|
| | init_package () |
| | This function is called at T = 0 and is responsible for creating the nav mesh. More...
|
| |
| | init (arg0, arg1, arg2) |
| | This function initializes the each soldier at t = 0. More...
|
| |
| | get_ui_signals () |
| | This function returns a comma separated list for when a user right clicks on a character. More...
|
| |
| | on_impact_callback () |
| | this function is called when an impact happens More...
|
| |
| | on_target_acquired (character_target) |
| |
| | process_message (message_object) |
| | A default message processing function. More...
|
| |
| | process_callbacks (message_object) |
| | A default callback processing function. More...
|
| |
| | get_user_selected_path (message, use_default_ui_draw_function) |
| | Prompts the user to select a path. More...
|
| |
| | process_signals (message_object) |
| | A default signal processing function. More...
|
| |
| | process_message_travel (message_object) |
| | message processor function that's a bit more resistant to distraction More...
|
| |
| | process_message_travel_callbacks (message) |
| | message processor thats a bit more resistant to distraction More...
|
| |
| | process_message_attack (message_object) |
| | message processor specific to an attacking character More...
|
| |
| | process_message_attack_callbacks (message) |
| | callback message processor specific to an attacking character More...
|
| |
| | move_to_background_check () |
| | this function is used inside of move to's to allow a traveling soldier to spot a target and attack. More...
|
| |
| | entry_point () |
| | the entry point of the character, really just starts patrolling More...
|
| |
| | go_firm_state () |
| |
| | patrol_state () |
| | the patrol path state, assumed to be an ambient state More...
|
| |
| | follow_state (sender) |
| | A state for following a broadcaster. More...
|
| |
| | formation_state () |
| |
| | guard_state () |
| | The character will stand their ground and attack enemies who come into sight. More...
|
| |
| | return_to_patrol_path_state () |
| |
| | draw_path () |
| |
| | move_to_point_state (pos, message_type) |
| |
| | move_to_path_state (path, message_type) |
| |
| | hunt_target_state (character_target, who) |
| |
| | attack_state (character_target, who) |
| |
| | become_aggressive () |
| | Puts soldier into a more aggressive stance, i.e. aiming weapon. More...
|
| |
| | stand_state () |
| | Causes soldier to stand in one place, until new commands are received. More...
|
| |
| | knee_state () |
| | Causes soldier to kneel in one place, until new commands are received. More...
|
| |
| | prone_state () |
| | Causes soldier to go prone in one place, until new commands are received. More...
|
| |
| | attention_state (character_attacker) |
| | Causes soldier to look at another character (including exploded IED) for a while. More...
|
| |
| | flee_state () |
| | Causes soldier to flee from the most recent impact even that has affected soldier's group. More...
|
| |
| | draw_point_select () |
| |
| | draw () |
| |
| | get_schedule_signals () |
| | Returns a list of supported signals that can be converted into schedule events. More...
|
| |
| | export_schedule_events () |
| | Returns the custom schedule events that this class supports. More...
|
| |
| | fill_go_to_args (event_table_entry, arg_name, role_name) |
| | Populates schedule event arguments. More...
|
| |
| | do_go_to_event (action, role, group, location, percent, time_window) |
| | Handles a "go to" event for a simple soldier. More...
|
| |
| | get_ui_signals () |
| | This function returns a comma separated list of signals that the agent is currently willing to accept. More...
|
| |
| | get_ui_state_label () |
| | This function returns a string that the DI-Guy Scenario UI will add onto the end of the state name label. More...
|
| |
| | one_time_init () |
| | This function is called when a mind is first created, currently no ops. More...
|
| |
| | init (arg0, arg1, arg2) |
| | This function is called at t=0 or when a mind is created, currently no ops. More...
|
| |
| | reset () |
| | This function resets the luaCharacter representation, called by c++ on scenario reset. More...
|
| |
| | destroy () |
| | This function is called by C++ when the character is destroyed. Overload it to trigger any world cleanup on destruction. More...
|
| |
| | die_now () |
| | This function is called when the character is killed. Overload it to trigger any final events or agent clean up on death. More...
|
| |
| | draw () |
| | This function is called by diguy scenario to draw a lua object Overload it to create your own Drawing behavior. More...
|
| |
| | entry_point () |
| | This function is called by the state manager as the entry point into the lua state machine. Overload it to create your own HFSM. More...
|
| |
| | send_message_to_character (to, from, msg_type, message, params) |
| | Send a message from a character to a character, will automatically send message over network. More...
|
| |
| | state_manager (sender, message_type, message, params) |
| | This is the main entry point from C++ into the lua framework. More...
|
| |
| | sleep (duration) |
| |
| | sleep_until (wake_time) |
| |
| | sleep_ignore_messages (duration) |
| | This is a simple sleep function, it will put the character to sleep for the duration specified. Messages will not be processed. More...
|
| |
| | sleep_process_messages (duration, message_handler) |
| | This is a sleep function that can take a message_handler function. More...
|
| |
| | wait_for_message (message_to_wait_for, message_handler, bg_check_func, bg_freq) |
| | This is a sleep function that will wait a long time and only wake up when a specific message is recieved. More...
|
| |
| | wait_for_multichoice (...) |
| | This is a sleep function that will wait a long time and only wake up when one of a few specific messages are recieved. More...
|
| |
| | internal_get_user_selected (options) |
| | Internal support function used by other picking functions. More...
|
| |
| | get_user_selected_point (_options) |
| | Function returns a point in the world, picked via the UI. More...
|
| |
| | get_user_selected_character (_options) |
| | Function returns a character in the world, picked via the ui. More...
|
| |
| | simple_move_to_state (x, y, z, message_handler, bg_check_func, bg_check_freq, force_a_star) |
| | This function implements a simple move to state. More...
|
| |
| | simple_move_to_path_state (path, message_handler, bg_check_func, bg_check_freq, force_a_star) |
| |
| | get_state_name (state_function, object) |
| | Convenience function for printing the name of a state, given a function_pointer. More...
|
| |
| | begin_state (_name) |
| | Convenience function for storing the current state in the luaCharacter. More...
|
| |
| | get_current_and_previous_states () |
| | Convenience function for debugging. Returns comma-separated list of recent states. More...
|
| |
| | is_new_state (ret) |
| | Convenience function for checking if the argument is a new state table. More...
|
| |
| | invoke_state (new_state, cleanup_function, extra_info) |
| | Convenience function for doing a tail call function invokation. More...
|
| |
| | draw_path () |
| | Function that draws the character's current path object. More...
|
| |
| | draw_line_from_self () |
| | Function draws a line from self to the point under the mouse, plus it either a circle under the mouse point. More...
|
| |
| | get_user_selected_path (message, use_default_ui_draw_function) |
| | Function returns a string and a path clicked in the world, picked via the UI. More...
|
| |
| | scheduler_heartbeat () |
| | Experimental - heartbeat function for the post event sceduler. More...
|
| |
| | add_scheduled_event (callback_data) |
| | Experimental - adds a function to happen in the future. More...
|
| |
| | update_scheduler () |
| |
| | process_messages_enroute (message_obj) |
| |
A simple soldier class to act as sample code.