Endstar LUA API Documentation
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Endless.Gameplay.LuaEnums Namespace Reference

Classes

class  InputSettingsExtensions
 

Enumerations

enum  CameraTransition { Ease , Linear , Cut , Fade }
 
enum  CombatMode { Passive , Defensive , Aggressive , UseDefault }
 Used by the NPC and NPC nodes to modify their basic combat behavior. More...
 
enum  ContextTypes { None = 0 , Player = 1 , NPC = 2 , PhysicsObject = 4 }
 
enum  CurrentTargetHandlingMode { Preserve , Prefer , Disregard }
 Used by Targeter Component as a setting to determine how much it should prioritize maintaining the current target as opposed to selecting a new target. More...
 
enum  DamageMode { TakeDamage , IgnoreDamage , UseDefault }
 Used by the NPC nodes to set the damage taking behavior for the Npc. More...
 
enum  DamageType { Normal }
 What type of damage/healing is this? This will be expanded in the future. More...
 
enum  HealthChangeResult {
  NoChange , DamagedHealth , HealthZeroed , Healed ,
  Revived
}
 When something attempts to do damage/healing to an object, what were the results? Did you kill the thing? More...
 
enum  HealthLevel { Fragile , Regular , Tough }
 
enum  HealthZeroedBehavior { Destroy , Custom }
 When this object runs out of health, what should it do? Destroy is a simple "poof we're gone" handling for now. We will add more functionality in the future! More...
 
enum  IdleBehavior { Stand , Idle , Wander , Rove }
 Used by the Npcs to define their default Idle Behavior. More...
 
enum  InputSettings {
  None = 0 , Walk = 1 , Run = 2 , Jump = 4 ,
  Equipment = 8 , Interaction = 16
}
 
enum  InteractionAnimation { Default , Hold , Revive , None }
 What type of animation should play when the user attempts to interact with this? More...
 
enum  MovementMode { Walk , Run , Sprint , UseDefault }
 
enum  NpcGroup {
  A , B , C , D ,
  E , F , G , H ,
  I , J , K , L ,
  M , N , O , P ,
  Q , R , S , T ,
  U , V , W , X ,
  Y , Z
}
 Used by the npcs to define groups of npcs. These groups can be used to send commands to several npcs at once through group nodes. More...
 
enum  NpcSpawnAnimation { None , Teleport , CrawlOut , Rise }
 
enum  PathfindingRange { Island , Area , Global }
 Defines how far an Npc can travel from their current position. More...
 
enum  PhysicsMode { TakePhysics , IgnorePhysics , UseDefault }
 Is used by the NPC nodes to modify the physics behavior of the NPC. More...
 
enum  PickupFilter { Players , Characters , Anything }
 What can trigger this, only players, any character (NPCs included) or anything that moves? More...
 
enum  PropCombatMode { Passive , Defensive , Aggressive }
 Used by the Npc to define its default combat state. More...
 
enum  PropDamageMode { TakeDamage , IgnoreDamage }
 Used by the Npcs to define their base damage mode. More...
 
enum  PropMovementMode { Walk , Run }
 Used by the Npcs to define their default movement behavior. More...
 
enum  PropPhysicsMode { TakePhysics , IgnorePhysics }
 Used by the Npcs to define their default physics mode. More...
 
enum  ResourceCollectionRule { Solo , Duplicated , SharedPool }
 Defines how an individual resource's collection and consumption are handled. More...
 
enum  Scope { Private , Local , Global }
 Defines access level: Private - Individual players Local - Players can be added / grouped together Global - All players. More...
 
enum  SenseShape { Box , Frustum }
 Used by Sensor Component as a setting determining the sensor area's shape. More...
 
enum  SentryDamageLevel { None , Light , Critical , Destroyed }
 Sentry damage level. Each is associated with a particle effect on the prop. More...
 
enum  TargetHostilityMode { Ignore , Attend }
 Defines the behavior of a Targeter component when the targeter has hostility towards other targets. More...
 
enum  TargetPrioritizationMode {
  Default , Closest , SmallestAngle , HighHealth ,
  LowHealth , None
}
 Used by Targeter component as a setting for how to prioritize a target. More...
 
enum  TargetSelectionMode { Allies , Neutral , Enemies , NonAllies }
 Filter for target selection. More...
 
enum  Team {
  Friendly , Team1 , Team2 , Team3 ,
  Team4 , None , Neutral
}
 What team is this object on? Players are always team Friendly! None means they are out for themselves, free for all, kill or be killed! Neutral means they aren't going to attack unless attacked, but have no allies either. More...
 
enum  TeamSense { All , Enemy , Friendly }
 Used by Sensor Component as a filter for what teams it should sense. More...
 
enum  TeleportType { Instant , Materialize }
 Teleport visual effects type. More...
 
