Barotrauma Client Doc
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Public Member Functions | |
AIObjectiveGoTo (ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat=false, bool getDivingGearIfNeeded=true, float priorityModifier=1, float closeEnough=0) | |
void | ForceAct (float deltaTime) |
Hull | GetTargetHull () |
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 Hull | GetTargetHull (ISpatialEntity target) |
Static Public Member Functions inherited from Barotrauma.AIObjective | |
static Sprite | GetSprite (Identifier identifier, Identifier option, Entity targetEntity) |
Public Attributes | |
Func< bool > | requiredCondition |
Doesn't allow the objective to complete if this condition is false More... | |
Func< PathNode, bool > | endNodeFilter |
Func< float > | PriorityGetter |
bool | IsFollowOrder |
bool | IsWaitOrder |
bool | Mimic |
EventAction | SourceEventAction |
Which event action created this objective (if any) More... | |
float | ExtraDistanceWhileSwimming |
float | ExtraDistanceOutsideSub |
float? | OverridePriority = null |
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... | |
Protected Member Functions | |
override float | GetPriority () |
override void | Act (float deltaTime) |
override bool | CheckObjectiveSpecific () |
override void | OnAbandon () |
override void | OnCompleted () |
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 = "go to".ToIdentifier() [get, set] |
override bool | KeepDivingGearOn [get] |
bool | SpeakIfFails = true [get, set] |
bool | DebugLogWhenFails = true [get, set] |
bool | UsePathingOutside = true [get, set] |
float | CloseEnoughMultiplier [get, set] |
float | CloseEnough [get, set] |
Display units More... | |
bool | IgnoreIfTargetDead [get, set] |
bool | AllowGoingOutside [get, set] |
bool | AlwaysUseEuclideanDistance = true [get, set] |
bool | UseDistanceRelativeToAimSourcePos = false [get, set] |
If true, the distance to the destination is calculated from the character's AimSourcePos (= shoulder) instead of the collider's position More... | |
override bool | AbandonWhenCannotCompleteSubjectives [get] |
override bool | AllowOutsideSubmarine [get] |
override bool | AllowInAnySub [get] |
Identifier | DialogueIdentifier = "dialogcannotreachtarget".ToIdentifier() [get, set] |
LocalizedString | TargetName [get, set] |
ISpatialEntity | Target [get] |
Func< bool > | SpeakCannotReachCondition [get, set] |
Gap | TargetGap [get] |
bool? | IsCloseEnough [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< 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 9 of file AIObjectiveGoTo.cs.
Barotrauma.AIObjectiveGoTo.AIObjectiveGoTo | ( | ISpatialEntity | target, |
Character | character, | ||
AIObjectiveManager | objectiveManager, | ||
bool | repeat = false , |
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bool | getDivingGearIfNeeded = true , |
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float | priorityModifier = 1 , |
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float | closeEnough = 0 |
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) |
Definition at line 149 of file AIObjectiveGoTo.cs.
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Implements Barotrauma.AIObjective.
Definition at line 193 of file AIObjectiveGoTo.cs.
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Implements Barotrauma.AIObjective.
Definition at line 761 of file AIObjectiveGoTo.cs.
void Barotrauma.AIObjectiveGoTo.ForceAct | ( | float | deltaTime | ) |
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Reimplemented from Barotrauma.AIObjective.
Definition at line 109 of file AIObjectiveGoTo.cs.
Hull Barotrauma.AIObjectiveGoTo.GetTargetHull | ( | ) |
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Definition at line 664 of file AIObjectiveGoTo.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 800 of file AIObjectiveGoTo.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 820 of file AIObjectiveGoTo.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 837 of file AIObjectiveGoTo.cs.
Func<PathNode, bool> Barotrauma.AIObjectiveGoTo.endNodeFilter |
Definition at line 25 of file AIObjectiveGoTo.cs.
float Barotrauma.AIObjectiveGoTo.ExtraDistanceOutsideSub |
Definition at line 43 of file AIObjectiveGoTo.cs.
float Barotrauma.AIObjectiveGoTo.ExtraDistanceWhileSwimming |
Definition at line 42 of file AIObjectiveGoTo.cs.
bool Barotrauma.AIObjectiveGoTo.IsFollowOrder |
Definition at line 29 of file AIObjectiveGoTo.cs.
bool Barotrauma.AIObjectiveGoTo.IsWaitOrder |
Definition at line 30 of file AIObjectiveGoTo.cs.
bool Barotrauma.AIObjectiveGoTo.Mimic |
Definition at line 31 of file AIObjectiveGoTo.cs.
float? Barotrauma.AIObjectiveGoTo.OverridePriority = null |
Definition at line 105 of file AIObjectiveGoTo.cs.
Func<float> Barotrauma.AIObjectiveGoTo.PriorityGetter |
Definition at line 27 of file AIObjectiveGoTo.cs.
Func<bool> Barotrauma.AIObjectiveGoTo.requiredCondition |
Doesn't allow the objective to complete if this condition is false
Definition at line 24 of file AIObjectiveGoTo.cs.
EventAction Barotrauma.AIObjectiveGoTo.SourceEventAction |
Which event action created this objective (if any)
Definition at line 40 of file AIObjectiveGoTo.cs.
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Definition at line 95 of file AIObjectiveGoTo.cs.
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Definition at line 86 of file AIObjectiveGoTo.cs.
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Definition at line 98 of file AIObjectiveGoTo.cs.
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Definition at line 97 of file AIObjectiveGoTo.cs.
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Definition at line 88 of file AIObjectiveGoTo.cs.
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Display units
Definition at line 59 of file AIObjectiveGoTo.cs.
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Definition at line 45 of file AIObjectiveGoTo.cs.
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Definition at line 34 of file AIObjectiveGoTo.cs.
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Definition at line 100 of file AIObjectiveGoTo.cs.
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Definition at line 11 of file AIObjectiveGoTo.cs.
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Definition at line 85 of file AIObjectiveGoTo.cs.
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Definition at line 729 of file AIObjectiveGoTo.cs.
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Definition at line 13 of file AIObjectiveGoTo.cs.
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Definition at line 107 of file AIObjectiveGoTo.cs.
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Definition at line 33 of file AIObjectiveGoTo.cs.
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Definition at line 103 of file AIObjectiveGoTo.cs.
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Definition at line 701 of file AIObjectiveGoTo.cs.
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Definition at line 101 of file AIObjectiveGoTo.cs.
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If true, the distance to the destination is calculated from the character's AimSourcePos (= shoulder) instead of the collider's position
Definition at line 93 of file AIObjectiveGoTo.cs.
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Definition at line 35 of file AIObjectiveGoTo.cs.