Barotrauma Client Doc
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Event sets are sets of random events that occur within a level (most commonly, monster spawns and scripted events). Event sets can also be nested: a "parent set" can choose from several "subsets", either randomly or by some kind of criteria. More...
Classes | |
class | EventDebugStats |
struct | SubEventPrefab |
Public Member Functions | |
EventSet (ContentXElement element, RandomEventsFile file, EventSet parentSet=null) | |
void | CheckLocationTypeErrors () |
float | GetCommonness (Level level) |
int | GetEventCount (Level level) |
override string | ToString () |
override void | Dispose () |
Public Member Functions inherited from Barotrauma.Prefab | |
Prefab (ContentFile file, Identifier identifier) | |
Prefab (ContentFile file, ContentXElement element) | |
Static Public Member Functions | |
static Sprite | GetEventSprite (string identifier) |
static List< EventPrefab > | GetAllEventPrefabs () |
static void | AddSetEventPrefabsToList (List< EventPrefab > list, EventSet set) |
static EventPrefab | GetEventPrefab (Identifier identifier) |
static List< string > | GetDebugStatistics (int simulatedRoundCount=100, Func< MonsterEvent, bool > filter=null, bool fullLog=false) |
Static Public Member Functions inherited from Barotrauma.Prefab | |
static void | DisallowCallFromConstructor () |
Public Attributes | |
readonly bool | IsCampaignSet |
If enabled, this set can only be chosen in the campaign mode. More... | |
readonly float | MinLevelDifficulty |
The difficulty of the current level must be equal to or higher than this for this set to be chosen. More... | |
readonly float | MaxLevelDifficulty |
The difficulty of the current level must be equal to or less than this for this set to be chosen. More... | |
readonly Identifier | BiomeIdentifier |
If set, the event set can only be chosen in this biome. More... | |
readonly LevelData.LevelType | LevelType |
If set, the event set can only be chosen in this type of level (outpost level or a connection between outpost levels). More... | |
readonly ImmutableArray< Identifier > | LocationTypeIdentifiers |
If set, the event set can only be chosen in locations of this type. More... | |
readonly Identifier | Faction |
If set, the event set can only be chosen in locations that belong to this faction. More... | |
readonly bool | ChooseRandom |
If set, one event, or a sub event set, is chosen randomly from this set. More... | |
readonly int | SubSetCount = 1 |
readonly bool | Exhaustible |
'Exhaustible' sets won't appear in the same level until after one world step (~10 min, see Map.ProgressWorld) has passed. More... | |
readonly float | MinDistanceTraveled |
The event set won't become active until the submarine has travelled at least this far. A value between 0-1, where 0 is the beginning of the level and 1 the end of the level (e.g. 0.5 would mean the sub needs to be half-way through the level). More... | |
readonly float | MinMissionTime |
The event set won't become active until the round has lasted at least this many seconds. More... | |
readonly float | MinIntensity |
readonly bool | AllowAtStart |
If the event is not allowed at start, it won't become active until the submarine has moved at least 50 meters away from the beginning of the level. Only valid in LocationConnections (levels between locations). More... | |
readonly bool | IgnoreCoolDown |
Normally an event (such as a monster spawn) triggers a cooldown during which no new events are created. This can be used to ignore the cooldown. More... | |
readonly bool | TriggerEventCooldown |
Should this event set trigger the event cooldown (during which no new events are created) when it becomes active? More... | |
readonly bool | IgnoreIntensity |
Normally events can only trigger if the intensity of the situation is low enough (e.g. you won't get new monster spawns if the submarine is already facing a disaster). This can be used to ignore the intensity. More... | |
readonly bool | PerRuin |
The set is applied once per each ruin in the level. Can be used to ensure there's a consistent amount of monster spawns in the ruins in the level regardless of how many there are (and that no ruin monsters spawn if there are no ruins). More... | |
readonly bool | PerCave |
The set is applied once per each cave in the level. Can be used to ensure there's a consistent amount of monster spawns in the cave in the level regardless of how many there are (and that no cave monsters spawn if there are no caves). More... | |
readonly bool | PerWreck |
The set is applied once per each wreck in the level. Can be used to ensure there's a consistent amount of monster spawns in the wreck in the level regardless of how many there are (and that no wreck monsters spawn if there are no wreck). More... | |
readonly bool | DisableInHuntingGrounds |
If enabled, this event will not be applied if the level contains hunting grounds. More... | |
readonly bool | OncePerLevel |
If enabled, events from this set can only occur once in the level. More... | |
readonly bool | DelayWhenCrewAway |
Should the event set be delayed if at least half of the crew is away from the submarine? The maximum amount of time the events can get delayed is defined in event manager settings (EventManagerSettings.FreezeDurationWhenCrewAway) More... | |
readonly bool | Additive |
Additive sets are important to be aware of when creating custom event sets! If an additive set gets chosen for a level, the game will also select a non-additive one. This means you can for example configure an additive set that spawns custom monsters (and make it very common if you want the monsters to spawn frequently), which will spawn those custom monsters in addition to the vanilla monsters spawned by vanilla sets, without you having to add your custom monsters to every single vanilla set. More... | |
