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Barotrauma Client Doc
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Public Member Functions | |
| AIObjectiveGetItem (Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip=true, float priorityModifier=1) | |
| AIObjectiveGetItem (Character character, Identifier identifierOrTag, AIObjectiveManager objectiveManager, bool equip=true, bool checkInventory=true, float priorityModifier=1, bool spawnItemIfNotFound=false) | |
| AIObjectiveGetItem (Character character, IEnumerable< Identifier > identifiersOrTags, AIObjectiveManager objectiveManager, bool equip=true, bool checkInventory=true, float priorityModifier=1, bool spawnItemIfNotFound=false) | |
| override void | Reset () |
Public Member Functions inherited from Barotrauma.AIObjective | |
| IEnumerable< AIObjective > | GetSubObjectivesRecursive (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 () |
Static Public Member Functions | |
| static IEnumerable< Identifier > | ParseGearTags (IEnumerable< Identifier > identifiersOrTags) |
| static IEnumerable< Identifier > | ParseIgnoredTags (IEnumerable< Identifier > identifiersOrTags) |
| static Func< PathNode, bool > | CreateEndNodeFilter (ISpatialEntity targetEntity) |
Static Public Member Functions inherited from Barotrauma.AIObjective | |
| static Sprite | GetSprite (Identifier identifier, Identifier option, Entity targetEntity) |
Public Attributes | |
| HashSet< Item > | ignoredItems = new HashSet<Item>() |
| Func< Item, float > | GetItemPriority |
| Func< Item, bool > | ItemFilter |
| readonly ImmutableHashSet< Identifier > | IdentifiersOrTags |
| ImmutableHashSet< Identifier > | ignoredContainerIdentifiers |
| ImmutableHashSet< Identifier > | ignoredIdentifiersOrTags |
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 Public Attributes | |
| const float | DefaultReach = 100 |
| const float | MaxReach = 150 |
Protected Member Functions | |
| override void | Act (float deltaTime) |
| override bool | CheckObjectiveSpecific () |
| override void | OnAbandon () |
Protected Member Functions inherited from Barotrauma.AIObjective | |
| void | HandleNonAllowed () |
| virtual float | GetPriority () |
| 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 () |
| bool | CanEquip (Item item, bool allowWearing) |
Properties | |
| override Identifier | Identifier = "get item".ToIdentifier() [get, set] |
| override bool | AbandonWhenCannotCompleteSubjectives [get] |
| override bool | AllowMultipleInstances [get] |
| override bool | AllowWhileHandcuffed [get] |
| float | TargetCondition = 1 [get, set] |
| bool | AllowDangerousPressure [get, set] |
| Item | TargetItem [get] |
| bool | AllowToFindDivingGear = true [get, set] |
| bool | MustBeSpecificItem [get, set] |
| bool | AllowStealing [get, set] |
| Is the character allowed to take the item from somewhere else than their own sub (e.g. an outpost) More... | |
| bool | TakeWholeStack [get, set] |
| bool | AllowVariants [get, set] |
| Are variants of the specified item allowed More... | |
| bool | Equip [get, set] |
| bool | Wear [get, set] |
| bool | RequireNonEmpty [get, set] |
| bool | EvaluateCombatPriority [get, set] |
| bool | CheckPathForEachItem [get, set] |
| bool | SpeakIfFails [get, set] |
| string | CannotFindDialogueIdentifierOverride [get, set] |
| Func< bool > | CannotFindDialogueCondition [get, set] |
| int | ItemCount [get, set] |
| InvSlotType? | EquipSlotType [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< AIObjective > | SubObjectives [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 Protected Member Functions inherited from Barotrauma.AIObjective | |
| static bool | CanEquip (Character character, Item item, bool allowWearing) |
Protected Attributes inherited from Barotrauma.AIObjective | |
| readonly List< AIObjective > | subObjectives = 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... | |
Definition at line 12 of file AIObjectiveGetItem.cs.
| Barotrauma.AIObjectiveGetItem.AIObjectiveGetItem | ( | Character | character, |
| Item | targetItem, | ||
| AIObjectiveManager | objectiveManager, | ||
| bool | equip = true, |
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| float | priorityModifier = 1 |
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| ) |
Definition at line 80 of file AIObjectiveGetItem.cs.
| Barotrauma.AIObjectiveGetItem.AIObjectiveGetItem | ( | Character | character, |
| Identifier | identifierOrTag, | ||
| AIObjectiveManager | objectiveManager, | ||
| bool | equip = true, |
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| bool | checkInventory = true, |
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| float | priorityModifier = 1, |
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| bool | spawnItemIfNotFound = false |
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| ) |
Definition at line 90 of file AIObjectiveGetItem.cs.
| Barotrauma.AIObjectiveGetItem.AIObjectiveGetItem | ( | Character | character, |
| IEnumerable< Identifier > | identifiersOrTags, | ||
| AIObjectiveManager | objectiveManager, | ||
| bool | equip = true, |
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| bool | checkInventory = true, |
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| float | priorityModifier = 1, |
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| bool | spawnItemIfNotFound = false |
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| ) |
Definition at line 93 of file AIObjectiveGetItem.cs.
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Implements Barotrauma.AIObjective.
Definition at line 160 of file AIObjectiveGetItem.cs.
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Implements Barotrauma.AIObjective.
Definition at line 645 of file AIObjectiveGetItem.cs.
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Definition at line 130 of file AIObjectiveGetItem.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 700 of file AIObjectiveGetItem.cs.
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Definition at line 104 of file AIObjectiveGetItem.cs.
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Definition at line 117 of file AIObjectiveGetItem.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 681 of file AIObjectiveGetItem.cs.
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Definition at line 44 of file AIObjectiveGetItem.cs.
| Func<Item, float> Barotrauma.AIObjectiveGetItem.GetItemPriority |
Definition at line 22 of file AIObjectiveGetItem.cs.
| readonly ImmutableHashSet<Identifier> Barotrauma.AIObjectiveGetItem.IdentifiersOrTags |
Definition at line 27 of file AIObjectiveGetItem.cs.
| ImmutableHashSet<Identifier> Barotrauma.AIObjectiveGetItem.ignoredContainerIdentifiers |
Definition at line 38 of file AIObjectiveGetItem.cs.
| ImmutableHashSet<Identifier> Barotrauma.AIObjectiveGetItem.ignoredIdentifiersOrTags |
Definition at line 39 of file AIObjectiveGetItem.cs.
Definition at line 20 of file AIObjectiveGetItem.cs.
| Func<Item, bool> Barotrauma.AIObjectiveGetItem.ItemFilter |
Definition at line 23 of file AIObjectiveGetItem.cs.
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Is the character allowed to take the item from somewhere else than their own sub (e.g. an outpost)
Definition at line 53 of file AIObjectiveGetItem.cs.
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Definition at line 47 of file AIObjectiveGetItem.cs.
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Are variants of the specified item allowed
Definition at line 58 of file AIObjectiveGetItem.cs.
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Definition at line 60 of file AIObjectiveGetItem.cs.