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luaLounge Class Reference

A smart prop that implements a socializing plan. More...

Inheritance diagram for luaLounge:
luaSmartProp luaCharacter

Public Member Functions

Framework Functions
 init_package ()
 
 reset_package ()
 
 init ()
 
 destroy ()
 
Plan Functions
 execute_plan (luaChar)
 Causes the specified Lua character to come to the lounge, socialize for a while, and return to whence it came. More...
 
- Public Member Functions inherited from luaSmartProp
 init_package ()
 this function is called at time 0 More...
 
 reset_package ()
 this function is called at reset More...
 
 init_package ()
 
 get_ui_signals ()
 
 serialize_instance ()
 Called by C++ on save. Writes out the list of people that the prop owns plus position info. More...
 
 deselected ()
 Called by C++ on deselection. More...
 
 selected ()
 Called by C++ on selection. More...
 
 init ()
 Standard mind function. More...
 
 reset ()
 Standard mind function. More...
 
 first_update ()
 Called from entry_point(). Opens interface for placement if prop has not been positioned yet. More...
 
 destroy ()
 Erases the tagged regions. More...
 
 show_ui_label (message)
 
 hide_ui_label ()
 
 process_callback (message_object)
 
 process_messages (message_object)
 
 process_broadcast (message_object)
 
 process_signal (message_object)
 
 idle_state ()
 
 entry_point ()
 Standard mind function: the initial state of the Lua character. More...
 
 position_building_state ()
 High-level state for positioning building/prop. More...
 
 reposition_state (args)
 Main state for positioning building/prop. User sees a position interface and uses mouse to control. More...
 
 draw_highlighted ()
 
 draw_building_subregion_boundaries (repositioning)
 Draws subregions associated with building. 'repositioning' is true if user currently repositioning. More...
 
 draw_building_outline_highlighted ()
 Draws building outline when building is selected. More...
 
 draw_building_outline_translational ()
 Draws building outline when building is being moved. More...
 
 draw_building_outline_rotational ()
 Draws building outline when building is being rotated. More...
 
 add_person_to_building (new_diguy_name)
 Adds the named character (who must exist and have a Lua mind) to building. More...
 
 person_died_callback (building_name)
 Informs the building that an associated character has died. More...
 
 revive_dead_person (data)
 Revives a dead human character that was associated with the building. More...
 
 find_or_create_character (params)
 Associates a human character with the building/smart prop. More...
 
 get_character_actions (character_name)
 
 bump_building (delta)
 
 setup_subregions (erase)
 Create subregions automatically associated with building/prop. Subregions represent things like where customers stand. More...
 
 normalize_dist (appearances)
 Convert a table of appearances and their weights to forms suitable for random selection. More...
 
 distributed_choice_clear (appearances)
 Goes through a table of appearances and distributions, and clears count values. More...
 
 distributed_choice (appearances, force_uniqueness)
 Given a table of appearances and their frequency weights, choose a random appearance. More...
 
 on_creation ()
 Called from luaLifeFormServer. Creates human characters associated with prop. More...
 
 should_create_people ()
 Returns true if people should be created along with smart prop (e.g. shopkeepers) More...
 
 roof_takeover_state (luaChar, optional_delay)
 This function has to do with people going up on the roof a building. Should be removed. 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)
 

Public Attributes

Static Members
string display_name = "luaLounge"
 
luaLounge regions ui_options = {expand = true}
 
luaLounge regions string shop1 = {x= 0, y=0, z=0, type="circle", radius=2, subregion_index = DIGUY_SUBREGION_GREEN}
 
luaLounge people_to_create ui_options = {expand = true}
 
- Public Attributes inherited from luaSmartProp
string display_name = "Generic Building"
 
string movement_signals = "Move, >, translate, rotate, bump down, bump up, - , destroy, < "
 
luaSmartProp regions tostring = function(obj) return table.len(obj) -2 .. " Regions" end
 Default region info. More...
 
luaSmartProp regions string shop1 = {x= 1, y=0, z=0, type="circle", radius=1.5, subregion_index = DIGUY_SUBREGION_GREEN}
 
 people_to_string = function(obj)
 
local num = 0
 
 num = num +1
 
string package_init_code = diguy_package_registry.package_init_code ..
 Modify the package constructor string so that subclasses of this class have a modified template. 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 smart prop that implements a socializing plan.

The luaLounge should be deployed in a place where characters go to socialize. A lounge can be for men, women, or both.

Member Function Documentation

luaLounge::destroy ( )
luaLounge::execute_plan ( luaChar  )

Causes the specified Lua character to come to the lounge, socialize for a while, and return to whence it came.

luaLounge::init ( )
luaLounge::init_package ( )
luaLounge::reset_package ( )

Member Data Documentation

string luaLounge::display_name = "luaLounge"
luaLounge regions string luaLounge::shop1 = {x= 0, y=0, z=0, type="circle", radius=2, subregion_index = DIGUY_SUBREGION_GREEN}
luaLounge regions luaLounge::ui_options = {expand = true}
luaLounge people_to_create luaLounge::ui_options = {expand = true}

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