TombEngine/doc/2 classes/Objects.AIObject.html

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<h1>TombEngine</h1>
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<h2>Contents</h2>
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<li><a href="#Functions">Functions</a></li>
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<h2>2 Classes</h2>
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<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
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<li><strong>Objects.AIObject</strong></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
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<h2>1 Modules</h2>
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<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
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<h2>3 Primitive Classes</h2>
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<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
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<li><a href="../3 primitive classes/Vec3.html">Vec3</a></li>
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<h2>4 Enums</h2>
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<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
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<h1>Class <code>Objects.AIObject</code></h1>
<p>AI object</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
<td class="summary">Get the object's position</td>
</tr>
<tr>
<td class="name" ><a href="#SetPosition">SetPosition(position)</a></td>
<td class="summary">Set the object's position</td>
</tr>
<tr>
<td class="name" ><a href="#GetRotationY">GetRotationY()</a></td>
<td class="summary">Get the object's Y-axis rotation
To the best of my knowledge, the rotation of an AIObject has no effect.</td>
</tr>
<tr>
<td class="name" ><a href="#SetRotationY">SetRotationY(The)</a></td>
<td class="summary">Set the object's Y-axis rotation
To the best of my knowledge, the rotation of an AIObject has no effect.</td>
</tr>
<tr>
<td class="name" ><a href="#GetName">GetName()</a></td>
<td class="summary">Get the object's unique string identifier</td>
</tr>
<tr>
<td class="name" ><a href="#SetName">SetName(name)</a></td>
<td class="summary">Set the object's name (its unique string identifier)</td>
</tr>
<tr>
<td class="name" ><a href="#AIObject:GetRoom">AIObject:GetRoom()</a></td>
<td class="summary">Get the current room of the object</td>
</tr>
<tr>
<td class="name" ><a href="#AIObject:SetRoom">AIObject:SetRoom(ID)</a></td>
<td class="summary">Set room of object
This is used in conjunction with SetPosition to teleport the object to a new room.</td>
</tr>
<tr>
<td class="name" ><a href="#AIObject:GetObjectID">AIObject:GetObjectID()</a></td>
<td class="summary">Retrieve the object ID</td>
</tr>
<tr>
<td class="name" ><a href="#AIObject:SetObjectID">AIObject:SetObjectID(ID)</a></td>
<td class="summary">Change the object's ID.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "GetPosition"></a>
<strong>GetPosition()</strong>
</dt>
<dd>
Get the object's position
<h3>Returns:</h3>
<ol>
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<span class="types"><span class="type">Vec3</span></span>
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a copy of the object's position
</ol>
</dd>
<dt>
<a name = "SetPosition"></a>
<strong>SetPosition(position)</strong>
</dt>
<dd>
Set the object's position
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
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<span class="types"><span class="type">Vec3</span></span>
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the new position of the object
</li>
</ul>
</dd>
<dt>
<a name = "GetRotationY"></a>
<strong>GetRotationY()</strong>
</dt>
<dd>
Get the object's Y-axis rotation
To the best of my knowledge, the rotation of an AIObject has no effect.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the object's Y-axis rotation
</ol>
</dd>
<dt>
<a name = "SetRotationY"></a>
<strong>SetRotationY(The)</strong>
</dt>
<dd>
Set the object's Y-axis rotation
To the best of my knowledge, the rotation of an AIObject has no effect.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">The</span>
<span class="types"><span class="type">number</span></span>
object's new Y-axis rotation
</li>
</ul>
</dd>
<dt>
<a name = "GetName"></a>
<strong>GetName()</strong>
</dt>
<dd>
Get the object's unique string identifier
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the object's name
</ol>
</dd>
<dt>
<a name = "SetName"></a>
<strong>SetName(name)</strong>
</dt>
<dd>
Set the object's name (its unique string identifier)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
The object's new name
</li>
</ul>
</dd>
<dt>
<a name = "AIObject:GetRoom"></a>
<strong>AIObject:GetRoom()</strong>
</dt>
<dd>
Get the current room of the object
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
number representing the current room of the object
</ol>
</dd>
<dt>
<a name = "AIObject:SetRoom"></a>
<strong>AIObject:SetRoom(ID)</strong>
</dt>
<dd>
Set room of object
This is used in conjunction with SetPosition to teleport the object to a new room.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ID</span>
<span class="types"><span class="type">int</span></span>
the ID of the new room
</li>
</ul>
</dd>
<dt>
<a name = "AIObject:GetObjectID"></a>
<strong>AIObject:GetObjectID()</strong>
</dt>
<dd>
Retrieve the object ID
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
a number representing the ID of the object
</ol>
</dd>
<dt>
<a name = "AIObject:SetObjectID"></a>
<strong>AIObject:SetObjectID(ID)</strong>
</dt>
<dd>
Change the object's ID. This will change the type of AI object it is.
Note that a baddy will gain the behaviour of the tile it's on <em>before</em> said baddy is triggered.
This means that changing the type of an AI object beneath a moveable will have no effect.
Instead, this function can be used to change an object that the baddy isn't standing on.
For example, you could have a pair of AI<em>GUARD objects, and change one or the other two
AI</em>PATROL_1 based on whether the player has a certain item or not.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ID</span>
<span class="types"><span class="type">ObjectID</span></span>
the new ID
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">aiObj = TEN.Objects.GetMoveableByName(<span class="string">"ai_guard_sphinx_room"</span>)
aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)</pre>
</ul>
</dd>
</dl>
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