offices with shops, etc.
|-
| Other
| OTHER
|
| Other contains assorted actions: Cemetery,  Trash bins, Windmill and a few others.
|-
| Parks
| PARK
|
| Parks contains actions related to Parks: City Park, Fountain, Pocket Park, Vegetable garden, etc.
|-
| Roads
| ROAD
|
| Roads contains actions related to infrastructure and roads: Asphalt roads (various types), Bicycle path, Cobblestone roads, Train tracks, etc.
|-
| Senior housing
| SENIOR
| yes
| Senior Housing contains actions related to senior housing: Senior Housing (Standard) and Senior Housing (Luxurious).
|-
| Shops and restaurants
| SHOPPING
| yes
| Shops and restaurants contains actions related to shops and restaurants: Chip shop, Convenience store, Office with shops, Houses with Shops, etc.
|-
| Squares
| PAVED_AREA
|
| Squares contains actions related to public Squares: Parking Spaces, Playground, Watersquare, Skate park etc.
|-
| Student housing
| STUDENT
| yes
| Student Housing contains actions related to student housing: Cheap student housing, Student Housing (various types), Student Containers, etc.
|-
| Top market housing
| LUXE
| yes
| Top Market Housing contains actions related to luxurious housing: Luxury Apartments, Modern Villa, Old Villa, Monumental House, etc.  
|-
| Underground
| UNDERGROUND
|
| Underground contains an action related to underground: Drainage Culvert.
|}


{{Editor steps|title=add a function for editing|Click "Add".|Select the desired function in the [[function selection]] window.|Find the function in the list in the "Function Values" panel.}}
===Regions===
[[File:Region_selection.jpg|framed|left|The region selector, to filter the available functions.]]
To further help with finding the appropriate Function, they are also divided into regions. Based on the location of the Project, the region for the Project is set automatically. Some Functions are only available in certain regions. This is based on what region of the world the Function would be most appropriate for.


===Adding new functions===
When selecting a Function, it is possible to change the region of the Project to gain access to the Functions of other regions. It is possible to Mix Functions of various regions freely.{{clear}}
It is possible to create new functions by duplicating existing functions. The properties of these duplicated functions can be changed separately from the original function. A function can be duplicated as often as desired. Adding new functions can be done by following these steps:


{{Editor steps|title=add a new function|Select a function from the list to use as template.|Press "Duplicate".|Find the duplicated function at the bottom of the list.}}
'''Regions: '''


===Changing functions===
Currently the {{software}} distinguishes the following regions:
There are multiple ways existing functions can be changed.
* Africa
* Asia
* North America
* Northwestern Europe
* Other


=====Changing categories of functions=====
{{article end
It is possible to supplement the category of a function with one or more additional categories. This means it's possible to create buildings which, for example, are part house and part shop. This can be done by following these steps:
|howtos=
{{Editor steps|title=add categories to functions|If the desired function is not yet present in the list, [[#Adding functions for editing|add the function]] to the list.|Select the function of which you wish to change or add a category.|Select the desired category using the drop down box at the bottom.|Press "Add category".}}
* [[How to add Functions for editing]]
{{Editor steps|title=remove categories from functions|Ensure the function, from which you wish to remove a category, has at least two categories.|Select the category of the function you wish to remove.|Press "Delete category".}}
* [[How to create Functions]]
* [[How to change Function Values for a Function]]
* [[How to add an Attribute to a Function]]
* [[How to change Attributes for a Function]]
* [[How to add a Category to a Function]]
* [[How to remove a Category from a Function]]
* [[How to change the Category of a Function]]
* [[How to adjust Building Costs]]
|seealso=
*[[Function Override]]
*[[Function Values Table]]
}}


If you wish to change the category of a function from one category to another, first add the category you wish to have assigned to the function, and then remove the category you do not wish to have assigned to the function. You can not remove the last category of a function. Each function must have at least one category.
{{Template:Editor_current_situation_nav}}


====Changing properties====
[[Category:Items]]
Each function has a number of properties which can be changed.
{{Editor steps|title=change the properties of functions|If the desired function is not yet present in the list, [[#Adding functions for editing|add the function]] to the list.|Find the column with the property you wish to change.|Change the value in the row of the function and the column of the property.}}
 
'''Note: When a function has multiple categories, some properties can also have different values per category for the same function.'''
 
[[File:Function_values_screen_edit_value.jpg|framed|left|Editing the floor area of Social Housing.]]<br clear=all>
The following properties can be changed directly, by changing the value in the column (Generally to a different numeric value, unless otherwise specified):
 
; Name
: ''The name of the function. This is displayed in the legend in the [[interface]] to indicate what kind of building something is, and as the name for [[actions]] which place constructions with this function in the world.'' This value does not need to be a numeric value. Instead, you can use letters, numbers and certain symbols.
 
