Barotrauma Client Doc
Barotrauma.AIObjectiveFindThieves Class Reference
Inheritance diagram for Barotrauma.AIObjectiveFindThieves:
Barotrauma.AIObjectiveLoop< Character >

Public Member Functions

 AIObjectiveFindThieves (Character character, AIObjectiveManager objectiveManager, float priorityModifier=1)
 
void InspectEveryone ()
 
override void Update (float deltaTime)
 
- Public Member Functions inherited from Barotrauma.AIObjectiveLoop< Character >
bool AddTarget (T target)
 
 AIObjectiveLoop (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)
 
override void Update (float deltaTime)
 
override void Reset ()
 

Public Attributes

float InspectDistance = DefaultInspectDistance
 How close the NPC must be to the target to the inspect them? You can use high values to make the NPC systematically go through targets no matter where they are, and low values to check targets they happen to come across. More...
 

Protected Member Functions

override bool Filter (Character target)
 
override IEnumerable< CharacterGetList ()
 List of all possible items of the specified type. Used for filtering the removed objectives. More...
 
override float TargetEvaluation ()
 
override AIObjective ObjectiveConstructor (Character target)
 
override void OnObjectiveCompleted (AIObjective objective, Character target)
 
- Protected Member Functions inherited from Barotrauma.AIObjectiveLoop< Character >
override void Act (float deltaTime)
 
override bool CheckObjectiveSpecific ()
 
override float GetPriority ()
 
void UpdateTargets ()
 
virtual void FindTargets ()
 
virtual void CreateObjectives ()
 
abstract void OnObjectiveCompleted (AIObjective objective, T target)
 
abstract AIObjective ObjectiveConstructor (T target)
 
abstract bool Filter (T target)
 

Properties

override Identifier Identifier = "find thieves".ToIdentifier() [get, set]
 
override float IgnoreListClearInterval [get]
 
override bool IgnoreUnsafeHulls [get]
 
override float TargetUpdateTimeMultiplier [get]
 
float??? InspectProbability [get]
 Chance of inspecting a valid target. The NPC won't try to inspect that target again for inspectionInterval regardless if the target is inspected or not. More...
 
- Properties inherited from Barotrauma.AIObjectiveLoop< Character >
HashSet< T > Targets [get]
 
Dictionary< T, AIObjectiveObjectives [get]
 
virtual float TargetUpdateTimeMultiplier [get]
 
virtual float IgnoreListClearInterval [get]
 
HashSet< T > ReportedTargets [get]
 
override bool CanBeCompleted [get]
 
override bool AbandonWhenCannotCompleteSubjectives [get]
 
override bool AllowSubObjectiveSorting [get]
 
override bool AllowWhileHandcuffed [get]
 
virtual bool InverseTargetEvaluation [get]
 
virtual bool ResetWhenClearingIgnoreList [get]
 
virtual bool ForceOrderPriority [get]
 
virtual int MaxTargets [get]
 
override bool IsLoop [get, set]
 

Additional Inherited Members

- Protected Attributes inherited from Barotrauma.AIObjectiveLoop< Character >
HashSet< T > ignoreList
 
float targetUpdateTimer
 

Detailed Description

Definition at line 8 of file AIObjectiveFindThieves.cs.

Constructor & Destructor Documentation

◆ AIObjectiveFindThieves()

Barotrauma.AIObjectiveFindThieves.AIObjectiveFindThieves ( Character  character,
AIObjectiveManager  objectiveManager,
float  priorityModifier = 1 
)

Definition at line 59 of file AIObjectiveFindThieves.cs.

Member Function Documentation

◆ Filter()

override bool Barotrauma.AIObjectiveFindThieves.Filter ( Character  target)
protected

Definition at line 62 of file AIObjectiveFindThieves.cs.

◆ GetList()

override IEnumerable<Character> Barotrauma.AIObjectiveFindThieves.GetList ( )
protectedvirtual

List of all possible items of the specified type. Used for filtering the removed objectives.

Implements Barotrauma.AIObjectiveLoop< Character >.

◆ InspectEveryone()

void Barotrauma.AIObjectiveFindThieves.InspectEveryone ( )

Definition at line 83 of file AIObjectiveFindThieves.cs.

◆ ObjectiveConstructor()

override AIObjective Barotrauma.AIObjectiveFindThieves.ObjectiveConstructor ( Character  target)
protected

Definition at line 90 of file AIObjectiveFindThieves.cs.

◆ OnObjectiveCompleted()

override void Barotrauma.AIObjectiveFindThieves.OnObjectiveCompleted ( AIObjective  objective,
Character  target 
)
protected

Definition at line 147 of file AIObjectiveFindThieves.cs.

◆ TargetEvaluation()

override float Barotrauma.AIObjectiveFindThieves.TargetEvaluation ( )
protectedvirtual

Implements Barotrauma.AIObjectiveLoop< Character >.

Definition at line 78 of file AIObjectiveFindThieves.cs.

◆ Update()

override void Barotrauma.AIObjectiveFindThieves.Update ( float  deltaTime)

Definition at line 104 of file AIObjectiveFindThieves.cs.

Member Data Documentation

◆ InspectDistance

float Barotrauma.AIObjectiveFindThieves.InspectDistance = DefaultInspectDistance

How close the NPC must be to the target to the inspect them? You can use high values to make the NPC systematically go through targets no matter where they are, and low values to check targets they happen to come across.

Definition at line 22 of file AIObjectiveFindThieves.cs.

Property Documentation

◆ Identifier

override Identifier Barotrauma.AIObjectiveFindThieves.Identifier = "find thieves".ToIdentifier()
getset

Definition at line 10 of file AIObjectiveFindThieves.cs.

◆ IgnoreListClearInterval

override float Barotrauma.AIObjectiveFindThieves.IgnoreListClearInterval
getprotected

Definition at line 11 of file AIObjectiveFindThieves.cs.

◆ IgnoreUnsafeHulls

override bool Barotrauma.AIObjectiveFindThieves.IgnoreUnsafeHulls
get

Definition at line 12 of file AIObjectiveFindThieves.cs.

◆ InspectProbability

float??? Barotrauma.AIObjectiveFindThieves.InspectProbability
get

Chance of inspecting a valid target. The NPC won't try to inspect that target again for inspectionInterval regardless if the target is inspected or not.

Definition at line 29 of file AIObjectiveFindThieves.cs.

◆ TargetUpdateTimeMultiplier

override float Barotrauma.AIObjectiveFindThieves.TargetUpdateTimeMultiplier
getprotected

Definition at line 14 of file AIObjectiveFindThieves.cs.