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| AIObjectiveCombat (Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier=1, float coolDown=10.0f) |
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override void | Update (float deltaTime) |
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override void | Reset () |
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IEnumerable< AIObjective > | GetSubObjectivesRecursive (bool includingSelf=false) |
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AIObjective | GetActiveObjective () |
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| AIObjective (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default) |
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void | TryComplete (float deltaTime) |
| Makes the character act according to the objective, or according to any subobjectives that need to be completed before this one More...
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void | AddSubObjective (AIObjective objective, bool addFirst=false) |
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void | RemoveSubObjective< T > (ref T objective) |
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void | SortSubObjectives () |
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bool | IsIgnoredAtOutpost () |
| Returns true only when at a friendly outpost and when the order is set to be ignored there. Note that even if this returns false, the objective can be disallowed, because AllowInFriendlySubs is false. More...
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float | CalculatePriority () |
| Call this only when the priority needs to be recalculated. Use the cached Priority property when you don't need to recalculate. More...
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virtual bool | IsDuplicate< T > (T otherObjective) |
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virtual void | OnSelected () |
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virtual void | OnDeselected () |
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virtual void | SpeakAfterOrderReceived () |
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Sprite | GetSprite () |
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override float | GetPriority () |
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override bool | CheckObjectiveSpecific () |
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override void | Act (float deltaTime) |
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override void | OnCompleted () |
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override void | OnAbandon () |
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void | HandleNonAllowed () |
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void | SyncRemovedObjectives< T1, T2 > (Dictionary< T1, T2 > dictionary, IEnumerable< T1 > collection) |
| Checks if the subobjectives in the given collection are removed from the subobjectives. And if so, removes it also from the dictionary. More...
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bool | TryAddSubObjective< T > (ref T objective, Func< T > constructor, Action onCompleted=null, Action onAbandon=null) |
| Checks if the objective already is created and added in subobjectives. If not, creates it. Handles objectives that cannot be completed. If the objective has been removed form the subobjectives, a null value is assigned to the reference. Returns true if the objective was created and successfully added. More...
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bool | CanEquip (Item item, bool allowWearing) |
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override Identifier | Identifier = "combat".ToIdentifier() [get, set] |
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override bool | KeepDivingGearOn [get] |
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override bool | IgnoreUnsafeHulls [get] |
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override bool | AllowOutsideSubmarine [get] |
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override bool | AllowInAnySub [get] |
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Character | Enemy [get] |
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bool | HoldPosition [get, set] |
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override bool | ConcurrentObjectives [get] |
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override bool | AbandonWhenCannotCompleteSubjectives [get] |
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CombatMode | Mode [get] |
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virtual float | Devotion [get] |
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abstract Identifier | Identifier [get, set] |
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virtual string | DebugTag [get] |
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virtual bool | ForceRun [get] |
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virtual bool | IgnoreUnsafeHulls [get] |
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virtual bool | AbandonWhenCannotCompleteSubjectives [get] |
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virtual bool | AllowSubObjectiveSorting [get] |
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virtual bool | PrioritizeIfSubObjectivesActive [get] |
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virtual bool | AllowMultipleInstances [get] |
| Can there be multiple objective instaces of the same type? More...
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virtual bool | ConcurrentObjectives [get] |
| Run the main objective with all subobjectives concurrently? If false, the main objective will continue only when all the subobjectives have been removed (done). More...
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virtual bool | KeepDivingGearOn [get] |
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virtual bool | KeepDivingGearOnAlsoWhenInactive [get] |
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virtual bool | AllowAutomaticItemUnequipping [get] |
| There's a separate property for diving suit and mask: KeepDivingGearOn. More...
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virtual bool | AllowOutsideSubmarine [get] |
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virtual bool | AllowInFriendlySubs [get] |
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virtual bool | AllowInAnySub [get] |
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virtual bool | AllowWhileHandcuffed [get] |
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float | CumulatedDevotion [get, set] |
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virtual float | MaxDevotion [get] |
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float | Priority [get, set] |
| Final priority value after all calculations. More...
