_lastAiTarget | Barotrauma.AIController | protected |
_previousAiTarget | Barotrauma.AIController | protected |
_selectedAiTarget | Barotrauma.AIController | protected |
AddCombatObjective(AIObjectiveCombat.CombatMode mode, Character target, float delay=0, Func< AIObjective, bool > abortCondition=null, Action onAbort=null, Action onCompleted=null, bool allowHoldFire=false) | Barotrauma.HumanAIController | |
AIController(Character c) | Barotrauma.AIController | |
AimAccuracy | Barotrauma.HumanAIController | |
AimSpeed | Barotrauma.HumanAIController | |
allGapsSearched | Barotrauma.AIController | protected |
AllowCampaignInteraction() | Barotrauma.HumanAIController | |
AnimController | Barotrauma.HumanAIController | |
ApplyStealingReputationLoss(Item item) | Barotrauma.HumanAIController | static |
AskToRecalculateHullSafety(Hull hull) | Barotrauma.HumanAIController | |
AutoFaceMovement | Barotrauma.HumanAIController | |
avoidLookAheadDistance | Barotrauma.AIController | protected |
CanEnterSubmarine | Barotrauma.AIController | |
CanFlip | Barotrauma.AIController | |
CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount) | Barotrauma.AIController | |
Character | Barotrauma.AIController | |
ClearForcedOrder() | Barotrauma.HumanAIController | |
colliderLength | Barotrauma.AIController | protected |
colliderWidth | Barotrauma.AIController | protected |
CountBotsInTheCrew(Character character, Func< HumanAIController, bool > predicate=null) | Barotrauma.HumanAIController | static |
CountBotsInTheCrew(Func< HumanAIController, bool > predicate=null) | Barotrauma.HumanAIController | |
CurrentHullSafety | Barotrauma.HumanAIController | |
DebugAI | Barotrauma.HumanAIController | static |
DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) | Barotrauma.HumanAIController | |
Barotrauma::AIController.DebugDraw(SpriteBatch spriteBatch) | Barotrauma.AIController | virtual |
DisableCrewAI | Barotrauma.HumanAIController | static |
Enabled | Barotrauma.AIController | |
Escape(float deltaTime) | Barotrauma.HumanAIController | virtual |
EscapeTarget | Barotrauma.AIController | |
FaceTarget(ISpatialEntity target) | Barotrauma.AIController | |
FindSuitableContainer(Item containableItem, out Item suitableContainer) | Barotrauma.HumanAIController | |
FindSuitableContainer(Character character, Item containableItem, List< Item > ignoredItems, ref int itemIndex, out Item suitableContainer) | Barotrauma.HumanAIController | static |
GetHullSafety(Hull hull, Character character, IEnumerable< Hull > visibleHulls=null) | Barotrauma.HumanAIController | |
GetHullSafety(Hull hull, IEnumerable< Hull > visibleHulls, Character character, bool ignoreWater=false, bool ignoreOxygen=false, bool ignoreFire=false, bool ignoreEnemies=false) | Barotrauma.HumanAIController | static |
HasDivingGear(Character character, float conditionPercentage=0, bool requireOxygenTank=true) | Barotrauma.HumanAIController | static |
HasDivingMask(Character character, float conditionPercentage=0, bool requireOxygenTank=true) | Barotrauma.HumanAIController | static |
HasDivingSuit(Character character, float conditionPercentage=0, bool requireOxygenTank=true) | Barotrauma.HumanAIController | static |
HasItem(Character character, Identifier tagOrIdentifier, out IEnumerable< Item > items, Identifier containedTag=default, float conditionPercentage=0, bool requireEquipped=false, bool recursive=true, Func< Item, bool > predicate=null) | Barotrauma.HumanAIController | static |
HasValidPath(bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null) | Barotrauma.AIController | |
HULL_LOW_OXYGEN_PERCENTAGE | Barotrauma.HumanAIController | static |
HULL_SAFETY_THRESHOLD | Barotrauma.HumanAIController | static |
HumanAIController(Character c) | Barotrauma.HumanAIController | |
IgnoredItems | Barotrauma.HumanAIController | |
InitMentalStateManager() | Barotrauma.HumanAIController | |
InitShipCommandManager() | Barotrauma.HumanAIController | |
IsActive(Character c) | Barotrauma.HumanAIController | static |
IsBallastFloraNoticeable(Character character, Hull hull) | Barotrauma.HumanAIController | static |
IsCurrentPathFinished | Barotrauma.AIController | |
IsCurrentPathNullOrUnreachable | Barotrauma.AIController | |
IsCurrentPathUnreachable | Barotrauma.AIController | |
IsFriendly(Character me, Character other, bool onlySameTeam=false) | Barotrauma.HumanAIController | static |
IsFriendly(Character other, bool onlySameTeam=false) | Barotrauma.HumanAIController | |
IsInHostileFaction() | Barotrauma.HumanAIController | |
IsItemOperatedByAnother(ItemComponent target, out Character other) | Barotrauma.HumanAIController | |