enum  WorldState {
  AttackTarget , CanBackstep , CanReachHealthPickup , EngageTarget ,
  GotAway , HasAttackPermission , HasFollowTarget , HasLos ,
  HasAttackTarget , Idle , IsAtDestination , IsAttacker ,
  IsEngaged , IsRangedAttacker , IsFarEnoughAwayForMelee , IsFarEnoughAwayForRanged ,
  IsInEngageRange , IsInMeleeRange , IsInRangedAttackRange , IsNearFollowTarget ,
  IsOutsideCloseRange , IsOutsideNearRange , RecoverHealth , Rove ,
  Wander , CanFidget , IsOnNavigableCell , Nothing
}
 This enum represents world states that are used to define goals' prerequisites and target world states. More...
 
enum  ZeroHealthTargetMode { Ignore , Attend }
 Defines the behavior of a targeters when a target is at zero health. More...
 

Enumeration Type Documentation

◆ CameraTransition

Enumerator
Ease 
Linear 
Cut 
Fade 

◆ CombatMode

enum CombatMode

Used by the NPC and NPC nodes to modify their basic combat behavior.

Enumerator
Passive 

Will never engage in combat.

Defensive 

Will only engage in combat if attacked first and will stop attacking after not being hit for a while.

Aggressive 

Will initiate combat as soon as they see an enemy.

UseDefault 

This should only be set on Npc Nodes. Does not modify the Npcs behavior.

◆ ContextTypes

Enumerator
None 
Player 
NPC 
PhysicsObject 

◆ CurrentTargetHandlingMode

Used by Targeter Component as a setting to determine how much it should prioritize maintaining the current target as opposed to selecting a new target.

Enumerator
Preserve 

The targeter will keep its current target as long as it has awareness of it.

Prefer 

The targeter will add some extra score to its current target during target calculation.

Disregard 

The targeter will always target its best target during target calculation.

◆ DamageMode

enum DamageMode

Used by the NPC nodes to set the damage taking behavior for the Npc.

Enumerator
TakeDamage 

Takes damage as normal.

IgnoreDamage 

Ignores all damage.

UseDefault 

This should only be set on Npc Nodes. Does not modify the Npcs behavior.

◆ DamageType

enum DamageType

What type of damage/healing is this? This will be expanded in the future.

Enumerator
Normal 

◆ HealthChangeResult

When something attempts to do damage/healing to an object, what were the results? Did you kill the thing?

Enumerator
NoChange 
DamagedHealth 
HealthZeroed 
Healed 
Revived 

◆ HealthLevel

Enumerator
Fragile 
Regular 
Tough 

◆ HealthZeroedBehavior

When this object runs out of health, what should it do? Destroy is a simple "poof we're gone" handling for now. We will add more functionality in the future!

Enumerator
Destroy 
Custom 

◆ IdleBehavior

Used by the Npcs to define their default Idle Behavior.

Enumerator
Stand 

Stays in place without fidgeting.

Idle 

Stays in place and will fidget periodically.

Wander 

Moves randomly around the area periodically.

Rove 

Moves randomly around a specific point periodically.

◆ InputSettings

Enumerator
None 
Walk 
Run 
Jump 
Equipment 
Interaction 

◆ InteractionAnimation

What type of animation should play when the user attempts to interact with this?

Enumerator
Default 
Hold 
Revive 
None 

◆ MovementMode

Enumerator
Walk 
Run 
Sprint 
UseDefault 

◆ NpcGroup

enum NpcGroup

Used by the npcs to define groups of npcs. These groups can be used to send commands to several npcs at once through group nodes.

Enumerator

◆ NpcSpawnAnimation

Enumerator
None 
Teleport 
CrawlOut 
Rise 

◆ PathfindingRange

Defines how far an Npc can travel from their current position.

Enumerator
Island 

The current contiguously navigable terrain.

Area 

The current group of islands that are all mutually navigable without becoming stuck.

Global 

All reachable terrain.

◆ PhysicsMode

Is used by the NPC nodes to modify the physics behavior of the NPC.

Enumerator
TakePhysics 

Takes physics normally.

IgnorePhysics 

Ignores physics forces.

UseDefault 

This should only be set on Npc Nodes. Does not modify the Npcs behavior.

◆ PickupFilter

What can trigger this, only players, any character (NPCs included) or anything that moves?

Enumerator
Players 
Characters 
Anything 

◆ PropCombatMode

Used by the Npc to define its default combat state.

Enumerator
Passive 

Will never engage in combat.

Defensive 

Will only engage in combat if attacked first and will stop attacking after not being hit for a while.

Aggressive 

Will initiate combat as soon as they see an enemy.

◆ PropDamageMode

Used by the Npcs to define their base damage mode.

