DI-Guy Lua AI SDK
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luaIED Class Reference

A class that can help an agent plant an IED, also implements the logic for a vehicle-borne IED. Used by the middle east pedestrians. More...

Inheritance diagram for luaIED:
luaCharacter

Public Member Functions

UI Functions
 get_ui_signals ()
 
 draw ()
 
 selected ()
 Called when user selects this character. More...
 
 deselected ()
 Called when user deselects this character. More...
 
 draw_interactive_sensor_radius ()
 Draws the sensor radius while the user is in the process of defining it. More...
 
State Functions
 entry_point ()
 entry point for the ied object More...
 
 set_sensor_area_state ()
 
 wait_for_vehicle_state ()
 The default state for the ied. Effectively, it's a sensor for vehicle objects. More...
 
 detonate_state (character_res)
 Detonates the IED. The character, if specified, is a vehicle affected by the blast. More...
 
- Public Member Functions inherited from luaCharacter
 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)
 

Static Public Member Functions

Creation Functions
static simple_create (x, y, z, appearance)
 Shorthand for creating a new IED character. More...
 
static create (x, y, z, name, character_type, appearance, munition_type, radius)
 Creates an IED at a particular location. More...
 
Plan Functions
static execute_plan (luaChar)
 

Public Attributes

 distance_to_trigger = 1.5
 default value for the radius the ied is aware of More...
 
- Public Attributes inherited from luaCharacter
userdata character
 a pointer to the underlying character; More...
 
coroutine state_coroutine
 a microthread that holds the current state of the VM; More...
 
 MESSAGE_HANDLED = -1
 
 init_code =
 Constructor Template String. More...
 
local character = this_scenario->find_character("CHARACTER_NAME")
 
 DERIVED_CLASS = BASE_CLASS->new(character)
 

Detailed Description

A class that can help an agent plant an IED, also implements the logic for a vehicle-borne IED. Used by the middle east pedestrians.

Member Function Documentation

static luaIED::create ( x  ,
y  ,
z  ,
name  ,
character_type  ,
appearance  ,
munition_type  ,
radius   
)
static

Creates an IED at a particular location.

The IED will have the location, appearance, munition type, and blast radius specified by the caller.

Parameters
x,y,zlocation in world
namename of character
character_typetype of character
appearancecharacter appearance
munition_typename of munition, determines its explosion characteristics
radiusblast radius, distance of effect on other characters
Returns
The Lua character
luaIED::deselected ( )

Called when user deselects this character.

luaIED::detonate_state ( character_res  )

Detonates the IED. The character, if specified, is a vehicle affected by the blast.

luaIED::draw ( )
luaIED::draw_interactive_sensor_radius ( )

Draws the sensor radius while the user is in the process of defining it.

luaIED::entry_point ( )

entry point for the ied object

static luaIED::execute_plan ( luaChar  )
static
luaIED::get_ui_signals ( )
luaIED::selected ( )

Called when user selects this character.

luaIED::set_sensor_area_state ( )

State in which the user defines the sensor area, the radius within which a character must come to set off the blast.

static luaIED::simple_create ( x  ,
y  ,
z  ,
appearance   
)
static

Shorthand for creating a new IED character.

luaIED::wait_for_vehicle_state ( )

The default state for the ied. Effectively, it's a sensor for vehicle objects.

Member Data Documentation

luaIED::distance_to_trigger = 1.5

default value for the radius the ied is aware of


The documentation for this class was generated from the following file: