Barotrauma Server Doc
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Public Member Functions | |
AIObjectiveDecontainItem (Character character, Item targetItem, AIObjectiveManager objectiveManager, ItemContainer sourceContainer=null, ItemContainer targetContainer=null, float priorityModifier=1) | |
AIObjectiveDecontainItem (Character character, Identifier itemIdentifier, AIObjectiveManager objectiveManager, ItemContainer sourceContainer, ItemContainer targetContainer=null, float priorityModifier=1) | |
AIObjectiveDecontainItem (Character character, Identifier[] itemIdentifiers, AIObjectiveManager objectiveManager, ItemContainer sourceContainer, ItemContainer targetContainer=null, float priorityModifier=1) | |
override void | Reset () |
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IEnumerable< AIObjective > | GetSubObjectivesRecursive (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 () |
Public Attributes | |
Func< Item, float > | GetItemPriority |
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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 bool | CheckObjectiveSpecific () |
override void | Act (float deltaTime) |
override void | OnAbandon () |
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void | HandleNonAllowed () |
virtual float | GetPriority () |
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 () |
bool | CanEquip (Item item, bool allowWearing) |
Properties | |
override Identifier | Identifier = "decontain item".ToIdentifier() [get, set] |
override bool | AllowWhileHandcuffed [get] |
AIObjectiveGetItem | GetItemObjective [get] |
AIObjectiveContainItem | ContainObjective [get] |
Item | TargetItem [get] |
ItemContainer | TargetContainer [get] |
bool | Equip [get, set] |
bool | TakeWholeStack [get, set] |
bool | DropIfFails = true [get, set] |
If true drops the item when containing the item fails. In both cases abandons the objective. Note that has no effect if the target container was not defined (always drops) -> completes when the item is dropped. More... | |
bool | RemoveExistingWhenNecessary [get, set] |
Func< Item, bool > | RemoveExistingPredicate [get, set] |
int? | RemoveExistingMax [get, set] |
string | AbandonGetItemDialogueIdentifier [get, set] |
Func< bool > | AbandonGetItemDialogueCondition [get, set] |
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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< AIObjective > | SubObjectives [get] |
AIObjective | CurrentSubObjective [get] |
HumanAIController | HumanAIController [get] |
IndoorsSteeringManager | PathSteering [get] |
SteeringManager | SteeringManager [get] |
bool | IsAllowed [get] |
bool | IsCompleted [get, protected set] |
Additional Inherited Members | |
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static bool | CanEquip (Character character, Item item, bool allowWearing) |
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readonly List< AIObjective > | subObjectives = new List<AIObjective>() |
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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... | |
Definition at line 9 of file AIObjectiveDecontainItem.cs.
Barotrauma.AIObjectiveDecontainItem.AIObjectiveDecontainItem | ( | Character | character, |
Item | targetItem, | ||
AIObjectiveManager | objectiveManager, | ||
ItemContainer | sourceContainer = null , |
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ItemContainer | targetContainer = null , |
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float | priorityModifier = 1 |
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Definition at line 48 of file AIObjectiveDecontainItem.cs.
Barotrauma.AIObjectiveDecontainItem.AIObjectiveDecontainItem | ( | Character | character, |
Identifier | itemIdentifier, | ||
AIObjectiveManager | objectiveManager, | ||
ItemContainer | sourceContainer, | ||
ItemContainer | targetContainer = null , |
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float | priorityModifier = 1 |
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Definition at line 56 of file AIObjectiveDecontainItem.cs.
Barotrauma.AIObjectiveDecontainItem.AIObjectiveDecontainItem | ( | Character | character, |
Identifier[] | itemIdentifiers, | ||
AIObjectiveManager | objectiveManager, | ||
ItemContainer | sourceContainer, | ||
ItemContainer | targetContainer = null , |
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float | priorityModifier = 1 |
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Definition at line 59 of file AIObjectiveDecontainItem.cs.
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Implements Barotrauma.AIObjective.
Definition at line 73 of file AIObjectiveDecontainItem.cs.
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Implements Barotrauma.AIObjective.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 152 of file AIObjectiveDecontainItem.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 145 of file AIObjectiveDecontainItem.cs.
Func<Item, float> Barotrauma.AIObjectiveDecontainItem.GetItemPriority |
Definition at line 14 of file AIObjectiveDecontainItem.cs.
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Definition at line 46 of file AIObjectiveDecontainItem.cs.
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Definition at line 45 of file AIObjectiveDecontainItem.cs.
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Definition at line 12 of file AIObjectiveDecontainItem.cs.
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Definition at line 26 of file AIObjectiveDecontainItem.cs.
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If true drops the item when containing the item fails. In both cases abandons the objective. Note that has no effect if the target container was not defined (always drops) -> completes when the item is dropped.
Definition at line 40 of file AIObjectiveDecontainItem.cs.
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Definition at line 31 of file AIObjectiveDecontainItem.cs.
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Definition at line 25 of file AIObjectiveDecontainItem.cs.
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Definition at line 11 of file AIObjectiveDecontainItem.cs.
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Definition at line 44 of file AIObjectiveDecontainItem.cs.
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Definition at line 43 of file AIObjectiveDecontainItem.cs.
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Definition at line 42 of file AIObjectiveDecontainItem.cs.
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Definition at line 33 of file AIObjectiveDecontainItem.cs.
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Definition at line 29 of file AIObjectiveDecontainItem.cs.
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Definition at line 28 of file AIObjectiveDecontainItem.cs.