Enumerator
TakeDamage 

Takes damage as normal.

IgnoreDamage 

Ignores all damage.

◆ PropMovementMode

Used by the Npcs to define their default movement behavior.

Enumerator
Walk 

Slow movement speed.

Run 

Faster movement speed.

◆ PropPhysicsMode

Used by the Npcs to define their default physics mode.

Enumerator
TakePhysics 

Takes physics normally.

IgnorePhysics 

Ignores physics forces.

◆ ResourceCollectionRule

Defines how an individual resource's collection and consumption are handled.

Enumerator
Solo 
Duplicated 
SharedPool 

◆ Scope

enum Scope

Defines access level: Private - Individual players Local - Players can be added / grouped together Global - All players.

Enumerator
Private 
Local 
Global 

◆ SenseShape

enum SenseShape

Used by Sensor Component as a setting determining the sensor area's shape.

Enumerator
Box 
Frustum 

◆ SentryDamageLevel

Sentry damage level. Each is associated with a particle effect on the prop.

Enumerator
None 
Light 
Critical 
Destroyed 

◆ TargetHostilityMode

Defines the behavior of a Targeter component when the targeter has hostility towards other targets.

Enumerator
Ignore 

Ignores hostility when calculating target score.

Attend 

Adds score to the target based on the number of times it has hit the targeter recently.

◆ TargetPrioritizationMode

Used by Targeter component as a setting for how to prioritize a target.

Enumerator
Default 

Combines the modes of Closest and Smallest Angle.

Closest 

Adds score to targets based on how close they are to the targeter(closer is a higher score)

SmallestAngle 

Adds score to targets based on the angle difference between the target and the current forward vector of the targeter(lower is a higher score)

HighHealth 

Adds score to targets based on their current health(Higher health is a higher score)

LowHealth 

Adds score to targets based on the current health(lower health is a higher score)

None 

Adds no score to the target from these factors.

◆ TargetSelectionMode

Filter for target selection.

Enumerator
Allies 

Selects targets on its own team.

Neutral 

Select targets the neutral team.

Enemies 

Selects targets on other non-neutral teams.

NonAllies 

Selects targets on other teams.

◆ Team

enum Team

What team is this object on? Players are always team Friendly! None means they are out for themselves, free for all, kill or be killed! Neutral means they aren't going to attack unless attacked, but have no allies either.

Enumerator
Friendly 
Team1 
Team2 
Team3 
Team4 
None 
Neutral 

◆ TeamSense

enum TeamSense

Used by Sensor Component as a filter for what teams it should sense.

Enumerator
All 
Enemy 
Friendly 

◆ TeleportType

Teleport visual effects type.

Enumerator
Instant 
Materialize 

◆ WorldState

enum WorldState

This enum represents world states that are used to define goals' prerequisites and target world states.

Enumerator
AttackTarget 

Npc has/will attack their current target.

CanBackstep 

Npc has enough space to backstep.

CanReachHealthPickup 

Npc can reach a health pickup.

EngageTarget 

Npc has/will engage but not attack their target.

GotAway 

Npc has/will flee enemies.

HasAttackPermission 

Npc has/will wait for permission to attack.

HasFollowTarget 

Npc is/will follow their follow target.

HasLos 

Npc can/will be able to see their target.

HasAttackTarget 

Npc has a current attack target.

Idle 

Npc will/is idling.

IsAtDestination 

Npc is/will be at its destination.

IsAttacker 

Npc is currently an attacker of its target.

IsEngaged 

Npc is currently engaged with its target but is not an attacker.

IsRangedAttacker 

Npc has a ranged attack.

IsFarEnoughAwayForMelee 

Npc is/will be far enough away for a melee attack.

IsFarEnoughAwayForRanged 

Npc is/will be far enough away for a ranged attack.

IsInEngageRange 

Npc is/will be in the proper range to do engage behaviors.

IsInMeleeRange 

Npc is/will be in the proper range to perform a melee attack.

IsInRangedAttackRange 

Npc is/will be in the proper range to perform a ranged attack.

IsNearFollowTarget 

Npc is/will be near its follow target.

IsOutsideCloseRange 

Npc is/will be outside the close range of its target.

IsOutsideNearRange 

Npc is/will be outside the near range of its target.

RecoverHealth 

Npc has/will recover health.

Rove 

Npc has/will rove around the map.

Wander 

Npc has/will wander around a specific point.

CanFidget 

Npc can fidget during its idle behavior.

IsOnNavigableCell 

Npc is currently on a navigable cell.

Nothing 

◆ ZeroHealthTargetMode

Defines the behavior of a targeters when a target is at zero health.

Enumerator
Ignore 

Ignores targets with zero health.

Attend 

Will target targets even if they have zero health.