Namespace Mannequin.Bindings
Classes
Agent
Base class for Agents, including Clutter and Living agents
AgentData
The data of an Agent. Changes are reflected immediately.
AgentDeathInformation
Death certificates for Agents
AI
Control Living AI from Lua.
Note: this is currently broken.
AIs within the Anarkis Gaming engine are finite state machines.
Every game update call, OnCycleStart is called if functions are bound to it to determine whether the Action set for the Living's current EAIState, if any, should be called. In the game, Actions are generally interrupted by needs (e.g. combat).
If the result of OnCycleStart is false (i.e. not interrupted), the Action is called that reflects the AI's current state (see AddAction(EAIState, Closure)).
Then, the Transition function for the current EAIState, if any, is called (see AddTransition(EAIState, Closure)). This is where you should check the environment and the result of the Action to determine whether you should switch states.
Finally, OnCycleEnd is called, if any functions are bound to it.
Animation
Handles animations
Armor
Equippable armor.
AsyncOperation
Represents an in-progress, cancellable operation.
BodyDef
Body parts and footprint data for a Living
BodyGraph
Agent body graphical component
BodyPart
Agent body parts
BodyPartData
A body part that attaches to a Living.
LivingBodyParts are equivalent to objects in BodyDef.Data
Bullet
Spawned by Weapons.
Clutter
Non-moving objects (i.e. walls, tables...). See data/clutter for a full list.
ClutterData
The data of a Clutter. Changes are reflected immediately.
Color
Represents a color in (R, G, B, A) format.
Colors
Commonly-used colors.
Date
Represents a date and time.
Emote
Graphical emoticons (i.e. speech bubbles)
Equippable
Equippable items. Cannot be instantiated directly.
Event
Bind closures to in-game events.
EventListener
Manage bound event callbacks from Lua.
Expedition
Class for interfacing with Expeditions
ExpeditionEvent
Class for handling Expedition Events
Faction
Contains agents and determines relationships.
Factory
Factory component for Clutter
FoodRecipe
Game
Adjust game-related settings.
HTTP
Make HTTP requests. You must whitelist any hosts you plan to contact in mods/http-whitelist.txt.
Inventory
InventoryItem
Represents an item in an inventory.
IO
Save and load data.
Item
Represents in-game items.
ItemFilter
Filter items
Job
A job for a settler to complete.
Living
Living, moving agents (i.e. survivors, bandits, zombies, trade jeeps...)
LivingData
Data for NPCs and other "living" items (that move).
LivingEquipmentList
Equipment data for a Living
LivingJobAptitude
LivingStats
Stats of a AgentData
Mannequin
Base bindings for mods from Lua
Mob
Defines mobs that are spawned in a PointOfInterest
NativeMod
A mod loaded via the local mod directory. This is usually returned by GetMod(String)
PendingTimer
Timer representations. Timer
Point
A location.
PointOfInterest
Points of interest (used in procedural generation)
PositioningData
Positioning data
Recipe
Used in Factory to determine outputs
Rectangle
Represents an area on a coordinate plane.
Scene
Create and manipulate Scenes.
SceneGroup
SceneOptions
Specify options for Scene generation.
Song
A song that can be added to a Theme.
Sound
A queueable sound.
Steamworks
Steamworks functions.
SteamworksMod
A mod loaded via the Steam Workshop. This is usually returned by
SteamworksPersona
Persona information for a player.
SubClutter
Define Clutter items that also spawn when a this is built during procedural generation (i.e. a table and chairs, etc)
See pcg_tableandchairs, pcg_bedandshelf
Tech
Technology tree items
Texture
Drawable textures
TextureDrawController
Theme
A collection of ambient sounds and/or music to play.
Tile
A floor tile in a Scene.
Timer
An interface for creating Timers.
Trait
Traits that Livings can have
UI
Create and manipulate UI elements.
UIButton
Binding to UI buttons
UICheckable
A checkable UIComponent.
UICheckbox
Represents a checkbox.
UIComponent
Binding to UI components
UIHeader
A UIParagraph that has larger text.
UILabel
A UIParagraph with different styling.
UIMulticolorParagraph
A UIParagraph that can have color.
UIOverlay
Controls the game's overlay and some UI panels.
UIPanel
A handle to an open UI panel.
UIPanelListItem
An panel list item. Usually used for showcasing items, but has other uses, i.e. when a Texture should be supplied in addition to a list item.
UIParagraph
Represents a paragraph of text.
UIProgressBar
A bar that fills from left to right.
UIRadioButton
Represents a radio button.
UIRoot
The UI root. All UI elements are attached to it either directly or through descendants.
UISelectList
A dropdown list.
UISlider
Components that have a minimum and maximum value.
Vector
Defines a vector with two components.
Wall
Buildable walls.
WallData
Weapon
Equippable, drawable Item.
Zone
In-game zones.
Interfaces
IMannequinMod
The parent interface to all Mannequin mods.
Killable
Enums
EAIState
AI states
EAnimationType
EBodyPartType
The type of a BodyPartData
EBodyType
Body type of a LivingData
EBuildingPositioning
EBuildingType
EBuildRotation
Clutter item rotation availability
EClutterType
The type of Clutter this is.
EDamageLevel
Wall damage level
EDeathReason
EDiplomacyAction
Potential actions that can be conducted from the Diplomacy screen
EEquipSlot
EExpeditionEventEffect
Possible effects of going on an ExpeditionEvent.
EFactionRelationship
An enum describing the relationship with different factions.
EFactionType
An enum describing faction types.
EGameActivity
EGameStatus
EIngredientType
EIntegrityStrength
How strong an Agent is against damage, or how powerful an attack is.
EIOContext
IO contexts to be used with IO.
EItemTag
EItemType
Item types
EJobResult
The result/status of a Job.
ELayer
ELivingAI
Living AI types
ELivingCategory
What is this Living?
ELivingNeed
ELocation
EMapArchetype
EModSource
EParticleEffectType
Clutter particle effects
ERoofStatus
The status of a roof on a tile.
ESceneType
ESex
LivingData sex
ESkinColor
Skin color of LivingData.
ESpawnAllowed
Where a PointOfInterest can spawn
EStatsChangeMode
When an agent is generated: Set will use the stats from the file. SlightRandom will use the same stats and apply a slight randomization, or FullRandom which will generate stats going from 0 to 100.
ESubClutterPositioning
Determines the positioning of sub-clutter.
ETraitEffect
The overall net effect of a Trait
ETraitGivingMode
When an agent is generated, you can use the Set of traits already in the file. Ask to generate traits FullRandom (job + optional mental trait + a few physical), which is good for humans. Or Ask for the generator not to add a "Job" type trait with NoJob (good for animals).
ETraitType
Trait types.
EUIAnchor
An Anchor is a pre-defined position in parent entity that we use to position a child. For eample, we can use anchors to position an entity at the bottom-center point of its parent. Note: anchor affect both the position relative to parent and also the offset origin point of the entity.
EUndergroundType
Events
Events the game can fire. Only used for documentation purposes.
EWeaponDamageType
Type of damage inflicted when hit with a weapon
EWeaponType
ExpeditionLength
The length of an Expedition
ExpeditionState
The status of an Expedition
EZoneType
Zone types/purposes
JobResult
AI Job results
UIFontStyle
The font style of text components.