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Barotrauma Server Doc
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Public Member Functions | |
| AIObjectiveGoTo (ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat=false, bool getDivingGearIfNeeded=true, float priorityModifier=1, float closeEnough=0) | |
| void | ForceAct (float deltaTime) |
| Hull | GetTargetHull () |
| override void | Reset () |
Public Member Functions inherited from Barotrauma.AIObjective | |
| 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 () |
Static Public Member Functions | |
| static Hull | GetTargetHull (ISpatialEntity target) |
Public Attributes | |
| Func< bool > | requiredCondition |
| Doesn't allow the objective to complete if this condition is false More... | |
| Func< PathNode, bool > | endNodeFilter |
| Func< float > | PriorityGetter |
| bool | IsFollowOrder |
| bool | IsWaitOrder |
| bool | Mimic |
| EventAction | SourceEventAction |
| Which event action created this objective (if any) More... | |
| float | ExtraDistanceWhileSwimming |
| float | ExtraDistanceOutsideSub |
| float? | OverridePriority = null |
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 float | GetPriority () |
| override void | Act (float deltaTime) |
| override bool | CheckObjectiveSpecific () |
| override void | OnAbandon () |
| override void | OnCompleted () |
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 = "go to".ToIdentifier() [get, set] |
| override bool | KeepDivingGearOn [get] |
| bool | SpeakIfFails = true [get, set] |
| bool | DebugLogWhenFails = true [get, set] |
| bool | UsePathingOutside = true [get, set] |
| float | CloseEnoughMultiplier [get, set] |
| float | CloseEnough [get, set] |
| Display units More... | |
| bool | IgnoreIfTargetDead [get, set] |
| bool | AllowGoingOutside [get, set] |
| bool | AlwaysUseEuclideanDistance = true [get, set] |
| bool | UseDistanceRelativeToAimSourcePos = false [get, set] |
| If true, the distance to the destination is calculated from the character's AimSourcePos (= shoulder) instead of the collider's position More... | |
| override bool | AbandonWhenCannotCompleteSubjectives [get] |
| override bool | AllowOutsideSubmarine [get] |
| override bool | AllowInAnySub [get] |
| Identifier | DialogueIdentifier = "dialogcannotreachtarget".ToIdentifier() [get, set] |
| LocalizedString | TargetName [get, set] |
| ISpatialEntity | Target [get] |
| Func< bool > | SpeakCannotReachCondition [get, set] |
| Gap | TargetGap [get] |
| bool? | IsCloseEnough [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< 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 | |
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< AIObjective > | subObjectives = 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... | |
Definition at line 9 of file AIObjectiveGoTo.cs.
| Barotrauma.AIObjectiveGoTo.AIObjectiveGoTo | ( | ISpatialEntity | target, |
| Character | character, | ||
| AIObjectiveManager | objectiveManager, | ||
| bool | repeat = false, |
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| bool | getDivingGearIfNeeded = true, |
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| float | priorityModifier = 1, |
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| float | closeEnough = 0 |
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| ) |
Definition at line 149 of file AIObjectiveGoTo.cs.
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Implements Barotrauma.AIObjective.
Definition at line 193 of file AIObjectiveGoTo.cs.
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Implements Barotrauma.AIObjective.
Definition at line 761 of file AIObjectiveGoTo.cs.
| void Barotrauma.AIObjectiveGoTo.ForceAct | ( | float | deltaTime | ) |
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Reimplemented from Barotrauma.AIObjective.
Definition at line 109 of file AIObjectiveGoTo.cs.
| Hull Barotrauma.AIObjectiveGoTo.GetTargetHull | ( | ) |
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Definition at line 664 of file AIObjectiveGoTo.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 800 of file AIObjectiveGoTo.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 820 of file AIObjectiveGoTo.cs.
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Reimplemented from Barotrauma.AIObjective.
Definition at line 837 of file AIObjectiveGoTo.cs.
| Func<PathNode, bool> Barotrauma.AIObjectiveGoTo.endNodeFilter |
Definition at line 25 of file AIObjectiveGoTo.cs.
| float Barotrauma.AIObjectiveGoTo.ExtraDistanceOutsideSub |
Definition at line 43 of file AIObjectiveGoTo.cs.
| float Barotrauma.AIObjectiveGoTo.ExtraDistanceWhileSwimming |
Definition at line 42 of file AIObjectiveGoTo.cs.
| bool Barotrauma.AIObjectiveGoTo.IsFollowOrder |
Definition at line 29 of file AIObjectiveGoTo.cs.
| bool Barotrauma.AIObjectiveGoTo.IsWaitOrder |
Definition at line 30 of file AIObjectiveGoTo.cs.
| bool Barotrauma.AIObjectiveGoTo.Mimic |
Definition at line 31 of file AIObjectiveGoTo.cs.
| float? Barotrauma.AIObjectiveGoTo.OverridePriority = null |
Definition at line 105 of file AIObjectiveGoTo.cs.
| Func<float> Barotrauma.AIObjectiveGoTo.PriorityGetter |
Definition at line 27 of file AIObjectiveGoTo.cs.
| Func<bool> Barotrauma.AIObjectiveGoTo.requiredCondition |
Doesn't allow the objective to complete if this condition is false
Definition at line 24 of file AIObjectiveGoTo.cs.
| EventAction Barotrauma.AIObjectiveGoTo.SourceEventAction |
Which event action created this objective (if any)
Definition at line 40 of file AIObjectiveGoTo.cs.
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Definition at line 95 of file AIObjectiveGoTo.cs.
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Definition at line 86 of file AIObjectiveGoTo.cs.
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Definition at line 98 of file AIObjectiveGoTo.cs.
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Definition at line 97 of file AIObjectiveGoTo.cs.
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Definition at line 88 of file AIObjectiveGoTo.cs.
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Display units
Definition at line 59 of file AIObjectiveGoTo.cs.
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Definition at line 45 of file AIObjectiveGoTo.cs.
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Definition at line 34 of file AIObjectiveGoTo.cs.
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Definition at line 100 of file AIObjectiveGoTo.cs.
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Definition at line 11 of file AIObjectiveGoTo.cs.
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Definition at line 85 of file AIObjectiveGoTo.cs.
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Definition at line 729 of file AIObjectiveGoTo.cs.
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Definition at line 13 of file AIObjectiveGoTo.cs.
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Definition at line 107 of file AIObjectiveGoTo.cs.
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Definition at line 33 of file AIObjectiveGoTo.cs.
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Definition at line 103 of file AIObjectiveGoTo.cs.
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Definition at line 701 of file AIObjectiveGoTo.cs.
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Definition at line 101 of file AIObjectiveGoTo.cs.
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If true, the distance to the destination is calculated from the character's AimSourcePos (= shoulder) instead of the collider's position
Definition at line 93 of file AIObjectiveGoTo.cs.
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Definition at line 35 of file AIObjectiveGoTo.cs.