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float | BasePriority [get, set] |
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float | PriorityModifier = 1 [get] |
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bool | ForceHighestPriority [get, set] |
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bool | ForceWalk [get, set] |
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bool | IgnoreAtOutpost [get, set] |
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bool | Abandon [get, set] |
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virtual bool | CanBeCompleted [get] |
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virtual bool | IsLoop [get, set] |
| When true, the objective is never completed, unless CanBeCompleted returns false. More...
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IEnumerable< AIObjective > | SubObjectives [get] |
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AIObjective | CurrentSubObjective [get] |
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HumanAIController | HumanAIController [get] |
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IndoorsSteeringManager | PathSteering [get] |
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SteeringManager | SteeringManager [get] |
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bool | IsAllowed [get] |
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bool | IsCompleted [get, protected set] |
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static Color | ObjectiveIconColor [get] |
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static bool | CanEquip (Character character, Item item, bool allowWearing) |
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readonly List< AIObjective > | subObjectives = new List<AIObjective>() |
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Action | Completed |
| A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior. More...
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Action | Abandoned |
| A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior. More...
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Action | Selected |
| A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior. More...
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Action | Deselected |
| A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior. More...
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Definition at line 13 of file AIObjectiveCombat.cs.
◆ CombatMode
◆ AIObjectiveCombat()
◆ Act()
override void Barotrauma.AIObjectiveCombat.Act |
( |
float |
deltaTime | ) |
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protectedvirtual |
◆ CheckObjectiveSpecific()
override bool Barotrauma.AIObjectiveCombat.CheckObjectiveSpecific |
( |
| ) |
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protectedvirtual |
◆ GetLethalDamage()
static float Barotrauma.AIObjectiveCombat.GetLethalDamage |
( |
ItemComponent |
weapon | ) |
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static |
◆ GetPriority()
override float Barotrauma.AIObjectiveCombat.GetPriority |
( |
| ) |
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protectedvirtual |
◆ OnAbandon()
override void Barotrauma.AIObjectiveCombat.OnAbandon |
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| ) |
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protectedvirtual |
◆ OnCompleted()
override void Barotrauma.AIObjectiveCombat.OnCompleted |
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| ) |
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protectedvirtual |
◆ Reset()
override void Barotrauma.AIObjectiveCombat.Reset |
( |
| ) |
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virtual |
◆ Update()
override void Barotrauma.AIObjectiveCombat.Update |
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float |
deltaTime | ) |
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virtual |
◆ allowHoldFire
bool Barotrauma.AIObjectiveCombat.allowHoldFire |
◆ holdFireCondition
Func<bool> Barotrauma.AIObjectiveCombat.holdFireCondition |
◆ AbandonWhenCannotCompleteSubjectives
override bool Barotrauma.AIObjectiveCombat.AbandonWhenCannotCompleteSubjectives |
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get |
◆ AllowInAnySub
override bool Barotrauma.AIObjectiveCombat.AllowInAnySub |
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get |
◆ AllowOutsideSubmarine
override bool Barotrauma.AIObjectiveCombat.AllowOutsideSubmarine |
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get |
◆ ConcurrentObjectives
override bool Barotrauma.AIObjectiveCombat.ConcurrentObjectives |
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get |
◆ Enemy
◆ HoldPosition
bool Barotrauma.AIObjectiveCombat.HoldPosition |
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getset |
◆ Identifier
override Identifier Barotrauma.AIObjectiveCombat.Identifier = "combat".ToIdentifier() |
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getset |
◆ IgnoreUnsafeHulls
override bool Barotrauma.AIObjectiveCombat.IgnoreUnsafeHulls |
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get |
◆ KeepDivingGearOn
override bool Barotrauma.AIObjectiveCombat.KeepDivingGearOn |
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get |
◆ Mode