readonly float | DefaultCommonness |
The commonness of the event set (i.e. how likely it is for this specific set to be chosen). More... | |
readonly ImmutableDictionary< Identifier, float > | OverrideCommonness |
readonly float | ResetTime |
If set, the event set can trigger again after this amount of seconds has passed since it last triggered. More... | |
readonly int | ForceAtDiscoveredNr |
Used to force an event set based on how many other locations have been discovered before this (used for campaign tutorial event sets). More... | |
readonly int | ForceAtVisitedNr |
Used to force an event set based on how many other outposts have been visited before this (used for campaign tutorial event sets). More... | |
readonly bool | CampaignTutorialOnly |
If enabled, this set can only occur when the campaign tutorial is enabled (generally used for the tutorial events). More... | |
readonly ImmutableArray< SubEventPrefab > | EventPrefabs |
readonly ImmutableArray< EventSet > | ChildSets |
Public Attributes inherited from Barotrauma.Prefab | |
readonly Identifier | Identifier |
readonly ContentFile | ContentFile |
Static Public Attributes | |
static readonly PrefabCollection< EventSet > | Prefabs = new PrefabCollection<EventSet>() |
Static Public Attributes inherited from Barotrauma.Prefab | |
static readonly ImmutableHashSet< Type > | Types |
Additional Inherited Members | |
Protected Member Functions inherited from Barotrauma.Prefab | |
virtual Identifier | DetermineIdentifier (XElement element) |
Properties inherited from Barotrauma.Prefab | |
ContentPackage? | ContentPackage [get] |
ContentPath | FilePath [get] |
Event sets are sets of random events that occur within a level (most commonly, monster spawns and scripted events). Event sets can also be nested: a "parent set" can choose from several "subsets", either randomly or by some kind of criteria.
Definition at line 30 of file EventSet.cs.
Barotrauma.EventSet.EventSet | ( | ContentXElement | element, |
RandomEventsFile | file, | ||
EventSet | parentSet = null |
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) |
Definition at line 336 of file EventSet.cs.
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Definition at line 74 of file EventSet.cs.
void Barotrauma.EventSet.CheckLocationTypeErrors | ( | ) |
Definition at line 454 of file EventSet.cs.
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Implements Barotrauma.Prefab.
Definition at line 642 of file EventSet.cs.
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Definition at line 64 of file EventSet.cs.
float Barotrauma.EventSet.GetCommonness | ( | Level | level | ) |
Definition at line 466 of file EventSet.cs.
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Definition at line 500 of file EventSet.cs.
int Barotrauma.EventSet.GetEventCount | ( | Level | level | ) |
Definition at line 486 of file EventSet.cs.
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Definition at line 80 of file EventSet.cs.
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Definition at line 46 of file EventSet.cs.
override string Barotrauma.EventSet.ToString | ( | ) |
Definition at line 637 of file EventSet.cs.
readonly bool Barotrauma.EventSet.Additive |
Additive sets are important to be aware of when creating custom event sets! If an additive set gets chosen for a level, the game will also select a non-additive one. This means you can for example configure an additive set that spawns custom monsters (and make it very common if you want the monsters to spawn frequently), which will spawn those custom monsters in addition to the vanilla monsters spawned by vanilla sets, without you having to add your custom monsters to every single vanilla set.
Definition at line 204 of file EventSet.cs.
readonly bool Barotrauma.EventSet.AllowAtStart |
If the event is not allowed at start, it won't become active until the submarine has moved at least 50 meters away from the beginning of the level. Only valid in LocationConnections (levels between locations).
Definition at line 152 of file EventSet.cs.
readonly Identifier Barotrauma.EventSet.BiomeIdentifier |
If set, the event set can only be chosen in this biome.
Definition at line 102 of file EventSet.cs.
readonly bool Barotrauma.EventSet.CampaignTutorialOnly |
If enabled, this set can only occur when the campaign tutorial is enabled (generally used for the tutorial events).
Definition at line 230 of file EventSet.cs.
readonly ImmutableArray<EventSet> Barotrauma.EventSet.ChildSets |
Definition at line 295 of file EventSet.cs.
readonly bool Barotrauma.EventSet.ChooseRandom |
If set, one event, or a sub event set, is chosen randomly from this set.
Definition at line 122 of file EventSet.cs.
readonly float Barotrauma.EventSet.DefaultCommonness |
The commonness of the event set (i.e. how likely it is for this specific set to be chosen).
Definition at line 209 of file EventSet.cs.
readonly bool Barotrauma.EventSet.DelayWhenCrewAway |
Should the event set be delayed if at least half of the crew is away from the submarine? The maximum amount of time the events can get delayed is defined in event manager settings (EventManagerSettings.FreezeDurationWhenCrewAway)
Definition at line 197 of file EventSet.cs.
readonly bool Barotrauma.EventSet.DisableInHuntingGrounds |
If enabled, this event will not be applied if the level contains hunting grounds.
