Class engine.generator.interface.ActorAI

Handles actors artificial intelligence (or dumbness ...

;)

Methods

engine.generator.interface.ActorAI:newAI (name, fct)

Define AI

engine.generator.interface.ActorAI:loadDefinition (dir)

Defines AIs Static!

engine.generator.interface.ActorAI:moveDirection (x, y, force)

Move one step to the given target if possible This tries the most direct route, if not available it checks sides and always tries to get closer

engine.generator.interface.ActorAI:clearAITarget ()

Responsible for clearing ai target if needed

engine.generator.interface.ActorAI:doAI ()

Main entry point for AIs

engine.generator.interface.ActorAI:getTarget (typ)

Returns the current target

engine.generator.interface.ActorAI:setTarget (target, last_seen)

Sets the current target

engine.generator.interface.ActorAI:aiSeeTargetPos (target)

Returns the seen coords of the target This will usually return the exact coords, but if the target is only partially visible (or not at all) it will return estimates, to throw the AI a bit off (up to 10 tiles error)



Methods

engine.generator.interface.ActorAI:newAI (name, fct)
Define AI

Parameters:

  • name
  • fct
engine.generator.interface.ActorAI:loadDefinition (dir)
Defines AIs Static!

Parameters:

  • dir
engine.generator.interface.ActorAI:moveDirection (x, y, force)
Move one step to the given target if possible This tries the most direct route, if not available it checks sides and always tries to get closer

Parameters:

  • x
  • y
  • force
engine.generator.interface.ActorAI:clearAITarget ()
Responsible for clearing ai target if needed
engine.generator.interface.ActorAI:doAI ()
Main entry point for AIs
engine.generator.interface.ActorAI:getTarget (typ)
Returns the current target

Parameters:

  • typ
engine.generator.interface.ActorAI:setTarget (target, last_seen)
Sets the current target

Parameters:

  • target
  • last_seen
engine.generator.interface.ActorAI:aiSeeTargetPos (target)
Returns the seen coords of the target This will usually return the exact coords, but if the target is only partially visible (or not at all) it will return estimates, to throw the AI a bit off (up to 10 tiles error)

Parameters:

  • target the target we are tracking

Returns:

  1. x coord to move/cast to
  2. y coord to move/cast to
generated by LDoc 1.4.3