Human Class

Inherits: LiveObject

ageCategory

animationDie

carryingCapacity

cfg

child

citizen

dressDuration

dressType

educated

elderly

foodDeclining

frozen

happiness

happinessMax

healthMax

heatMax

heatNormal

hungry

immunityDeclining

name

radius

saddleAnimal

satietyCoefficient

satietyMax

sphereCenter

sphereRadius

stranger

targetUID

teen

toolDuration

toolType

visitHouse

windowPos

workHouse

workRole

addTaskApplyVisitor

addTaskAttachModel

arrowShot

attachTool

bringFromNearestBuilding

buildingCrafting

buildingExtracting

buildingFishing

changeDress

checkHeatAndSatiety

checkSurvived

clearAllTasks

depositToCraftBuilding

depositToHouse

doMine

dropHouse

dropVisitHouse

dropWorkHouse

eat

findAndTransferHouseFood

findAndTransferHouseWarm

findBarnOrMarketWithRes

findBarnToDeposit

findBarnWithRes

findVisitingBarnWithRes

fireFight

getArrowTrajectory

getAvatarImageName

getMaxTransportCount

getMaxTransportCountWithAdditonWeight

getResource

getResourceOptimized

getWork

haveAdditionWeight

init

isOldEnoughToChildbearing

isOldEnoughToEducation

isOldEnoughToServeHouse

isOldEnoughToWork

mineResource

mineSource

onChangeDress

onNewAge

passDonkey

pickNearestResource

pickResource

playerBuild

playerCraft

playerDropResource

playerExtinguishBuilding

playerFireFight

playerKillAnimal

playerMineSource

playerPickSource

playerPutResource

playerRepair

playerRepairBuilding

playerResourceExtracting

playerTakeResource

putResource

putResourceOptimized

repair

setAdditionWeight

setDisease

setHouse

setIgnoreNextSurviveUpdate

showWindow

storeToNearestBuilding

study

takeOffResource

takeResource

transferResourceOut

walkUpAndFight

workFishing

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Human config. It contains various parameters for given kind of humans.

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function **addCraftTasks**(b, craftCfg, craftResult, craftAnimation, craftScript)

```

### addTaskApplyVisitor()

```
function **addTaskApplyVisitor**(b Building, addVisitor boolean)

```

### addTaskAttachModel()

```
function **addTaskAttachModel**(prefab string)

```

### arrowShot()

```
function **arrowShot**(startPos, direction, speed, damage)

```

### attachTool()

```
function **attachTool**(model string)

```

### bringFromNearestBuilding()

```
function **bringFromNearestBuilding**(b, res, count, findMarket, radius)

```

### buildingCrafting()

```
function **buildingCrafting**(b, craftName, craftAnimation, tool, pivotName, craftScript)

```

### buildingExtracting()

```
function **buildingExtracting**(b, resType, dieChance)

```

### buildingFishing()

```
function **buildingFishing**(b, resType)

```

### changeDress()

```
function **changeDress**(dress)

```

### checkHeatAndSatiety()

```
function **checkHeatAndSatiety**(house, planeTasks)

```

### checkSurvived()

```
function **checkSurvived**()

```

### clearAllTasks()

```
function **clearAllTasks**()

```

### depositToCraftBuilding()

```
function **depositToCraftBuilding**(b, craftName, checkAction)

```

### depositToHouse()

```
function **depositToHouse**(b, checkAction)

```

### doMine()

```
function **doMine**(res, b)

```

### dropHouse()

```
function **dropHouse**()

```

### dropVisitHouse()

```
function **dropVisitHouse**()

```

### dropWorkHouse()

```
function **dropWorkHouse**()

```

### eat()

```
function **eat**(satiety number, foodType string)

```

### findAndTransferHouseFood()

```
function **findAndTransferHouseFood**(house, mustSatiety, futureSatiety, planeTasks)

```

### findAndTransferHouseWarm()

```
function **findAndTransferHouseWarm**(house, mustWarm, futureWarm, strFirewood, strCoal, coalWarm, firewoodWarm, planeTasks)

```

### findBarnOrMarketWithRes()

```
function **findBarnOrMarketWithRes**(pos, res, radius)

```

### findBarnToDeposit()

