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Barotrauma Client Doc
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Public Member Functions | |
| bool | AddTarget (T target) |
| AIObjectiveLoop (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default) | |
| override void | Update (float deltaTime) |
| 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 | OnSelected () |
| virtual void | OnDeselected () |
| virtual void | SpeakAfterOrderReceived () |
| Sprite | GetSprite () |
Protected Member Functions | |
| 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 IEnumerable< T > | GetList () |
| List of all possible items of the specified type. Used for filtering the removed objectives. More... | |
| abstract float | TargetEvaluation () |
| abstract AIObjective | ObjectiveConstructor (T target) |
| abstract bool | Filter (T target) |
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) |
Protected Attributes | |
| HashSet< T > | ignoreList = new HashSet<T>() |
| float | targetUpdateTimer |
Protected Attributes inherited from Barotrauma.AIObjective | |
| readonly List< AIObjective > | subObjectives = new List<AIObjective>() |
Properties | |
| HashSet< T > | Targets = new HashSet<T>() [get] |
| Dictionary< T, AIObjective > | Objectives = new Dictionary<T, AIObjective>() [get] |
| virtual float | TargetUpdateTimeMultiplier = 1 [get] |
| virtual float | IgnoreListClearInterval [get] |
| HashSet< T > | ReportedTargets = new HashSet<T>() [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] |
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 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) |
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 7 of file AIObjectiveLoop.cs.
| Barotrauma.AIObjectiveLoop< T >.AIObjectiveLoop | ( | Character | character, |
| AIObjectiveManager | objectiveManager, | ||
| float | priorityModifier, | ||
| Identifier | option = default |
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| ) |
Definition at line 39 of file AIObjectiveLoop.cs.
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protectedvirtual |
Implements Barotrauma.AIObjective.
Definition at line 42 of file AIObjectiveLoop.cs.
| bool Barotrauma.AIObjectiveLoop< T >.AddTarget | ( | T | target | ) |
Definition at line 24 of file AIObjectiveLoop.cs.
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protectedvirtual |
Implements Barotrauma.AIObjective.
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protectedvirtual |
Reimplemented in Barotrauma.AIObjectiveRepairItems.
Definition at line 196 of file AIObjectiveLoop.cs.
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protectedpure virtual |
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protectedvirtual |
Reimplemented in Barotrauma.AIObjectivePumpWater.
Definition at line 173 of file AIObjectiveLoop.cs.
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protectedpure virtual |
List of all possible items of the specified type. Used for filtering the removed objectives.
Implemented in Barotrauma.AIObjectiveRescueAll, Barotrauma.AIObjectiveRepairItems, Barotrauma.AIObjectivePumpWater, Barotrauma.AIObjectiveLoadItems, Barotrauma.AIObjectiveFixLeaks, Barotrauma.AIObjectiveFindThieves, Barotrauma.AIObjectiveFightIntruders, Barotrauma.AIObjectiveExtinguishFires, Barotrauma.AIObjectiveCleanupItems, and Barotrauma.AIObjectiveChargeBatteries.
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protectedvirtual |
Reimplemented from Barotrauma.AIObjective.
Definition at line 118 of file AIObjectiveLoop.cs.
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protectedpure virtual |
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protectedpure virtual |
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virtual |
Reimplemented from Barotrauma.AIObjective.
Definition at line 110 of file AIObjectiveLoop.cs.
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protectedpure virtual |
Implemented in Barotrauma.AIObjectiveRescueAll, Barotrauma.AIObjectiveRepairItems, Barotrauma.AIObjectivePumpWater, Barotrauma.AIObjectiveLoadItems, Barotrauma.AIObjectiveFixLeaks, Barotrauma.AIObjectiveFindThieves, Barotrauma.AIObjectiveFightIntruders, Barotrauma.AIObjectiveExtinguishFires, Barotrauma.AIObjectiveCleanupItems, and Barotrauma.AIObjectiveChargeBatteries.
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virtual |
Reimplemented from Barotrauma.AIObjective.
Definition at line 57 of file AIObjectiveLoop.cs.
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protected |
Definition at line 165 of file AIObjectiveLoop.cs.
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protected |
Definition at line 11 of file AIObjectiveLoop.cs.
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protected |
Definition at line 13 of file AIObjectiveLoop.cs.
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get |
Definition at line 45 of file AIObjectiveLoop.cs.
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get |
Definition at line 46 of file AIObjectiveLoop.cs.
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get |
Definition at line 47 of file AIObjectiveLoop.cs.
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get |
Definition at line 44 of file AIObjectiveLoop.cs.
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getprotected |
Definition at line 51 of file AIObjectiveLoop.cs.
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getprotected |
Definition at line 20 of file AIObjectiveLoop.cs.
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get |
Definition at line 49 of file AIObjectiveLoop.cs.
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getset |
Definition at line 55 of file AIObjectiveLoop.cs.
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getprotected |
Definition at line 53 of file AIObjectiveLoop.cs.
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get |
Definition at line 10 of file AIObjectiveLoop.cs.
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get |
Definition at line 22 of file AIObjectiveLoop.cs.
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getprotected |
Definition at line 50 of file AIObjectiveLoop.cs.
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get |
Definition at line 9 of file AIObjectiveLoop.cs.
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getprotected |
Definition at line 14 of file AIObjectiveLoop.cs.