GE Lua Documentation

Press F to search!

updateVehicleAiState

Definition


-- @/lua/ge/extensions/scenario/scenarios.lua:2141

local function updateVehicleAiState(vehicleName, data)
  -- log('I',logTag, 'updateVehicleAiState called...'..tostring(vehicleName))
  -- dump(data)

  local vehicle = scenetree.findObject(vehicleName)
  if vehicle and data then
    local vehId = vehicle:getID()
    local info = {vehicleId = vehId, vehicleName = vehicleName}
    if data.mode and data.mode == 'disable' then
      info.aiControlled = false
      scenario.aiControlledVehiclesById[vehId] = nil
      -- scenario_waypoints.removeVehicleData(vehId)
    else
      info.aiControlled = true
      scenario.aiControlledVehiclesById[vehId] = vehicleName
    end

    extensions.hook('onVehicleAIStateChanged', info)
  end
end

Callers

@/lua/ge/extensions/scenario/scenariohelper.lua
  if scenario_scenarios then
    scenario_scenarios.updateVehicleAiState(vehicleName, {mode = mode})
  end
  if scenario_scenarios then
    scenario_scenarios.updateVehicleAiState(vehicleName, {aggression = aggression})
  end
  if scenario_scenarios then
    scenario_scenarios.updateVehicleAiState(vehicleName, {aggressionMode = aggrMode})
  end
  if scenario_scenarios then
    scenario_scenarios.updateVehicleAiState(vehicleName, {target = target})
  end
  if scenario_scenarios then
    scenario_scenarios.updateVehicleAiState(vehicleName, {value = value})
  end
  if scenario_scenarios then
    scenario_scenarios.updateVehicleAiState(vehicleName, {waypoints = waypoints})
  end
  if scenario_scenarios then
    scenario_scenarios.updateVehicleAiState(vehicleName, {drivability = drivability})
  end
  if scenario_scenarios then
    scenario_scenarios.updateVehicleAiState(vehicleName, {pathArgs = arg})
  end