AI Lua API: Difference between revisions

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'''Notes''': This goal will be removed from the AI once complete. If it isn't achievable it will be removed immediately.
'''Notes''': This goal will be removed from the AI once complete. If it isn't achievable it will be removed immediately.
=== GetNPCProfileByTag ===
<syntaxhighlight source lang="lua">AI.GetNPCProfileByTag(characterName, tag)</syntaxhighlight>
'''Expected parameter types'''
{| class="wikitable"
|-
! Name !! Type
|-
| characterName || string
|-
| tag || string
|}
'''Description''': Get all values of a tag from a chaarcter's profile, if the tag exists.
'''Returns''': System.String[]
=== Lua_CheckNPCProfile ===
<syntaxhighlight source lang="lua">AI.Lua_CheckNPCProfile(characterName, tag, value)</syntaxhighlight>
'''Expected parameter types'''
{| class="wikitable"
|-
! Name !! Type
|-
| characterName || string
|-
| tag || string
|-
| value || string
|}
'''Description''': Check if character's profile data contains a specific tag wiht a specific value
'''Returns''': bool
=== GetNPCStat ===
=== GetNPCStat ===
<syntaxhighlight source lang="lua">AI.GetNPCStat(characterName, statName)</syntaxhighlight>
<syntaxhighlight source lang="lua">AI.GetNPCStat(characterName, statName)</syntaxhighlight>
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'''Notes''': If permanent is false, the cost will revert to normal the next time this is successfully used
'''Notes''': If permanent is false, the cost will revert to normal the next time this is successfully used
=== ChangeSubject ===
<syntaxhighlight source lang="lua">AI.ChangeSubject(characterName, subject, value)</syntaxhighlight>
'''Expected parameter types'''
{| class="wikitable"
|-
! Name !! Type
|-
| characterName || string
|-
| subject || string
|-
| value || string
|}
'''Description''': Set the value of a particular subject, enabling Actions with Personality requirements
'''Returns''': Nothing
'''Notes''': value can be null or empty (to unset/reset the subject)
=== ReactTo ===
<syntaxhighlight source lang="lua">AI.ReactTo(characterName, subject, value)</syntaxhighlight>
'''Expected parameter types'''
{| class="wikitable"
|-
! Name !! Type
|-
| characterName || string
|-
| subject || string
|-
| value || string
|}
'''Description''': Much like ChangeSubject, but instead of enabling Actions, this will alter stats within the Agent, modifying its WorldState (and as a result, enabling Actions)
'''Returns''': Nothing
'''Notes''': value can be null or empty (to unset/reset the subject)
=== CreateReactable ===
<syntaxhighlight source lang="lua">AI.CreateReactable(actionType, attraction, targetObject)</syntaxhighlight>
'''Expected parameter types'''
{| class="wikitable"
|-
! Name !! Type
|-
| actionType || AIReaction+Type
|-
| attraction || number
|-
| targetObject || MissionObject
|}
'''Description''': Create a new distraction that AI can pick up on
'''Returns''': Nothing
=== SetNPCFavouredComputer ===
=== SetNPCFavouredComputer ===
<syntaxhighlight source lang="lua">AI.SetNPCFavouredComputer(characterName, computer)</syntaxhighlight>
<syntaxhighlight source lang="lua">AI.SetNPCFavouredComputer(characterName, computer)</syntaxhighlight>
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This file is auto generated, please don't edit manually!
This file is auto generated, please don't edit manually!


'''Docs last hacked together on''': 13/10/2021 15:55
'''Docs last hacked together on''': 25/05/2022 18:30
[[Category:Modding]][[Category:LuaAPI]]
[[Category:Modding]][[Category:LuaAPI]]

Revision as of 17:36, 25 May 2022

AI

Description

API to control the logic of AI in the mission

Functions

Pause

AI.Pause(characterName)

Expected parameter types

Name Type
characterName string

Description: Pauses the agent, and stops it from doing anything.

