Barotrauma Client Doc
Barotrauma.HumanAIController Member List

This is the complete list of members for Barotrauma.HumanAIController, including all inherited members.

_lastAiTargetBarotrauma.AIControllerprotected
_previousAiTargetBarotrauma.AIControllerprotected
_selectedAiTargetBarotrauma.AIControllerprotected
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
AimAccuracyBarotrauma.HumanAIController
AimSpeedBarotrauma.HumanAIController
allGapsSearchedBarotrauma.AIControllerprotected
AllowCampaignInteraction()Barotrauma.HumanAIController
AnimControllerBarotrauma.HumanAIController
ApplyStealingReputationLoss(Item item)Barotrauma.HumanAIControllerstatic
AskToRecalculateHullSafety(Hull hull)Barotrauma.HumanAIController
AutoFaceMovementBarotrauma.HumanAIController
avoidLookAheadDistanceBarotrauma.AIControllerprotected
CanEnterSubmarineBarotrauma.AIController
CanFlipBarotrauma.AIController
CanPassThroughHole(Structure wall, int sectionIndex, int requiredHoleCount)Barotrauma.AIController
CharacterBarotrauma.AIController
ClearForcedOrder()Barotrauma.HumanAIController
colliderLengthBarotrauma.AIControllerprotected
colliderWidthBarotrauma.AIControllerprotected
CountBotsInTheCrew(Character character, Func< HumanAIController, bool > predicate=null)Barotrauma.HumanAIControllerstatic
CountBotsInTheCrew(Func< HumanAIController, bool > predicate=null)Barotrauma.HumanAIController
CurrentHullSafetyBarotrauma.HumanAIController
DebugAIBarotrauma.HumanAIControllerstatic
DebugDraw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)Barotrauma.HumanAIController
Barotrauma::AIController.DebugDraw(SpriteBatch spriteBatch)Barotrauma.AIControllervirtual
DisableCrewAIBarotrauma.HumanAIControllerstatic
EnabledBarotrauma.AIController
Escape(float deltaTime)Barotrauma.HumanAIControllervirtual
EscapeTargetBarotrauma.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.HumanAIControllerstatic
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.HumanAIControllerstatic
HasDivingGear(Character character, float conditionPercentage=0, bool requireOxygenTank=true)Barotrauma.HumanAIControllerstatic
HasDivingMask(Character character, float conditionPercentage=0, bool requireOxygenTank=true)Barotrauma.HumanAIControllerstatic
HasDivingSuit(Character character, float conditionPercentage=0, bool requireOxygenTank=true)Barotrauma.HumanAIControllerstatic
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.HumanAIControllerstatic
HasValidPath(bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null)Barotrauma.AIController
HULL_LOW_OXYGEN_PERCENTAGEBarotrauma.HumanAIControllerstatic
HULL_SAFETY_THRESHOLDBarotrauma.HumanAIControllerstatic
HumanAIController(Character c)Barotrauma.HumanAIController
IgnoredItemsBarotrauma.HumanAIController
InitMentalStateManager()Barotrauma.HumanAIController
InitShipCommandManager()Barotrauma.HumanAIController
IsActive(Character c)Barotrauma.HumanAIControllerstatic
IsBallastFloraNoticeable(Character character, Hull hull)Barotrauma.HumanAIControllerstatic
IsCurrentPathFinishedBarotrauma.AIController
IsCurrentPathNullOrUnreachableBarotrauma.AIController
IsCurrentPathUnreachableBarotrauma.AIController
IsFriendly(Character me, Character other, bool onlySameTeam=false)Barotrauma.HumanAIControllerstatic
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.HumanAIControllerstatic
IsMentallyUnstableBarotrauma.HumanAIController
IsSteeringThroughGapBarotrauma.AIController