Definition at line 187 of file EventSet.cs.
readonly ImmutableArray<SubEventPrefab> Barotrauma.EventSet.EventPrefabs |
Definition at line 293 of file EventSet.cs.
readonly bool Barotrauma.EventSet.Exhaustible |
'Exhaustible' sets won't appear in the same level until after one world step (~10 min, see Map.ProgressWorld) has passed.
Definition at line 134 of file EventSet.cs.
readonly Identifier Barotrauma.EventSet.Faction |
If set, the event set can only be chosen in locations that belong to this faction.
Definition at line 117 of file EventSet.cs.
readonly int Barotrauma.EventSet.ForceAtDiscoveredNr |
Used to force an event set based on how many other locations have been discovered before this (used for campaign tutorial event sets).
Definition at line 220 of file EventSet.cs.
readonly int Barotrauma.EventSet.ForceAtVisitedNr |
Used to force an event set based on how many other outposts have been visited before this (used for campaign tutorial event sets).
Definition at line 225 of file EventSet.cs.
readonly bool Barotrauma.EventSet.IgnoreCoolDown |
Normally an event (such as a monster spawn) triggers a cooldown during which no new events are created. This can be used to ignore the cooldown.
Definition at line 157 of file EventSet.cs.
readonly bool Barotrauma.EventSet.IgnoreIntensity |
Normally events can only trigger if the intensity of the situation is low enough (e.g. you won't get new monster spawns if the submarine is already facing a disaster). This can be used to ignore the intensity.
Definition at line 167 of file EventSet.cs.
readonly bool Barotrauma.EventSet.IsCampaignSet |
If enabled, this set can only be chosen in the campaign mode.
Definition at line 88 of file EventSet.cs.
readonly LevelData.LevelType Barotrauma.EventSet.LevelType |
If set, the event set can only be chosen in this type of level (outpost level or a connection between outpost levels).
Definition at line 107 of file EventSet.cs.
readonly ImmutableArray<Identifier> Barotrauma.EventSet.LocationTypeIdentifiers |
If set, the event set can only be chosen in locations of this type.
Definition at line 112 of file EventSet.cs.
readonly float Barotrauma.EventSet.MaxLevelDifficulty |
The difficulty of the current level must be equal to or less than this for this set to be chosen.
Definition at line 97 of file EventSet.cs.
readonly float Barotrauma.EventSet.MinDistanceTraveled |
The event set won't become active until the submarine has travelled at least this far. A value between 0-1, where 0 is the beginning of the level and 1 the end of the level (e.g. 0.5 would mean the sub needs to be half-way through the level).
Definition at line 139 of file EventSet.cs.
readonly float Barotrauma.EventSet.MinIntensity |
Definition at line 147 of file EventSet.cs.
readonly float Barotrauma.EventSet.MinLevelDifficulty |
The difficulty of the current level must be equal to or higher than this for this set to be chosen.
Definition at line 93 of file EventSet.cs.
readonly float Barotrauma.EventSet.MinMissionTime |
The event set won't become active until the round has lasted at least this many seconds.
Definition at line 144 of file EventSet.cs.
readonly bool Barotrauma.EventSet.OncePerLevel |
If enabled, events from this set can only occur once in the level.
Definition at line 192 of file EventSet.cs.
readonly ImmutableDictionary<Identifier, float> Barotrauma.EventSet.OverrideCommonness |
Definition at line 210 of file EventSet.cs.
readonly bool Barotrauma.EventSet.PerCave |
The set is applied once per each cave in the level. Can be used to ensure there's a consistent amount of monster spawns in the cave in the level regardless of how many there are (and that no cave monsters spawn if there are no caves).
Definition at line 177 of file EventSet.cs.
readonly bool Barotrauma.EventSet.PerRuin |
The set is applied once per each ruin in the level. Can be used to ensure there's a consistent amount of monster spawns in the ruins in the level regardless of how many there are (and that no ruin monsters spawn if there are no ruins).
Definition at line 172 of file EventSet.cs.
readonly bool Barotrauma.EventSet.PerWreck |
The set is applied once per each wreck in the level. Can be used to ensure there's a consistent amount of monster spawns in the wreck in the level regardless of how many there are (and that no wreck monsters spawn if there are no wreck).
Definition at line 182 of file EventSet.cs.
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Definition at line 44 of file EventSet.cs.
readonly float Barotrauma.EventSet.ResetTime |
If set, the event set can trigger again after this amount of seconds has passed since it last triggered.
Definition at line 215 of file EventSet.cs.
readonly int Barotrauma.EventSet.SubSetCount = 1 |
Definition at line 128 of file EventSet.cs.
readonly bool Barotrauma.EventSet.TriggerEventCooldown |
Should this event set trigger the event cooldown (during which no new events are created) when it becomes active?
Definition at line 162 of file EventSet.cs.