Mind class final
Everything a brain is allowed to know, and the few things it may do.
Handed in rather than reached for: a brain holding a reference to the collision world could sweep, raycast and spawn, and then every brain anybody writes is entitled to the whole engine. This is the surface a decision actually needs.
Constructors
- Mind(ActorSystem system)
Properties
- actor ↔ Actor
-
Whose decision this is.
getter/setter pair
- distance → double
-
How far away the focus is.
no setter
- dt ↔ double
-
Seconds this step.
getter/setter pair
- focus → Vector3
-
What every actor in the world is currently paying attention to.
no setter
- focusBody → Collider?
-
The body at focus, when there is one. For ignoring it in a raycast, and
for telling whether a shot hit it.
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- heading → Vector3
-
Which way the last steer asked to go, for turning to face it. Around a
corner that is not the way to the focus, and an actor that stares
through the wall while sliding sideways is the tell of a flow field.
no setter
- hurtBy ↔ Object?
-
Whoever dealt the damage, during Brain.onHurt and nowhere else.
getter/setter pair
- random → Random
-
Randomness that a snapshot can carry. See
GameRandom.no setter - runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- system → ActorSystem
-
final
- toFocus → Vector3
-
From the actor to the focus. Live, and not to be kept.
no setter
Methods
-
canSee(
) → bool - Whether there is a clear line from this actor's eye to the focus.
-
canSeePoint(
Vector3 point) → bool -
Whether there is a clear line from this actor's eye to
point. -
halt(
) → void - Stop.
-
jump(
) → void - Ask to jump. Refused in mid-air, as it is for the player.
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
steer(
Vector3 direction) → void - Walk this way, on the ground. Length is speed: a half-length vector is a request to walk at half pace.
-
steerTowards(
Vector3 point) → void - Walk towards a point that is not the focus. Straight, sliding off walls.
-
steerTowardsFocus(
) → void - Walk towards the focus, round corners if the level has a navigation grid and straight at it if it has not.
-
toString(
) → String -
A string representation of this object.
inherited
-
turnTowards(
double x, double z) → void - Turn to face a direction on the ground, at the actor's turn rate.
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited