Base class for Agents, including Clutter and Living agents
Death certificates for Agents
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 AIState, if any, should be called. In the game, Actions are generally interrupted by needs (e.g. combat).
Then, the Transition function for the current AIState, if any, is called (see AddTransition(AIState, 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.
Represents an in-progress, cancellable operation.
Spawned by Weapons.
Non-moving objects (i.e. walls, tables...). See data/clutter for a full list.
Represents a color in (R, G, B, A) format.
An interface to game content.
Equippable items. Cannot be instantiated directly.
Bind closures to in-game events.
Manage bound event callbacks from Lua.
Class for interfacing with Expeditions
Class for handling Expedition Events
Contains agents and determines relationships.
Adjust game-related settings.
Make HTTP requests. You must whitelist any hosts you plan to contact in mods/http-whitelist.txt.
Represents an item in an inventory.
Save and load data.
Represents in-game items.
Living, moving agents (i.e. survivors, bandits, zombies, trade jeeps...)
Base bindings for mods from Lua
Represents an area on a coordinate plane.
Create and manipulate Scenes.
Specify options for Scene generation.
A song that can be added to a Theme.
A queueable sound.
Persona information for a player.
Technology tree items
A collection of ambient sounds and/or music to play.
A floor tile in a Scene.
An interface for creating Timers.
Traits that Livings can have
Create and manipulate UI elements.
Binding to UI buttons
A handle to an open UI panel.
Equippable, drawable Item.
Events the game can fire. Only used for documentation purposes.
Possible effects of going on an ExpeditionEvent.
The length of an Expedition
The status of an Expedition
An enum describing the relationship with different factions.
An enum describing faction types.
IO contexts to be used with IO.
AI Job results
The overall net effect of a Trait
Type of damage inflicted when hit with a weapon