IsTrueForAllBotsInTheCrew(Character character, Func< HumanAIController, bool > predicate)Barotrauma.HumanAIControllerstatic
IsTrueForAllBotsInTheCrew(Func< HumanAIController, bool > predicate)Barotrauma.HumanAIController
IsTrueForAnyBotInTheCrew(Character character, Func< HumanAIController, bool > predicate)Barotrauma.HumanAIControllerstatic
IsTrueForAnyBotInTheCrew(Func< HumanAIController, bool > predicate)Barotrauma.HumanAIController
IsTrueForAnyCrewMember(Func< Character, bool > predicate, bool onlyActive=true, bool onlyConnectedSubs=false)Barotrauma.HumanAIController
IsTryingToSteerThroughGapBarotrauma.AIController
IsWallDisabled(Structure wall)Barotrauma.AIControllerprotected
ItemTaken(Item item, Character thief)Barotrauma.HumanAIControllerstatic
MentalStateManagerBarotrauma.HumanAIController
minGapSizeBarotrauma.AIControllerprotected
NeedsDivingGear(Hull hull, out bool needsSuit)Barotrauma.HumanAIController
ObjectiveManagerBarotrauma.HumanAIController
OnAttacked(Character attacker, AttackResult attackResult)Barotrauma.HumanAIControllervirtual
OnHealed(Character healer, float healAmount)Barotrauma.HumanAIControllervirtual
OnStateChanged(AIState from, AIState to)Barotrauma.AIControllerprotectedvirtual
OnTargetChanged(AITarget previousTarget, AITarget newTarget)Barotrauma.AIControllerprotectedvirtual
PathSteeringBarotrauma.HumanAIController
PropagateHullSafety(Character character, Hull hull)Barotrauma.HumanAIControllerstatic
ReequipUnequipped()Barotrauma.AIController
RefreshTargets(Character character, Order order, Hull hull)Barotrauma.HumanAIControllerstatic
RemoveTargets< T1, T2 >(Character caller, T2 target)Barotrauma.HumanAIControllerstatic
ReportProblem(Character reporter, Order order, Hull targetHull=null)Barotrauma.HumanAIControllerstatic
ReportProblems()Barotrauma.HumanAIControllerprotected
ReportRangeBarotrauma.HumanAIController
Reset()Barotrauma.HumanAIControllervirtual
ResetAITarget()Barotrauma.AIControllerprotected
ResetEscape()Barotrauma.AIController
SelectedAiTargetBarotrauma.AIController
SelectTarget(AITarget target)Barotrauma.HumanAIControllervirtual
SetForcedOrder(Order order)Barotrauma.HumanAIController
SetOrder(Order order, bool speak=true)Barotrauma.HumanAIController
ShipCommandManagerBarotrauma.HumanAIController
SimPositionBarotrauma.AIController
SortTimerBarotrauma.HumanAIController
SteeringBarotrauma.AIController
steeringManagerBarotrauma.AIControllerprotected
SteeringManagerBarotrauma.AIController
SteerThroughGap(Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime)Barotrauma.AIControllervirtual
SteerThroughGap(Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1)Barotrauma.AIControllervirtual
StructureDamaged(Structure structure, float damageAmount, Character character)Barotrauma.HumanAIControllerstatic
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.AIControllerstatic
UnequipEmptyItems(Item parentItem, bool avoidDroppingInSea=true)Barotrauma.AIController
UnequipEmptyItems(Character character, Item parentItem, bool avoidDroppingInSea=true)Barotrauma.AIControllerstatic
unreachableGapsBarotrauma.AIControllerprotected
UnreachableHullsBarotrauma.HumanAIController
UnsafeHullsBarotrauma.HumanAIController
Update(float deltaTime)Barotrauma.HumanAIControllervirtual
UpdateEscape(float deltaTime, bool canAttackDoors)Barotrauma.AIControllerprotected
UseOutsideWaypointsBarotrauma.HumanAIController
VelocityBarotrauma.AIController
VisibleHullsBarotrauma.AIController
WorldPositionBarotrauma.AIController