Barotrauma Server Doc
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Public Member Functions | |
bool | IsBeingChasedBy (Character c) |
EnemyAIController (Character c, string seed) | |
override void | SelectTarget (AITarget target) |
void | SelectTarget (AITarget target, float priority) |
override void | Update (float deltaTime) |
void | AimRangedAttack (Attack attack, Entity targetEntity) |
override void | OnAttacked (Character attacker, AttackResult attackResult) |
AITarget | UpdateTargets (out CharacterParams.TargetParams targetingParams) |
void | IgnoreTarget (AITarget target) |
void | LaunchTrigger (StatusEffect.AITrigger trigger) |
void | ReevaluateAttacks () |
override bool | SteerThroughGap (Structure wall, WallSection section, Vector2 targetWorldPos, float deltaTime) |
override bool | SteerThroughGap (Gap gap, Vector2 targetWorldPos, float deltaTime, float maxDistance=-1) |
bool | CanPassThroughHole (Structure wall, int sectionIndex) |
override bool | Escape (float deltaTime) |
Limb | GetTargetLimb (Limb attackLimb, Character target, LimbType targetLimbType=LimbType.None) |
Public Member Functions inherited from Barotrauma.AIController | |
bool | HasValidPath (bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null) |
Is the current path valid, using the provided parameters. More... | |
AIController (Character c) | |
virtual void | OnHealed (Character healer, float healAmount) |
virtual void | Reset () |
void | FaceTarget (ISpatialEntity target) |
bool | CanPassThroughHole (Structure wall, int sectionIndex, int requiredHoleCount) |
bool | TakeItem (Item item, CharacterInventory targetInventory, bool equip, bool wear=false, bool dropOtherIfCannotMove=true, bool allowSwapping=false, bool storeUnequipped=false, IEnumerable< Identifier > targetTags=null) |
void | UnequipEmptyItems (Item parentItem, bool avoidDroppingInSea=true) |
void | UnequipContainedItems (Item parentItem, Func< Item, bool > predicate=null, bool avoidDroppingInSea=true, int? unequipMax=null) |
void | ReequipUnequipped () |
void | ResetEscape () |
Static Public Member Functions | |
static bool | IsTargetBeingChasedBy (Character target, Character character) |
static bool | IsLatchedTo (Character target, Character character) |
static bool | IsLatchedToSomeoneElse (Character target, Character character) |
Static Public Member Functions inherited from Barotrauma.AIController | |
static void | UnequipEmptyItems (Character character, Item parentItem, bool avoidDroppingInSea=true) |
static void | UnequipContainedItems (Character character, Item parentItem, Func< Item, bool > predicate, bool avoidDroppingInSea=true, int? unequipMax=null) |
Public Attributes | |
bool | TargetOutposts |
Enable the character to attack the outposts and the characters inside them. Disabled by default in normal levels, enabled in outpost levels. More... | |
Public Attributes inherited from Barotrauma.AIController | |
bool | Enabled |
readonly Character | Character |
Static Public Attributes | |
static bool | DisableEnemyAI |
Protected Member Functions | |
override void | OnTargetChanged (AITarget previousTarget, AITarget newTarget) |
override void | OnStateChanged (AIState from, AIState to) |
Protected Member Functions inherited from Barotrauma.AIController | |
void | ResetAITarget () |
bool | IsWallDisabled (Structure wall) |
bool | UpdateEscape (float deltaTime, bool canAttackDoors) |
Properties | |
AIState | State [get, set] |
AIState | PreviousState [get] |
float | CombatStrength [get] |
Limb?? | AttackLimb [get] |
Attack? | ActiveAttack [get] |
AITargetMemory | SelectedTargetMemory [get] |
bool | CanAttackDoors [get] |
float | PriorityFearIncrement [get] |
LatchOntoAI | LatchOntoAI [get] |
SwarmBehavior | SwarmBehavior [get] |
PetBehavior | PetBehavior [get] |
CharacterParams.TargetParams | SelectedTargetingParams [get] |
bool | AttackHumans [get] |
bool | AttackRooms [get] |
override bool | CanEnterSubmarine [get] |
override bool | CanFlip [get] |
HashSet< Submarine > | UnattackableSubmarines = new HashSet<Submarine>() [get] |
The monster won't try to damage these submarines More... | |
bool | Reverse [get] |
CharacterParams.AIParams | AIParams [get] |
Shorthand for Character.Params.AI with null checking. More... | |
Properties inherited from Barotrauma.AIController | |
AITarget | SelectedAiTarget [get, protected set] |
SteeringManager | SteeringManager [get] |
Vector2 | Steering [get, set] |
Vector2 | SimPosition [get] |
Vector2 | WorldPosition [get] |
Vector2 | Velocity [get] |
virtual bool | CanEnterSubmarine [get] |
virtual bool | CanFlip [get] |
virtual bool | IsMentallyUnstable [get] |
IEnumerable< Hull > | VisibleHulls [get] |
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls. More... | |
bool | IsCurrentPathNullOrUnreachable [get] |
bool | IsCurrentPathUnreachable [get] |
bool | IsCurrentPathFinished [get] |
bool | IsSteeringThroughGap [get, protected set] |
bool | IsTryingToSteerThroughGap [get, protected set] |
Gap | EscapeTarget [get] |
Properties inherited from Barotrauma.ISteerable | |
Vector2 | Steering [get, set] |
Vector2 | Velocity [get] |
Vector2 | SimPosition [get] |
Vector2 | WorldPosition [get] |
Additional Inherited Members | |
Protected Attributes inherited from Barotrauma.AIController | |
AITarget | _lastAiTarget |
AITarget | _previousAiTarget |
AITarget | _selectedAiTarget |
SteeringManager | steeringManager |
readonly float | colliderWidth |
readonly float | minGapSize |
readonly float | colliderLength |
readonly float | avoidLookAheadDistance |
bool | allGapsSearched |
readonly HashSet< Gap > | unreachableGaps = new HashSet<Gap>() |
Definition at line 27 of file EnemyAIController.cs.