; Floor area per unit
: ''How much floor space constitutes a single unit. This is used to calculate the "amount" of a building by floor space. For example, if the amount of floor space per house is 150m², a social housing construction with 680m² of floor space will be 4 houses.''
; Heat flow (GJ) / year <!--SPECIALIST FEATURE-->
: ''The amount of usable heat produced or required by this function. (Currently not used)''
; Parkinglots per floor space
: ''The amount of parking spaces this function provides by surface area. If a negative number is used, this function increases the demand for parking spaces.''
; Construction cost
: ''The costs to create a building with this function. This is the amount a stakeholder will have to pay per m² to construct a building with this function.''
; Demolish costs
: ''The costs to demolish a building with this function. This is the amount a stakeholder will have to pay per m² to remove a building with this function. Note that for not vacant buildings, a stakeholder will also have to pay the "Buyout costs".''
; Buyout costs
: ''The costs to vacate a building with this function. This is the amount a stakeholder will have to pay per m² to remove a building with this function if the building is not vacant, in addition to the "Demolish costs".''
; Sell price
: ''The amount of money received per m² when a building with this function is created. When a building is constructed, the stakeholder receives this money automatically.''
; Livability effect
: ''The effect of a building with this function on the livability of the area. This is used in combination with the [[Livability (Indicator)|livability indicator]] and [[Livability (Overlay)|livability overlay]]. A higher value is better.''
; Heat effect (°C) <!--ADVANCED MODE-->
: ''The amount of ambient heat caused by this function. Lower is better. (Advanced mode only)''
; Safezone buffersize <!--SPECIALIST FEATURE-->
: ''The required safety distance for this function in the event of flooding. (Currently not used)''
; Water storage
: ''The amount of water a building with this function can store. This is used in combination with the [[Water Storage (Indicator)|water storage indicator]]. Water storage achieved this way is counted as "innovative" water storage.''
; Green
: ''The amount of m² of green per m² of a building with this function. A value of "1.0" means the function is entirely green. "0.4" means 40% of the area drawn is green.''
; Construction time<!--ADVANCED MODE-->
: ''The amount of time it takes to construct a building with this function. This is only used in [[timeline]] games. (Advanced mode only)''-->
; Minimum amount of floors
: ''The minimum amount of floors a building with this function must have. Some functions, such as apartments or skyscrapers, could be built with just 1 floor, but that would not make sense logically given the type of building. A player can vary the amount of floors from this value upwards (including this value), up to the "Maximum amount of floors". This value cannot be higher than the "Maximum amount of floors".''
; Default amount of floors
: ''The default amount of floors when a player wishes to build this building. A player is free to set the amount of floors of the building to any value between "minimum amount of floors" and "maximum amount of floors", using a slider. When the option is presented, the slider starts at this value. This value should be higher than or equal to the "Minimum amount of floors", and lower than or equal to the "Maximum amount of floors".''
; Maximum amount of floors
: ''The maximum amount of floors a building with this function can have, Some functions, such as roads or parks, are only 1 floor high. Buildings such as townhouses are usually not any taller than 3 or 4 floors. A player can vary the amount of floors from this value downwards (including this value), down to the "Minimum amount of floors". This value cannot be lower than the "Minimum amount of floors".
; Demolish time <!--ADVANCED MODE-->
: ''The amount of time it takes to demolish a building with this function. This is only used in [[timeline]] games. (Advanced mode only)''
; Zoning permit required
: ''Whether constructing a building with this function needs to be approved by the municipality. If set to "1.0", the municipality can deny the construction of a building with this function. If set to "0.0", the building is automatically approved when the acting stakeholder [[ownership|owns]] the land and construct the building in the proper zone.''
 
====Changing effects on custom indicators====
 
{{Editor location|||Indicators|Custom function scores}}
 
{{Editor steps|title=change the effect of functions on custom indicators|If the desired function is not yet present in the list, [[#Adding functions for editing|add the function]] to the list of function values.| Find the column with the indicator for which you wish to change the effects.| Change the value in the row of the function and the column of the property value.}}<br clear=all>
 
[[File:Custom_function_values_screen_edit_value.jpg|framed|left|Changing the effect of offices on the economy indicator.]]<br clear=all>
 
For each custom indicator in the game, two properties exist. Each property has its own column in this panel.
 
; Indicator
: ''The effect on the custom indicator. For each 100m² of a function that exists in the [[game area]], this value is added to the indicator. You can change this value by changing the numerical value in this field.''
 
; Indicator (cumulative to max)
: ''The maximum effect of this function on the custom indicator. No more then this value can be achieved with this function alone. If the total effect would exceed this value, the effect is capped at this value, and constructing more of the same function does not have any more effect. You can change this value by changing the numerical value in this field.''

Latest revision as of 14:08, 29 February 2024

Functions are the blueprints for Buildings in your projects. They describe the purpose and basic properties of Buildings. A Function also references which model sets and colors are used in the 2D and 3D visualization. A Function is effectively a "type of Building".

