Barotrauma Client Doc
Barotrauma.AIObjectiveEscapeHandcuffs Class Reference
Inheritance diagram for Barotrauma.AIObjectiveEscapeHandcuffs:
Barotrauma.AIObjective

Public Member Functions

 AIObjectiveEscapeHandcuffs (Character character, AIObjectiveManager objectiveManager, bool shouldSwitchTeams=true, bool beginInstantly=false, float priorityModifier=1)
 
override void Update (float deltaTime)
 
override void Reset ()
 
- Public Member Functions inherited from Barotrauma.AIObjective
IEnumerable< AIObjectiveGetSubObjectivesRecursive (bool includingSelf=false)
 
AIObjective GetActiveObjective ()
 
 AIObjective (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)
 
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...
 
void AddSubObjective (AIObjective objective, bool addFirst=false)
 
void RemoveSubObjective< T > (ref T objective)
 
void SortSubObjectives ()
 
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...
 
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...
 
virtual bool IsDuplicate< T > (T otherObjective)
 
virtual void OnSelected ()
 
virtual void OnDeselected ()
 
virtual void SpeakAfterOrderReceived ()
 
Sprite GetSprite ()
 

Protected Member Functions

override bool CheckObjectiveSpecific ()
 
override float GetPriority ()
 
override void Act (float deltaTime)
 
- Protected Member Functions inherited from Barotrauma.AIObjective
void HandleNonAllowed ()
 
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...
 
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...
 
virtual void OnCompleted ()
 
virtual void OnAbandon ()
 
bool CanEquip (Item item, bool allowWearing)
 

Properties

override Identifier Identifier = "escape handcuffs".ToIdentifier() [get, set]
 
override bool AllowAutomaticItemUnequipping [get]
 
override bool AllowOutsideSubmarine [get]
 
override bool AllowInAnySub [get]
 
override bool CanBeCompleted [get]
 
override bool IsLoop [get, set]
 
- Properties inherited from Barotrauma.AIObjective
virtual float Devotion [get]
 
abstract Identifier Identifier [get, set]
 
virtual string DebugTag [get]
 
virtual bool ForceRun [get]
 
virtual bool IgnoreUnsafeHulls [get]
 
virtual bool AbandonWhenCannotCompleteSubjectives [get]
 
virtual bool AllowSubObjectiveSorting [get]
 
virtual bool PrioritizeIfSubObjectivesActive [get]
 
virtual bool AllowMultipleInstances [get]
 Can there be multiple objective instaces of the same type? More...
 
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...
 
virtual bool KeepDivingGearOn [get]
 
virtual bool KeepDivingGearOnAlsoWhenInactive [get]
 
virtual bool AllowAutomaticItemUnequipping [get]
 There's a separate property for diving suit and mask: KeepDivingGearOn. More...
 
virtual bool AllowOutsideSubmarine [get]
 
virtual bool AllowInFriendlySubs [get]
 
virtual bool AllowInAnySub [get]
 
virtual bool AllowWhileHandcuffed [get]
 
float CumulatedDevotion [get, set]
 
virtual float MaxDevotion [get]
 
float Priority [get, set]
 Final priority value after all calculations. More...
 
float BasePriority [get, set]
 
float PriorityModifier = 1 [get]
 
bool ForceHighestPriority [get, set]
 
bool ForceWalk [get, set]
 
bool IgnoreAtOutpost [get, set]
 
bool Abandon [get, set]
 
virtual bool CanBeCompleted [get]
 
virtual bool IsLoop [get, set]
 When true, the objective is never completed, unless CanBeCompleted returns false. More...
 