Barotrauma.EnemyAIController.EnemyAIController | ( | Character | c, |
string | seed | ||
) |
Definition at line 242 of file EnemyAIController.cs.
Definition at line 2008 of file EnemyAIController.cs.
bool Barotrauma.EnemyAIController.CanPassThroughHole | ( | Structure | wall, |
int | sectionIndex | ||
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Implements Barotrauma.AIController.
Definition at line 3958 of file EnemyAIController.cs.
Limb Barotrauma.EnemyAIController.GetTargetLimb | ( | Limb | attackLimb, |
Character | target, | ||
LimbType | targetLimbType = LimbType.None |
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) |
Definition at line 4026 of file EnemyAIController.cs.
void Barotrauma.EnemyAIController.IgnoreTarget | ( | AITarget | target | ) |
Definition at line 3526 of file EnemyAIController.cs.
bool Barotrauma.EnemyAIController.IsBeingChasedBy | ( | Character | c | ) |
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Definition at line 2622 of file EnemyAIController.cs.
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Definition at line 2631 of file EnemyAIController.cs.
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void Barotrauma.EnemyAIController.LaunchTrigger | ( | StatusEffect.AITrigger | trigger | ) |
Definition at line 3545 of file EnemyAIController.cs.
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Reimplemented from Barotrauma.AIController.
Definition at line 2111 of file EnemyAIController.cs.
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Reimplemented from Barotrauma.AIController.
Definition at line 3740 of file EnemyAIController.cs.
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Reimplemented from Barotrauma.AIController.
Definition at line 3723 of file EnemyAIController.cs.
void Barotrauma.EnemyAIController.ReevaluateAttacks | ( | ) |
Definition at line 3834 of file EnemyAIController.cs.
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Reimplemented from Barotrauma.AIController.
void Barotrauma.EnemyAIController.SelectTarget | ( | AITarget | target, |
float | priority | ||
) |
Definition at line 440 of file EnemyAIController.cs.
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Reimplemented from Barotrauma.AIController.
Definition at line 3942 of file EnemyAIController.cs.
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Reimplemented from Barotrauma.AIController.
Definition at line 3925 of file EnemyAIController.cs.
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Reimplemented from Barotrauma.AIController.
Definition at line 459 of file EnemyAIController.cs.
AITarget Barotrauma.EnemyAIController.UpdateTargets | ( | out CharacterParams.TargetParams | targetingParams | ) |
Definition at line 2645 of file EnemyAIController.cs.
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Definition at line 29 of file EnemyAIController.cs.
bool Barotrauma.EnemyAIController.TargetOutposts |
Enable the character to attack the outposts and the characters inside them. Disabled by default in normal levels, enabled in outpost levels.
Definition at line 55 of file EnemyAIController.cs.
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Definition at line 105 of file EnemyAIController.cs.
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Shorthand for Character.Params.AI with null checking.
Definition at line 329 of file EnemyAIController.cs.
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Definition at line 161 of file EnemyAIController.cs.
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Definition at line 82 of file EnemyAIController.cs.
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Definition at line 170 of file EnemyAIController.cs.
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Definition at line 128 of file EnemyAIController.cs.
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Definition at line 179 of file EnemyAIController.cs.
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Definition at line 188 of file EnemyAIController.cs.
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Definition at line 72 of file EnemyAIController.cs.
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Definition at line 155 of file EnemyAIController.cs.
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Definition at line 157 of file EnemyAIController.cs.
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Definition at line 50 of file EnemyAIController.cs.
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Definition at line 132 of file EnemyAIController.cs.
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Definition at line 224 of file EnemyAIController.cs.
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Definition at line 159 of file EnemyAIController.cs.
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Definition at line 119 of file EnemyAIController.cs.
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Definition at line 32 of file EnemyAIController.cs.
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Definition at line 156 of file EnemyAIController.cs.
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The monster won't try to damage these submarines
Definition at line 203 of file EnemyAIController.cs.