Returns: Nothing

Notes: The AI will be hidden from networks, meaning it will no longer interact with devices or send/receive messages.

Unpause

AI.Unpause(characterName)

Expected parameter types

Name Type
characterName string

Description: Unpauses a hidden agent, resuming standard behaviour.

Returns: Nothing

IsPaused

AI.IsPaused(characterName)

Expected parameter types

Name Type
characterName string

Description: Returns a bool based on if a character is currently paused or not

Returns: bool

AddGoal

AI.AddGoal(characterName, goal)

Expected parameter types

Name Type
characterName string
goal Lua Table

Description: Adds a defined goal

Returns: Nothing

RemoveGoal

AI.RemoveGoal(characterName, goalName)

Expected parameter types

Name Type
characterName string
goalName string

Description: Removes any defined goals

Returns: Nothing

AddTemporaryGoal

AI.AddTemporaryGoal(characterName, goal)

Expected parameter types

Name Type
characterName string
goal Lua Table

Description: Adds a goal, taking top priority, to the named AI

Returns: Nothing

Notes: This goal will be removed from the AI once complete. If it isn't achievable it will be removed immediately.

GetNPCProfileByTag

AI.GetNPCProfileByTag(characterName, tag)

Expected parameter types

Name Type
characterName string
tag string

Description: Get all values of a tag from a chaarcter's profile, if the tag exists.

Returns: System.String[]

Lua_CheckNPCProfile

AI.Lua_CheckNPCProfile(characterName, tag, value)

Expected parameter types

Name Type
characterName string
tag string
value string

Description: Check if character's profile data contains a specific tag wiht a specific value

Returns: bool

GetNPCStat

AI.GetNPCStat(characterName, statName)

Expected parameter types

Name Type
characterName string
statName string

Description: Returns current value of NPC's stat

Returns: number

Notes: This is only intended for debugging purposes, and not recommended in any actual game scripts.

SetNPCStat

AI.SetNPCStat(characterName, statName, newValue)

Expected parameter types

Name Type
characterName string
statName string
newValue number

Description: Sets an NPC's AI stat to absolute value

Returns: Nothing

Notes: This is only intended for debugging purposes, and not recommended in any actual game scripts.

AlterNPCStat

AI.AlterNPCStat(characterName, statName, statDelta)

Expected parameter types

Name Type
characterName string
statName string
statDelta number

Description: Alters an NPC's AI stat by relative value

Returns: Nothing

AlterNPCWorldState

AI.AlterNPCWorldState(characterName, state, value)

Expected parameter types

Name Type
characterName string
state string
value Lua Type

Description: Change the World State of an NPC.

Returns: Nothing

FavourInterest

AI.FavourInterest(characterName, device, permanent)

Expected parameter types

Name Type
characterName string
device string
permanent bool

Description: Reduce the cost of an AI using a particular Interest

Returns: Nothing

Notes: If permanent is false, the cost will revert to normal the next time this is successfully used

AvoidInterest

AI.AvoidInterest(characterName, device, permanent)

Expected parameter types

Name Type
characterName string
device string
permanent bool

Description: Increase the cost of an AI using a particular Interest

Returns: Nothing

Notes: If permanent is false, the cost will revert to normal the next time this is successfully used

SetNPCFavouredComputer

AI.SetNPCFavouredComputer(characterName, computer)

Expected parameter types

Name Type
characterName string
computer MissionObject

Description: Set NPC's computer, this will be used for a variety of actions

Returns: Nothing

AddAction

AI.AddAction(characterName, action)

Expected parameter types

Name Type
characterName string
action Lua Table

Description: Adds an action that can be used immediately

Returns: Nothing

RemoveAction

AI.RemoveAction(characterName, actionName)

Expected parameter types

Name Type
characterName string
actionName string

Description: Removes any action

Returns: Nothing


This file is auto generated, please don't edit manually!

Docs last hacked together on: 25/05/2022 18:30