```
function **findBarnToDeposit**(pos, res, count)

```

### findBarnWithRes()

```
function **findBarnWithRes**(pos, res, radius)

```

### findVisitingBarnWithRes()

```
function **findVisitingBarnWithRes**(pos, res, radius)

```

### fireFight()

```
function **fireFight**(fireBuilding)

```

### getArrowTrajectory()

```
function **getArrowTrajectory**(startPos, direction, speed)

```

### getAvatarImageName()

```
function **getAvatarImageName**()

```

### getMaxTransportCount()

```
function **getMaxTransportCount**(resType)

```

### getMaxTransportCountWithAdditonWeight()

```
function **getMaxTransportCountWithAdditonWeight**(resType)

```

### getResource()

```
function **getResource**(b, res, count)

```

### getResourceOptimized()

```
function **getResourceOptimized**(b, res, count)

```

### getWork()

```
function **getWork**(dt number) -> number

```

### haveAdditionWeight()

```
function **haveAdditionWeight**() -> boolean

```

### init()

```
function **init**(skeletonName)

```

### isOldEnoughToChildbearing()

```
function **isOldEnoughToChildbearing**()

```

### isOldEnoughToEducation()

```
function **isOldEnoughToEducation**()

```

### isOldEnoughToServeHouse()

```
function **isOldEnoughToServeHouse**()

```

### isOldEnoughToWork()

```
function **isOldEnoughToWork**()

```

### mineResource()

```
function **mineResource**(res, b)

```

### mineSource()

```
function **mineSource**(res)

```

### onChangeDress()

```
function **onChangeDress**(dress)

```

### onNewAge()

```
function **onNewAge**()

```

### passDonkey()

```
function **passDonkey**()

```

### pickNearestResource()

```
function **pickNearestResource**(b, res_type)

```

### pickResource()

```
function **pickResource**(res)

```

### playerBuild()

```
function **playerBuild**(b, checkAction)

```

### playerCraft()

```
function **playerCraft**(b, craftName, craftAnimation, tool, craftScript, checkAction)

```

### playerDropResource()

```
function **playerDropResource**()

```

### playerExtinguishBuilding()

```
function **playerExtinguishBuilding**(bld Building, checkAction boolean) -> boolean

```

### playerFireFight()

```
function **playerFireFight**(fireBuilding, checkAction)

```

### playerKillAnimal()

```
function **playerKillAnimal**(animal)

```

### playerMineSource()

```
function **playerMineSource**(res)

```

### playerPickSource()

```
function **playerPickSource**(res)

```

### playerPutResource()

```
function **playerPutResource**(b, res, count, stat)

```

### playerRepair()

```
function **playerRepair**(b, checkAction)

```

### playerRepairBuilding()

```
function **playerRepairBuilding**(bld Building, checkAction boolean) -> boolean

```

### playerResourceExtracting()

```
function **playerResourceExtracting**(b, resType, dieChance, checkAction)

```

### playerTakeResource()

```
function **playerTakeResource**(uid, res, count, stat)

```

### putResource()

```
function **putResource**(b, res, count)

```

### putResourceOptimized()

```
function **putResourceOptimized**(b, res, count)

```

### repair()

```
function **repair**(b)

```

### setAdditionWeight()

```
function **setAdditionWeight**(state boolean)

```

### setDisease()

```
function **setDisease**(pDiseaseDesc DiseaseConfig)

```

### setHouse()

```
function **setHouse**(bld Building)

```

### setIgnoreNextSurviveUpdate()

```
function **setIgnoreNextSurviveUpdate**(state boolean)

```

### showWindow()

```
function **showWindow**(newSelected)

```

### storeToNearestBuilding()

```
function **storeToNearestBuilding**(b, res, count)

```

### study()

```
function **study**(time number, loading boolean)

```

### takeOffResource()

```
function **takeOffResource**(b, res, count)

```

### takeResource()

```
function **takeResource**(uid, res, count)

```

### transferResourceOut()

```
function **transferResourceOut**(resOut)

```

### walkUpAndFight()

```
function **walkUpAndFight**(enemy, damage)

```

### workFishing()

```
function **workFishing**(b, resType)

```