DatumHueEnterprise v0.0.24datumhue.com
Contents

handle6 methods, 3 fields

PathAgent

A grid mover that owns the walk-the-waypoints bookkeeping: pathing to a target, waypoint acceptance including the final waypoint, motion carry-over, and repath cadence. Positions are continuous cell coordinates (a cell center is x + 0.5). Methods that path take the Grid explicitly, so a mutated grid is read live and one agent can move across grid swaps.

Obtained from
Grid:agent

The examples on this page start from:

lua
-- An 8 x 6 room with a wall (1) down column 3, open at the bottom.
local grid = datumhue.grid.new(8, 6)
grid:fill_rect(3, 0, 1, 5, 1)
-- It starts in the middle of cell (0, 0) and walks 4 cells a second.
local agent =
    grid:agent({ x = 0.5, y = 0.5, speed = 4, blocked = { 1 } })

Fields 3

FieldTypeAccessDescription
xnumberread-onlyPosition in cells (a cell center is x + 0.5).
ynumberread-onlyPosition in cells (a cell center is y + 0.5).
speednumberread/writeMovement speed in cells per second; writable, so per-frame speed changes (sprint, slow, status effects) need no new agent.

Methods 6

PathAgent:set_target

method
PathAgent:set_target(grid: Grid, x: integer, y: integer)

Path toward cell (x, y) on the grid, repathing immediately (and afterward on the agent's repath cadence, when one was configured).

PathAgent:advance

method
PathAgent:advance(grid: Grid, dt: number) -> grid.AgentStep

Move along the current path for dt seconds and return the position and status. With no target, the agent stays put.

Example
agent:set_target(grid, 7, 0)
-- Half a second at 4 cells a second: 2 cells along the path.
local step = agent:advance(grid, 0.5)
print(string.format("%.3f %.3f", step.x, step.y)) --> 1.914 1.914
print(step.arrived, step.blocked) --> false false

returns grid.AgentStep record 5 keys

KeyTypeDescription
xnumberposition after the step, in cells
ynumberposition after the step, in cells
arrivedbooleanthe target cell has been reached
blockedbooleana target is set but no path to it exists
stopped?grid.AgentStopwhen the walk halted before a stop_before cell: the cell and its value

PathAgent:drive

method
PathAgent:drive(grid: Grid, tx: integer, ty: integer, dt: number) -> grid.AgentStep

The per-frame driving loop as one call: retarget to cell (tx, ty) only when it differs from the current goal, advance for dt seconds, and return the step. When the position moved more than 1/16 of a cell since the previous drive — another hand teleported the agent — the goal is dropped first so the walk rebuilds from the new position.

Example
datumhue.on_update(function(dt)
    -- Sets a new target only when the goal cell changes.
    local step = agent:drive(grid, 7, 0, dt)
    if step.arrived then
        print("arrived at", step.x, step.y)
    end
end)

returns grid.AgentStep record 5 keys

KeyTypeDescription
xnumberposition after the step, in cells
ynumberposition after the step, in cells
arrivedbooleanthe target cell has been reached
blockedbooleana target is set but no path to it exists
stopped?grid.AgentStopwhen the walk halted before a stop_before cell: the cell and its value

PathAgent:stop

method
PathAgent:stop()

Drop the target and path; the agent stays where it is.

PathAgent:teleport

method
PathAgent:teleport(x: number, y: number)

Place the agent at (x, y) and drop the path; the target, when set, repaths on the next advance.

PathAgent:waypoint

method
PathAgent:waypoint() -> grid.AgentWaypoint?

The cell the agent is currently walking toward, or nil when it has no path.

returns grid.AgentWaypoint record 2 keys

KeyTypeDescription
xintegerwaypoint cell
yintegerwaypoint cell

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