NilActor

class NilActor : Actor<IActor>

Functions

actions
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open override fun actions(): List<String>

The current actions for the entity.

animation
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fun animation(): Int
animationCycle
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fun animationCycle(): Int
animationDelay
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fun animationDelay(): Int
animationFrame
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fun animationFrame(): Int
basePoint
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open override fun basePoint(): Point

{@inheritDoc}

boundingModel
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fun boundingModel(): BoundingModel?

Gets the current bounding model

fun boundingModel(boundingModel: BoundingModel?)

Sets the bounding model

fun boundingModel(expectedModel: BoundingModel?, boundingModel: BoundingModel?)

Compares and sets the bounding model

bounds
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open override fun bounds(arr: IntArray?)

Sets the boundaries of this entity utilizing an array.

open override fun bounds(x1: Int, x2: Int, y1: Int, y2: Int, z1: Int, z2: Int)

Sets the boundaries of this entity.

calculateScreenPosition
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open override fun calculateScreenPosition(): Callable<Point>
centerPoint
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open override fun centerPoint(): Point

{@inheritDoc}

click
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open override fun click(): Boolean
open override fun click(action: String?): Boolean
open override fun click(action: String?, option: String?): Boolean
open override fun click(f: Filter<MenuCommand>, useMenu: Boolean): Boolean

{@inheritDoc}

open override fun click(f: (MenuCommand) -> Boolean): Boolean
contains
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open operator override fun contains(point: Point?): Boolean

Whether or not the entity contains the point.

doSetBounds
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fun doSetBounds(arr: IntArray?): Filter<Interactable?>
downscale
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open fun downscale(downscale: Boolean): Actor<IActor>
draw
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open override fun draw(g: Graphics)

Renders the entity within the viewport at alpha = 255

equals
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open operator override fun equals(o: Any?): Boolean
facingTile
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open fun facingTile(): Tile
floor
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fun floor(): Int
getHeight
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open fun getHeight(): Int
hashCode
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open override fun hashCode(): Int
healthBarVisible
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open fun healthBarVisible(): Boolean

Whether or not the entity has a health bar displayed over their head. This can be used to determine whether or not the entity is currently in combat.

healthPercent
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open fun healthPercent(): Int

The current percent of the health bar.

height
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fun height(): Int
hull
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open fun hull(): Polygon
idleAnimation
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fun idleAnimation(): Int
inMotion
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open fun inMotion(): Boolean

Whether or not the entity is currently in motion.

interact
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open override fun interact(f: (MenuCommand) -> Boolean): Boolean
open override fun interact(action: String?): Boolean
open override fun interact(f: Filter<MenuCommand>): Boolean
open override fun interact(f: (MenuCommand) -> Boolean, useMenu: Boolean): Boolean
open override fun interact(action: String?, useMenu: Boolean): Boolean
open override fun interact(action: String?, option: String?): Boolean
open override fun interact(f: Filter<MenuCommand>, useMenu: Boolean): Boolean
open override fun interact(action: String?, option: String?, useMenu: Boolean): Boolean

{@inheritDoc}

interacting
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open fun interacting(): Actor<*>

The current entity of which this entity is interacting with. If the client is not loaded or there is no entity being interacted with, this will return Nil.

interactingIndex
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open fun interactingIndex(): Int
inViewport
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open override fun inViewport(): Boolean

{@inheritDoc}

open override fun inViewport(checkIfObstructed: Boolean): Boolean

Returns true if the object is currently rendered in the viewport.

isRendered
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open fun isRendered(): Boolean
localX
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open override fun localX(): Int

{@inheritDoc}

localY
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open override fun localY(): Int

{@inheritDoc}

model
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open fun model(): Model?

Load the model from the cache

modelCenterPoint
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open fun modelCenterPoint(): Point

Get the center point of the model

modelHeight
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open fun modelHeight(): Int?
modelOrientations
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open override fun modelOrientations(): IntArray?

The orientations of the entity

movementAnimation
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fun movementAnimation(): Int
movementAnimationCycle
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fun movementAnimationCycle(): Int
movementAnimationFrame
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fun movementAnimationFrame(): Int
name
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open override fun name(): String
nextPoint
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open override fun nextPoint(): Point

The next game screen point of the entity.

orientation
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fun orientation(): Int
overheadMessage
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open fun overheadMessage(): String?

The current message which appears above the head of the entity.

reachable
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open fun reachable(): Boolean

Whether or not the Locatable can be reached. If the tile is blocked, the nearest unblocked tile will be used.

relative
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open fun relative(): Int
renderables
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open override fun renderables(): Array<IRenderable>
renderHeight
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fun renderHeight(): Int
speed
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fun speed(): Int
spotAnimation
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fun spotAnimation(): Int
spotAnimationCycle
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fun spotAnimationCycle(): Int
spotAnimationFrame
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fun spotAnimationFrame(): Int
tile
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open override fun tile(): Tile

The current location of the entity.

tileHeight
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open fun tileHeight(): Int?
triangles
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open override fun triangles(): Array<Polygon>

The translated model triangles.

useHull
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open fun useHull(useHull: Boolean): Actor<IActor>
valid
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open override fun valid(): Boolean
x
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fun x(): Int
y
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fun y(): Int

Properties

boundingModel
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var boundingModel: AtomicReference<BoundingModel?>
combatLevel
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open override val combatLevel: Int
downscale
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open override var downscale: Boolean = false
name
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open override val name: String
useHull
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open override var useHull: Boolean