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

Public Member Functions

 AIObjectiveRescue (Character character, Character targetCharacter, AIObjectiveManager objectiveManager, float priorityModifier=1)
 
override void Reset ()
 
override void OnDeselected ()
 
- 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 SpeakAfterOrderReceived ()
 
Sprite GetSprite ()
 

Static Public Member Functions

static IEnumerable< AfflictionGetSortedAfflictions (Character character, bool excludeBuffs=true)
 
- Static Public Member Functions inherited from Barotrauma.AIObjective
static Sprite GetSprite (Identifier identifier, Identifier option, Entity targetEntity)
 

Public Attributes

readonly Character Target
 
- 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 void OnAbandon ()
 
override void OnCompleted ()
 
override void Act (float deltaTime)
 
override bool CheckObjectiveSpecific ()
 
override float GetPriority ()
 
- 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 = "rescue".ToIdentifier() [get, set]
 
override bool ForceRun [get]
 
override bool KeepDivingGearOn [get]
 
override bool AllowOutsideSubmarine [get]
 
override bool AllowInAnySub [get]
 
override bool AllowWhileHandcuffed [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< 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 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 11 of file AIObjectiveRescue.cs.

Constructor & Destructor Documentation

◆ AIObjectiveRescue()

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

Definition at line 37 of file AIObjectiveRescue.cs.

Member Function Documentation

◆ Act()

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

Implements Barotrauma.AIObjective.

Definition at line 63 of file AIObjectiveRescue.cs.

◆ CheckObjectiveSpecific()

override bool Barotrauma.AIObjectiveRescue.CheckObjectiveSpecific ( )
protectedvirtual

Implements Barotrauma.AIObjective.

Definition at line 436 of file AIObjectiveRescue.cs.

◆ GetPriority()

override float Barotrauma.AIObjectiveRescue.GetPriority ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 448 of file AIObjectiveRescue.cs.

◆ GetSortedAfflictions()

static IEnumerable<Affliction> Barotrauma.AIObjectiveRescue.GetSortedAfflictions ( Character  character,
bool  excludeBuffs = true 
)
static

◆ OnAbandon()

override void Barotrauma.AIObjectiveRescue.OnAbandon ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 51 of file AIObjectiveRescue.cs.

◆ OnCompleted()

override void Barotrauma.AIObjectiveRescue.OnCompleted ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 57 of file AIObjectiveRescue.cs.

◆ OnDeselected()

override void Barotrauma.AIObjectiveRescue.OnDeselected ( )
virtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 496 of file AIObjectiveRescue.cs.

◆ Reset()

override void Barotrauma.AIObjectiveRescue.Reset ( )
virtual

Reimplemented from Barotrauma.AIObjective.

Definition at line 485 of file AIObjectiveRescue.cs.

Member Data Documentation

◆ Target

readonly Character Barotrauma.AIObjectiveRescue.Target

Definition at line 25 of file AIObjectiveRescue.cs.

Property Documentation

◆ AllowInAnySub

override bool Barotrauma.AIObjectiveRescue.AllowInAnySub
get

Definition at line 18 of file AIObjectiveRescue.cs.

◆ AllowOutsideSubmarine

override bool Barotrauma.AIObjectiveRescue.AllowOutsideSubmarine
get

Definition at line 17 of file AIObjectiveRescue.cs.

◆ AllowWhileHandcuffed

override bool Barotrauma.AIObjectiveRescue.AllowWhileHandcuffed
get

Definition at line 19 of file AIObjectiveRescue.cs.

◆ ForceRun

override bool Barotrauma.AIObjectiveRescue.ForceRun
get

Definition at line 14 of file AIObjectiveRescue.cs.

◆ Identifier

override Identifier Barotrauma.AIObjectiveRescue.Identifier = "rescue".ToIdentifier()
getset

Definition at line 13 of file AIObjectiveRescue.cs.

◆ KeepDivingGearOn

override bool Barotrauma.AIObjectiveRescue.KeepDivingGearOn
get

Definition at line 15 of file AIObjectiveRescue.cs.