IsItemRepairedByAnother(Item target, out Character other) | Barotrauma.HumanAIController | |
IsItemTargetedBySomeone(ItemComponent target, CharacterTeamType team, out Character operatingCharacter) | Barotrauma.HumanAIController | static |
IsMentallyUnstable | Barotrauma.HumanAIController | |
IsSteeringThroughGap | Barotrauma.AIController | |
IsTrueForAllBotsInTheCrew(Character character, Func< HumanAIController, bool > predicate) | Barotrauma.HumanAIController | static |
IsTrueForAllBotsInTheCrew(Func< HumanAIController, bool > predicate) | Barotrauma.HumanAIController | |
IsTrueForAnyBotInTheCrew(Character character, Func< HumanAIController, bool > predicate) | Barotrauma.HumanAIController | static |
IsTrueForAnyBotInTheCrew(Func< HumanAIController, bool > predicate) | Barotrauma.HumanAIController | |
IsTrueForAnyCrewMember(Func< Character, bool > predicate, bool onlyActive=true, bool onlyConnectedSubs=false) | Barotrauma.HumanAIController | |
IsTryingToSteerThroughGap | Barotrauma.AIController | |
IsWallDisabled(Structure wall) | Barotrauma.AIController | protected |
ItemTaken(Item item, Character thief) | Barotrauma.HumanAIController | static |
MentalStateManager | Barotrauma.HumanAIController | |
minGapSize | Barotrauma.AIController | protected |
NeedsDivingGear(Hull hull, out bool needsSuit) | Barotrauma.HumanAIController | |
ObjectiveManager | Barotrauma.HumanAIController | |
OnAttacked(Character attacker, AttackResult attackResult) | Barotrauma.HumanAIController | virtual |
OnHealed(Character healer, float healAmount) | Barotrauma.HumanAIController | virtual |
OnStateChanged(AIState from, AIState to) | Barotrauma.AIController | protectedvirtual |
OnTargetChanged(AITarget previousTarget, AITarget newTarget) | Barotrauma.AIController | protectedvirtual |
PathSteering | Barotrauma.HumanAIController | |
PropagateHullSafety(Character character, Hull hull) | Barotrauma.HumanAIController | static |
ReequipUnequipped() | Barotrauma.AIController | |
RefreshTargets(Character character, Order order, Hull hull) | Barotrauma.HumanAIController | static |
RemoveTargets< T1, T2 >(Character caller, T2 target) | Barotrauma.HumanAIController | static |
ReportProblem(Character reporter, Order order, Hull targetHull=null) | Barotrauma.HumanAIController | static |
ReportProblems() | Barotrauma.HumanAIController | protected |
ReportRange | Barotrauma.HumanAIController | |
Reset() | Barotrauma.HumanAIController | virtual |
ResetAITarget() | Barotrauma.AIController | protected |
ResetEscape() | Barotrauma.AIController | |
SelectedAiTarget | Barotrauma.AIController | |
SelectTarget(AITarget target) | Barotrauma.HumanAIController | virtual |
SetForcedOrder(Order order) | Barotrauma.HumanAIController | |
SetOrder(Order order, bool speak=true) | Barotrauma.HumanAIController | |
ShipCommandManager | Barotrauma.HumanAIController | |
SimPosition | Barotrauma.AIController | |
SortTimer | Barotrauma.HumanAIController | |
Steering | Barotrauma.AIController | |
steeringManager | Barotrauma.AIController | protected |
SteeringManager | Barotrauma.AIController | |
SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) | Barotrauma.AIController | virtual |
SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1) | Barotrauma.AIController | virtual |
StructureDamaged(Structure structure, float damageAmount, Character character) | Barotrauma.HumanAIController | static |
TakeItem(Item item, CharacterInventory targetInventory, bool equip, bool wear=false, bool dropOtherIfCannotMove=true, bool allowSwapping=false, bool storeUnequipped=false, IEnumerable< Identifier > targetTags=null) | Barotrauma.AIController | |
UnequipContainedItems(Item parentItem, Func< Item, bool > predicate=null, bool avoidDroppingInSea=true, int? unequipMax=null) | Barotrauma.AIController | |
UnequipContainedItems(Character character, Item parentItem, Func< Item, bool > predicate, bool avoidDroppingInSea=true, int? unequipMax=null) | Barotrauma.AIController | static |
UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea=true) | Barotrauma.AIController | |
UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea=true) | Barotrauma.AIController | static |
unreachableGaps | Barotrauma.AIController | protected |
UnreachableHulls | Barotrauma.HumanAIController | |
UnsafeHulls | Barotrauma.HumanAIController | |
Update(float deltaTime) | Barotrauma.HumanAIController | virtual |
UpdateEscape(float deltaTime, bool canAttackDoors) | Barotrauma.AIController | protected |
UseOutsideWaypoints | Barotrauma.HumanAIController | |
Velocity | Barotrauma.AIController | |
VisibleHulls | Barotrauma.AIController | |
WorldPosition | Barotrauma.AIController | |