Module engine.Actor
Functions
| _M:act () | Called when it is time to act | 
| _M:canMove (x, y, terrain_only) | Can the actor go there | 
| _M:canSee (actor, def, def_pct) | Can the actor see the target actor This does not check LOS or such, only the actual ability to see it. By default this returns true, but a module can override it to check for telepathy, invisibility, stealth, ... | 
| _M:defineDisplayCallback () | Attach or remove a display callback Defines particles to display | 
| _M:disappear (src) | Remove the actor from the level, marking it as dead but not using the death functions | 
| _M:enoughEnergy (val) | Do we have enough energy | 
| _M:getEntityKind () | Return the kind of the entity | 
| _M:getPathString () | Get the "path string" for this actor See Map:addPathString() for more info | 
| _M:getTarget () | Gets the actor target Does nothing, AI redefines it so should a "Player" class | 
| _M:hasLOS (x, y, what, range, source_x, source_y) | Does the actor have LOS to the target | 
| _M:isNear (x, y, radius) | Are we within a certain distance of the target | 
| _M:knockback (srcx, srcy, dist, recursive, on_terrain) | Knock back the actor | 
| _M:lineFOV (tx, ty, extra_block, block, sx, sy) | Create a line to target based on field of vision | 
| _M:move (x, y, force, map) | Moves an actor on the map *WARNING*: changing x and y properties manually is *WRONG* and will blow up in your face. | 
| _M:moveDir (dir, force) | Moves into the given direction (calls actor:move() internally) | 
| _M:pull (srcx, srcy, dist, recursive) | Pull the actor | 
| _M:reactionToward (target) | What is our reaction toward the target See Faction:factionReaction() | 
| _M:setEmote (e) | Set the current emote | 
| _M:setTarget (target) | Sets the actor target Does nothing, AI redefines it so should a "Player" class | 
| _M:setupMinimapInfo (mo, map) | Setup minimap color for this entity You may overload this method to customize your minimap | 
| _M:teleportRandom (x, y, dist, min_dist) | Teleports randomly to a passable grid | 
| _M:useEnergy (val) | Use some energy | 
Functions
- _M:act ()
- Called when it is time to act
- _M:canMove (x, y, terrain_only)
- 
Can the actor go there
Parameters- x:
- y:
- terrain_only: if true checks only the terrain, otherwise checks all entities
 
- _M:canSee (actor, def, def_pct)
- 
Can the actor see the target actor This does not check LOS or such, only the actual ability to see it.
 By default this returns true, but a module can override it to check for telepathy, invisibility, stealth, ...Parameters- actor: the target actor to check
- def: the default
- def_pct: the default percent chance
 Return value:true or false and a number from 0 to 100 representing the "chance" to be seen
- _M:defineDisplayCallback ()
- Attach or remove a display callback Defines particles to display
- _M:disappear (src)
- 
Remove the actor from the level, marking it as dead but not using the death functions
Parameters- src:
 
- _M:enoughEnergy (val)
- 
Do we have enough energy
Parameters- val:
 
- _M:getEntityKind ()
- Return the kind of the entity
- _M:getPathString ()
- Get the "path string" for this actor See Map:addPathString() for more info
- _M:getTarget ()
- Gets the actor target Does nothing, AI redefines it so should a "Player" class
- _M:hasLOS (x, y, what, range, source_x, source_y)
- 
Does the actor have LOS to the target
Parameters- x: the spot we test for LOS
- y: the spot we test for LOS
- what: the property to check for, defaults to block_sight
- range: the maximum range to see, defaults to self.sight
- source_x: the spot to test from (defaults to self.x)
- source_y: the spot to test from (defaults to self.y)
 Return value:has_los, last_x, last_y
- _M:isNear (x, y, radius)
- 
Are we within a certain distance of the target
Parameters- x: the spot we test for nearness
- y: the spot we test for nearness
- radius: how close we should be (defaults to 1)
 
- _M:knockback (srcx, srcy, dist, recursive, on_terrain)
- 
Knock back the actor
Parameters- srcx:
- srcy:
- dist:
- recursive:
- on_terrain:
 
- _M:lineFOV (tx, ty, extra_block, block, sx, sy)
- 
Create a line to target based on field of vision
Parameters- tx:
- ty:
- extra_block:
- block:
- sx:
- sy:
 
- _M:move (x, y, force, map)
- 
Moves an actor on the map *WARNING*: changing x and y properties manually is *WRONG* and will blow up in your face. Use this method. Always.
Parameters- x: coord of the destination
- y: coord of the destination
- force: if true do not check for the presence of an other entity. *Use wisely*
- map: the map to move onto
 Return value:true if a move was *ATTEMPTED*. This means the actor will probably want to use energy
- _M:moveDir (dir, force)
- 
Moves into the given direction (calls actor:move() internally)
Parameters- dir:
- force:
 
- _M:pull (srcx, srcy, dist, recursive)
- 
Pull the actor
Parameters- srcx:
- srcy:
- dist:
- recursive:
 
- _M:reactionToward (target)
- 
What is our reaction toward the target See Faction:factionReaction()
Parameters- target:
 
- _M:setEmote (e)
- 
Set the current emote
Parameters- e:
 
- _M:setTarget (target)
- 
Sets the actor target Does nothing, AI redefines it so should a "Player" class
Parameters- target:
 
- _M:setupMinimapInfo (mo, map)
- 
Setup minimap color for this entity You may overload this method to customize your minimap
Parameters- mo:
- map:
 
- _M:teleportRandom (x, y, dist, min_dist)
- 
Teleports randomly to a passable grid
Parameters- x: the coord of the teleportation
- y: the coord of the teleportation
- dist: the radius of the random effect, if set to 0 it is a precise teleport
- min_dist: the minimum radius of of the effect, will never teleport closer. Defaults to 0 if not set
 Return value:true if the teleport worked
- _M:useEnergy (val)
- 
Use some energy
Parameters- val: