atLoginScreen() -> bool
True while the login screen is up.
if atLoginScreen() { login() }
5 login commands, generated from the engine's own registry — signatures, parameters and a worked example each. A does something command acts on the game; a needs x() one answers a confident wrong answer when its client hooks are missing.
atLoginScreen() -> bool
True while the login screen is up.
if atLoginScreen() { login() }
loggedIn() -> bool
True in the game world, false on the login screen.
if not loggedIn() { login() }
login() -> bool
Clicks the login button for the current login screen and waits. On the existing-user form it submits and waits for the world; on the welcome screen it opens the form. Returns whether it made progress, so loop it until loggedIn(). It submits whatever username and password are already entered.
if not loggedIn() { login() }
loginAvailable() -> bool
True when this build's mapping can answer the login state at all.
if loginAvailable() and not loggedIn() { login() }
loginStage() -> int
Which login sub-screen: 0 the welcome choice, 1 new user, 2 the existing-user form.
if loginStage() == 2 { login() }