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

Public Member Functions

 AIObjectivePrepare (Character character, AIObjectiveManager objectiveManager, Item targetItem, float priorityModifier=1)
 
 AIObjectivePrepare (Character character, AIObjectiveManager objectiveManager, IEnumerable< Identifier > optionalItems, IEnumerable< Identifier > requiredItems=null, 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 bool CheckObjectiveSpecific ()
 
override float GetPriority ()
 
override void Act (float deltaTime)
 
- 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)
 

Properties

override Identifier Identifier = "prepare".ToIdentifier() [get, set]
 
override string DebugTag [get]
 
override bool KeepDivingGearOn [get]
 
override bool KeepDivingGearOnAlsoWhenInactive [get]
 
override bool PrioritizeIfSubObjectivesActive [get]
 
override bool AllowWhileHandcuffed [get]
 
bool KeepActiveWhenReady [get, set]
 
bool CheckInventory [get, set]
 
bool FindAllItems [get, set]
 
bool Equip [get, set]
 
bool EvaluateCombatPriority [get, set]
 
bool RequireNonEmpty [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< 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 AIObjectivePrepare.cs.

Constructor & Destructor Documentation

◆ AIObjectivePrepare() [1/2]

Barotrauma.AIObjectivePrepare.AIObjectivePrepare ( Character  character,
AIObjectiveManager  objectiveManager,
Item  targetItem,
float  priorityModifier = 1 
)

Definition at line 42 of file AIObjectivePrepare.cs.

◆ AIObjectivePrepare() [2/2]

Barotrauma.AIObjectivePrepare.AIObjectivePrepare ( Character  character,
AIObjectiveManager  objectiveManager,
IEnumerable< Identifier optionalItems,
IEnumerable< Identifier requiredItems = null,
float  priorityModifier = 1 
)

Definition at line 48 of file AIObjectivePrepare.cs.

Member Function Documentation

◆ Act()

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

Implements Barotrauma.AIObjective.

Definition at line 76 of file AIObjectivePrepare.cs.

◆ CheckObjectiveSpecific()

override bool Barotrauma.AIObjectivePrepare.CheckObjectiveSpecific ( )
protectedvirtual

◆ GetPriority()

override float Barotrauma.AIObjectivePrepare.GetPriority ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 60 of file AIObjectivePrepare.cs.

◆ Reset()

override void Barotrauma.AIObjectivePrepare.Reset ( )
virtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 177 of file AIObjectivePrepare.cs.

Property Documentation

◆ AllowWhileHandcuffed

override bool Barotrauma.AIObjectivePrepare.AllowWhileHandcuffed
get

Definition at line 16 of file AIObjectivePrepare.cs.

◆ CheckInventory

bool Barotrauma.AIObjectivePrepare.CheckInventory
getset

Definition at line 27 of file AIObjectivePrepare.cs.

◆ DebugTag

override string Barotrauma.AIObjectivePrepare.DebugTag
get

Definition at line 12 of file AIObjectivePrepare.cs.

◆ Equip

bool Barotrauma.AIObjectivePrepare.Equip
getset

Definition at line 29 of file AIObjectivePrepare.cs.

◆ EvaluateCombatPriority

bool Barotrauma.AIObjectivePrepare.EvaluateCombatPriority
getset

Definition at line 30 of file AIObjectivePrepare.cs.

◆ FindAllItems

bool Barotrauma.AIObjectivePrepare.FindAllItems
getset

Definition at line 28 of file AIObjectivePrepare.cs.

◆ Identifier

override Identifier Barotrauma.AIObjectivePrepare.Identifier = "prepare".ToIdentifier()
getset

Definition at line 11 of file AIObjectivePrepare.cs.

◆ KeepActiveWhenReady

bool Barotrauma.AIObjectivePrepare.KeepActiveWhenReady
getset

Definition at line 26 of file AIObjectivePrepare.cs.

◆ KeepDivingGearOn

override bool Barotrauma.AIObjectivePrepare.KeepDivingGearOn
get

Definition at line 13 of file AIObjectivePrepare.cs.

◆ KeepDivingGearOnAlsoWhenInactive

override bool Barotrauma.AIObjectivePrepare.KeepDivingGearOnAlsoWhenInactive
get

Definition at line 14 of file AIObjectivePrepare.cs.

◆ PrioritizeIfSubObjectivesActive

override bool Barotrauma.AIObjectivePrepare.PrioritizeIfSubObjectivesActive
get

Definition at line 15 of file AIObjectivePrepare.cs.

◆ RequireNonEmpty

bool Barotrauma.AIObjectivePrepare.RequireNonEmpty
getset

Definition at line 31 of file AIObjectivePrepare.cs.