The properties associated with a Function are known as Function Values

A Building in a Project is always based on one Function. Buildings with the same Function may have different locations, different heights, and different owners. But Buildings with the same Function will have the same set of properties defining their economic, environmental, and spatial effect.

Additionally, Functions can also be used as definitions for actions. When a Function is used as an Action, the Action will be the creation of a new Building, the Function of which is the Function which is used as Action. Some properties of the Function, such as the minimum, maximum, and default amount of floors, also affect how a Stakeholder can enact their action.

The Tygron Platform contains several hundred Functions.

Function values

Main article: Function Value

Functions are composed of a collection of properties called Function Values. These form the actual numeric definitions which are applied on a Building which is set to be of a certain Function. In principle, when such a value of a Building is required for a calculation, the value set in the Function is used.

A complete list of all available Function Values can be found on the Function Values page.

Function Categories

The function selection window. This will appear whenever you need to a select a function.

Functions are divided into Function Categories. Where a Function itself may be "Old Warehouses", such a Function may belong to a Function Category "Industry". This categorization helps when trying to select a specific Function among the full collection of Functions. It also makes it easier to query Buildings in a Project but filtering on the purposes of the Building. Rather than creating individual queries for each Function which matches a broad usage for Buildings, a single query for a Function Category can be used.

Functions are always part of at least one Category, but can also be part of multiple functions. An example is a Function for a Building with shops at a bottom floor, but residences on floors above it. Or flats which contain a mix of both social and luxury housing. In these cases, the Function's Categories each have a respective weight. The Building will be considered wholly of the specified Function, but the Building will be considered "divided up" between the Categories when querying, for example, their floor size.

Categories:

Currently the Tygron Platform distinguishes the following Function Categories:

Category TQL Term Combinable Description
Affordable housing SOCIAL yes Affordable housing contains actions related to affordable housing: Flats (various types), Old social housing (various types), Social housing (various types), etc.
Agriculture AGRICULTURE Agriculture contains actions related to agriculture: Floating crops, Farms, Corn Fields etc.
Bridge BRIDGE
Education EDUCATION yes Education contains actions related to educational buildings: Basis educational buildings, emergency classrooms, labs, primary schools etc.
Gardens GARDEN Gardens contains actions related to gardens: Simple Garden, Normal Garden, Fenced Garden, etc.
Healthcare HEALTHCARE yes Healthcare contains actions related to healthcare: Healthcare farm, Healthcare hotel, Hospital, etc.
Industry INDUSTRY yes Industry contains actions related to industrial buildings: Biorefinery, Silo's, Warehouses, Chimney, etc.
Intersection INTERSECTION
Leisure LEISURE Leisure contains actions related to leisure buildings: Sports center, Swimming Pool, Theatre, Tennis Court, etc.
Market housing NORMAL yes Market Housing contains actions related to market housing: different types of housing, apartments, shops with houses, etc.
Nature NATURE Nature contains actions related to nature: Trees, Orchard, Reeds.
Offices OFFICES yes Offices contains actions related to Offices: Classic Offices, Luxurious Offices, Old Offices, Offices with shops, etc.
Other OTHER Other contains assorted actions: Cemetery, Trash bins, Windmill and a few others.
Parks PARK Parks contains actions related to Parks: City Park, Fountain, Pocket Park, Vegetable garden, etc.
Roads ROAD Roads contains actions related to infrastructure and roads: Asphalt roads (various types), Bicycle path, Cobblestone roads, Train tracks, etc.
Senior housing SENIOR yes Senior Housing contains actions related to senior housing: Senior Housing (Standard) and Senior Housing (Luxurious).
Shops and restaurants SHOPPING yes Shops and restaurants contains actions related to shops and restaurants: Chip shop, Convenience store, Office with shops, Houses with Shops, etc.
Squares PAVED_AREA Squares contains actions related to public Squares: Parking Spaces, Playground, Watersquare, Skate park etc.
Student housing STUDENT yes Student Housing contains actions related to student housing: Cheap student housing, Student Housing (various types), Student Containers, etc.
Top market housing LUXE yes Top Market Housing contains actions related to luxurious housing: Luxury Apartments, Modern Villa, Old Villa, Monumental House, etc.
Underground UNDERGROUND Underground contains an action related to underground: Drainage Culvert.

Regions

The region selector, to filter the available functions.

To further help with finding the appropriate Function, they are also divided into regions. Based on the location of the Project, the region for the Project is set automatically. Some Functions are only available in certain regions. This is based on what region of the world the Function would be most appropriate for.

When selecting a Function, it is possible to change the region of the Project to gain access to the Functions of other regions. It is possible to Mix Functions of various regions freely.

Regions:

Currently the Tygron Platform distinguishes the following regions:

  • Africa
  • Asia
  • North America
  • Northwestern Europe
  • Other