AutoPlacement event flows

Revision as of 21:56, 15 December 2018 by imported>Leoetlino (subflows are handled in exactly the same way -- the only difference is that all subflows have to be in a single event flow file. (no multi file loading since that is something the Event Manager does))

AutoPlacement event flows are used by the AutoPlacementMgr to determine whether actors should be dynamically spawned without having to hardcode special logic into the executable.

Such event flows are executed by the same event flow engine but with a different environment: only the "AutoPlacement" pseudo-actor is available for actions and queries. Actions and queries are not mapped to AI system functions as with regular event flows, but are entirely handled by the AutoPlacement code.

A single event flow can be used to handle conditions for several actors (for example, AutoPlacement_Animal handles auto placement logic for all animal actors) and may be called several times, each time with a different actor name, which the event flow can check with the #EcoAreaActorName query. An actor will only be dynamically spawned if CreateData (and NearCreate?[check]) is called.

AutoPlacement actions

CreateData

Allow the actor to spawn.

Parameter Type Description
MinNum int
OffsetPosY
RideList
MaxNum int
GroupRadius
EquipWeaponActorCount
Mimicry bool

NearCreate

AppearWeatherRate

EquipCategory

AutoPlacement queries

GroundNorm

GroundMat

Checks the terrain material type.

Returns:

  • 0: Soil
  • 1: Stone
  • 2: Rock
  • 3: Sand
  • 4: Metal
  • 5: Grass
  • 6: Ivy
  • 7: Wood
  • 8: Water
  • 9: Snow
  • 10: Ice
  • 11: Lava
  • 12: HeavySand
  • 13: Bog
  • 14: HeavySnow

TreeRate

Queries StatisticsMgr for the forest_density at the current position. Returns 1 if the specified rate is lower than or equal to the result, and 0 otherwise.

Parameter Type Description
Rate float Rate

PosHeight

WaterDepth

RouteDistance

Queries StatisticsMgr for the route distance at the current position. Returns 1 if the specified distance is lower than or equal to the query result, and 0 otherwise.

Parameter Type Description
Distance float Distance to compare against route distance

GrassHeight

Queries the Terrain system for the grass height at the current position. Returns 1 if the specified height is lower than or equal to the actual height, and 0 otherwise.

Parameter Type Description
Height float Grass height

WaterSurface

PlayerRideHorse

Returns 1 if the player is riding a horse, and 0 otherwise.

EcoAreaActorName

Returns 1 if the specified actor name matches the name of the actor for which the event flow is being executed.

Parameter Type Description
ActorName str Actor name

WaterSubMat

Returns the water sub-material type at the current position:

  • 0: Water
  • 1: Water_Ice
  • 2: Water_Hot
  • 3: Water_Poison

CheckGameData

Returns 1 if the specified boolean flag is true, and 0 otherwise.

Returns -1 if the GameDataMgr instance does not exist or if the Label parameter was not specified.

Parameter Type Description
Label str GameData boolean flag name

CheckPouchItemCount

CheckPouchItemCountFromActor

TimeType

Returns the WorldMgr's current time division. Analogous to AIDef:Query/CheckTimeType.

RailDistance

??? Involves PlacementMgr.

WaterDistance

Queries StatisticsMgr for the water distance at the current position. Returns 1 if the specified distance is lower than or equal to the result multiplied by 200.0, and 0 otherwise.

Parameter Type Description
Distance float Distance to compare against water distance

NavMeshFace