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

Public Member Functions

 AIObjectiveExtinguishFire (Character character, Hull targetHull, AIObjectiveManager objectiveManager, float priorityModifier=1)
 
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 Update (float deltaTime)
 
virtual void OnSelected ()
 
virtual void OnDeselected ()
 
virtual void SpeakAfterOrderReceived ()
 
Sprite GetSprite ()
 

Protected Member Functions

override float GetPriority ()
 
override bool CheckObjectiveSpecific ()
 
override void Act (float deltaTime)
 
override void OnCompleted ()
 
override void OnAbandon ()
 
- 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...
 
bool CanEquip (Item item, bool allowWearing)
 

Properties

override Identifier Identifier = "extinguish fire".ToIdentifier() [get, set]
 
override bool ForceRun [get]
 
override bool ConcurrentObjectives [get]
 
override bool KeepDivingGearOn [get]
 
override bool AllowInAnySub [get]
 
override bool AllowWhileHandcuffed [get]
 
- 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 9 of file AIObjectiveExtinguishFire.cs.

Constructor & Destructor Documentation

◆ AIObjectiveExtinguishFire()

Barotrauma.AIObjectiveExtinguishFire.AIObjectiveExtinguishFire ( Character  character,
Hull  targetHull,
AIObjectiveManager  objectiveManager,
float  priorityModifier = 1 
)

Definition at line 25 of file AIObjectiveExtinguishFire.cs.

Member Function Documentation

◆ Act()

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

Implements Barotrauma.AIObjective.

Definition at line 79 of file AIObjectiveExtinguishFire.cs.

◆ CheckObjectiveSpecific()

override bool Barotrauma.AIObjectiveExtinguishFire.CheckObjectiveSpecific ( )
protectedvirtual

◆ GetPriority()

override float Barotrauma.AIObjectiveExtinguishFire.GetPriority ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 31 of file AIObjectiveExtinguishFire.cs.

◆ OnAbandon()

override void Barotrauma.AIObjectiveExtinguishFire.OnAbandon ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 189 of file AIObjectiveExtinguishFire.cs.

◆ OnCompleted()

override void Barotrauma.AIObjectiveExtinguishFire.OnCompleted ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 183 of file AIObjectiveExtinguishFire.cs.

◆ Reset()

override void Barotrauma.AIObjectiveExtinguishFire.Reset ( )
virtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 174 of file AIObjectiveExtinguishFire.cs.

Property Documentation

◆ AllowInAnySub

override bool Barotrauma.AIObjectiveExtinguishFire.AllowInAnySub
get

Definition at line 16 of file AIObjectiveExtinguishFire.cs.

◆ AllowWhileHandcuffed

override bool Barotrauma.AIObjectiveExtinguishFire.AllowWhileHandcuffed
get

Definition at line 18 of file AIObjectiveExtinguishFire.cs.

◆ ConcurrentObjectives

override bool Barotrauma.AIObjectiveExtinguishFire.ConcurrentObjectives
get

Definition at line 13 of file AIObjectiveExtinguishFire.cs.

◆ ForceRun

override bool Barotrauma.AIObjectiveExtinguishFire.ForceRun
get

Definition at line 12 of file AIObjectiveExtinguishFire.cs.

◆ Identifier

override Identifier Barotrauma.AIObjectiveExtinguishFire.Identifier = "extinguish fire".ToIdentifier()
getset

Definition at line 11 of file AIObjectiveExtinguishFire.cs.

◆ KeepDivingGearOn

override bool Barotrauma.AIObjectiveExtinguishFire.KeepDivingGearOn
get

Definition at line 14 of file AIObjectiveExtinguishFire.cs.