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EntityAIClass

That feature is obsolete

Index

Interfaces

EntityAIPrototype

EntityAIPrototype:

Object used to register entity AI prototypes.

optionaldata

data?: object

Object containing the state of the AI type.

optionalparams

params?: object

Default parameters set.

optionalattackedBy

  • attackedBy(attacker: number): void
  • Called when entity is attacked by player.


    Parameters

    • attacker: number

      player that attacked this entity

    Returns void

optionaldeath

  • death(attacker: number): void
  • Called when entity is dead.


    Parameters

    • attacker: number

      entity that damaged this entity, or -1 if damage source is not an entity

    Returns void

optionalexecute

  • execute(): void
  • Defines main logic of the AI type.


    Returns void

optionalexecutionEnded

  • executionEnded(): void
  • Called when AI type execution ends.


    Returns void

optionalexecutionPaused

  • executionPaused(): void
  • Called when AI type execution is paused.


    Returns void

optionalexecutionResumed

  • executionResumed(): void
  • Called when AI type execution is resumed.


    Returns void

optionalexecutionStarted

  • executionStarted(extra?: any): void
  • Called when AI type execution starts.


    Parameters

    Returns void

optionalgetDefaultName

  • getDefaultName(): string
  • Returns string

    AI type's default name.

optionalgetDefaultPriority

  • getDefaultPriority(): number
  • Returns number

    AI type's default priority.

optionalhurtBy

  • hurtBy(attacker: number, damage: number): void
  • Called when entity gets hurt.


    Parameters

    • attacker: number

      entity that damaged this entity, or -1 if damage source is not an entity

    • damage: number

      amount of damage

    Returns void

optionalprojectileHit

  • projectileHit(projectile: number): void
  • Called when a projectile hits the entity.


    Parameters

    • projectile: number

      projectile entity ID

    Returns void

WanderLikeAIPrototype

WanderLikeAIPrototype:

Object used to register entity AI prototypes.

optionalangular_speed

angular_speed?: number

Entity speed when turning.

optionaldata

data?: object

Object containing the state of the AI type.

optionalparams

params?: object

Default parameters set.

optionalspeed

speed?: number

Entity movement speed when AI is executed.

optionalattackedBy

  • attackedBy(attacker: number): void
  • Called when entity is attacked by player.


    Parameters

    • attacker: number

      player that attacked this entity

    Returns void

optionaldeath

  • death(attacker: number): void
  • Called when entity is dead.


    Parameters

    • attacker: number

      entity that damaged this entity, or -1 if damage source is not an entity

    Returns void

optionalexecute

  • execute(): void
  • Defines main logic of the AI type.


    Returns void

optionalexecutionEnded

  • executionEnded(): void
  • Called when AI type execution ends.


    Returns void

optionalexecutionPaused

  • executionPaused(): void
  • Called when AI type execution is paused.


    Returns void

optionalexecutionResumed

  • executionResumed(): void
  • Called when AI type execution is resumed.


    Returns void

optionalexecutionStarted

  • executionStarted(extra?: any): void
  • Called when AI type execution starts.


    Parameters

    Returns void

optionalgetDefaultName

  • getDefaultName(): string
  • Returns string

    AI type's default name.

optionalgetDefaultPriority

  • getDefaultPriority(): number
  • Returns number

    AI type's default priority.

optionalhurtBy

  • hurtBy(attacker: number, damage: number): void
  • Called when entity gets hurt.


    Parameters

    • attacker: number

      entity that damaged this entity, or -1 if damage source is not an entity

    • damage: number

      amount of damage

    Returns void

optionalprojectileHit

  • projectileHit(projectile: number): void
  • Called when a projectile hits the entity.


    Parameters

    • projectile: number

      projectile entity ID

    Returns void

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