|
|
| | 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 up (vertically) by specified amount
|
| | 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...
|
| |
| | 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 base class for creating movable props with auto tagging features.
This class can be used for interactive objects, buildings, or areas, such as food stands, lounges, or religious sites.