IEnumerable< AIObjectiveSubObjectives [get]
 
AIObjective CurrentSubObjective [get]
 
HumanAIController HumanAIController [get]
 
IndoorsSteeringManager PathSteering [get]
 
SteeringManager SteeringManager [get]
 
bool IsAllowed [get]
 
bool IsCompleted [get, protected set]
 
static Color ObjectiveIconColor [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.AIObjective
static Sprite GetSprite (Identifier identifier, Identifier option, Entity targetEntity)
 
- Public Attributes inherited from Barotrauma.AIObjective
readonly Character character
 
readonly AIObjectiveManager objectiveManager
 
readonly Identifier Option
 
Func< AIObjective, bool > AbortCondition
 Aborts the objective when this condition is true. More...
 
- Static Protected Member Functions inherited from Barotrauma.AIObjective
static bool CanEquip (Character character, Item item, bool allowWearing)
 
- Protected Attributes inherited from Barotrauma.AIObjective
readonly List< AIObjectivesubObjectives = new List<AIObjective>()
 
- Events inherited from Barotrauma.AIObjective
Action Completed
 A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior. More...
 
Action Abandoned
 A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior. More...
 
Action Selected
 A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior. More...
 
Action Deselected
 A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior. More...
 

Detailed Description

Definition at line 6 of file AIObjectiveEscapeHandcuffs.cs.

Constructor & Destructor Documentation

◆ AIObjectiveEscapeHandcuffs()

Barotrauma.AIObjectiveEscapeHandcuffs.AIObjectiveEscapeHandcuffs ( Character  character,
AIObjectiveManager  objectiveManager,
bool  shouldSwitchTeams = true,
bool  beginInstantly = false,
float  priorityModifier = 1 
)

Definition at line 21 of file AIObjectiveEscapeHandcuffs.cs.

Member Function Documentation

◆ Act()

override void Barotrauma.AIObjectiveEscapeHandcuffs.Act ( float  deltaTime)
protectedvirtual

Implements Barotrauma.AIObjective.

Definition at line 81 of file AIObjectiveEscapeHandcuffs.cs.

◆ CheckObjectiveSpecific()

override bool Barotrauma.AIObjectiveEscapeHandcuffs.CheckObjectiveSpecific ( )
protectedvirtual

◆ GetPriority()

override float Barotrauma.AIObjectiveEscapeHandcuffs.GetPriority ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 41 of file AIObjectiveEscapeHandcuffs.cs.

◆ Reset()

override void Barotrauma.AIObjectiveEscapeHandcuffs.Reset ( )
virtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 102 of file AIObjectiveEscapeHandcuffs.cs.

◆ Update()

override void Barotrauma.AIObjectiveEscapeHandcuffs.Update ( float  deltaTime)
virtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 47 of file AIObjectiveEscapeHandcuffs.cs.

Property Documentation

◆ AllowAutomaticItemUnequipping

override bool Barotrauma.AIObjectiveEscapeHandcuffs.AllowAutomaticItemUnequipping
get

Definition at line 10 of file AIObjectiveEscapeHandcuffs.cs.

◆ AllowInAnySub

override bool Barotrauma.AIObjectiveEscapeHandcuffs.AllowInAnySub
get

Definition at line 12 of file AIObjectiveEscapeHandcuffs.cs.

◆ AllowOutsideSubmarine

override bool Barotrauma.AIObjectiveEscapeHandcuffs.AllowOutsideSubmarine
get

Definition at line 11 of file AIObjectiveEscapeHandcuffs.cs.

◆ CanBeCompleted

override bool Barotrauma.AIObjectiveEscapeHandcuffs.CanBeCompleted
get

Definition at line 30 of file AIObjectiveEscapeHandcuffs.cs.

◆ Identifier

override Identifier Barotrauma.AIObjectiveEscapeHandcuffs.Identifier = "escape handcuffs".ToIdentifier()
getset

Definition at line 9 of file AIObjectiveEscapeHandcuffs.cs.

◆ IsLoop

override bool Barotrauma.AIObjectiveEscapeHandcuffs.IsLoop
getset

Definition at line 31 of file AIObjectiveEscapeHandcuffs.cs.