Barotrauma Client
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Barotrauma.AIObjectiveRepairItems Class Reference
Inheritance diagram for Barotrauma.AIObjectiveRepairItems:
Barotrauma.AIObjectiveLoop< Item >

Public Member Functions

override bool IsDuplicate< T > (T otherObjective)
 
 AIObjectiveRepairItems (Character character, AIObjectiveManager objectiveManager, float priorityModifier=1, Item prioritizedItem=null)
 
- Public Member Functions inherited from Barotrauma.AIObjectiveLoop< Item >
bool AddTarget (T target)
 
 AIObjectiveLoop (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)
 
override void Update (float deltaTime)
 
override void Reset ()
 

Static Public Member Functions

static bool ViableForRepair (Item item, Character character, HumanAIController humanAIController)
 
static bool NearlyFullCondition (Item item)
 
static float GetTargetPriority (Item item, Character character, float requiredSuccessFactor=0)
 
static bool IsValidTarget (Item item, Character character)
 

Public Attributes

Identifier RelevantSkill
 If set, only fix items where required skill matches this.
 

Static Public Attributes

const float RequiredSuccessFactor = 0.4f
 

Protected Member Functions

override void CreateObjectives ()
 
override bool IsValidTarget (Item item)
 
override float GetTargetPriority ()
 
override IEnumerable< ItemGetList ()
 
override AIObjective ObjectiveConstructor (Item item)
 
override void OnObjectiveCompleted (AIObjective objective, Item target)
 
- Protected Member Functions inherited from Barotrauma.AIObjectiveLoop< Item >
override void Act (float deltaTime)
 
override bool CheckObjectiveSpecific ()
 
override float GetPriority ()
 
void UpdateTargets ()
 
virtual void FindTargets ()
 
void OnObjectiveCompleted (AIObjective objective, T target)
 
IEnumerable< T > GetList ()
 List of all possible items of the specified type. Used for filtering the removed objectives.
 
float GetTargetPriority ()
 Returns a priority value based on the current targets (e.g. high prio when there's lots of severe fires or leaks). The priority of this objective is based on the target priority.
 
AIObjective ObjectiveConstructor (T target)
 
bool IsValidTarget (T target)
 

Properties

override Identifier Identifier = "repair items".ToIdentifier() [get, set]
 
Item PrioritizedItem [get]
 
override bool AllowMultipleInstances [get]
 
override bool AllowInFriendlySubs [get]
 
- Properties inherited from Barotrauma.AIObjectiveLoop< Item >
HashSet< T > Targets [get]
 
Dictionary< T, AIObjectiveObjectives [get]
 
virtual float TargetUpdateTimeMultiplier [get]
 
virtual float IgnoreListClearInterval [get]
 By default, doesn't clear the list automatically.
 
HashSet< T > ReportedTargets [get]
 Contains targets that anyone in the same crew has reported about. Used for automatic the target has to be reported before it can be can be targeted, so characters don't magically know where e.g. enemies are. Ignored on orders: a bot explicitly ordered to repair leaks or fight intruders can find targets that haven't been reported.
 
override bool CanBeCompleted [get]
 
override bool AbandonWhenCannotCompleteSubObjectives [get]
 
override bool AllowSubObjectiveSorting [get]
 
override bool AllowWhileHandcuffed [get]
 
override bool AbandonIfDisallowed [get]
 
virtual bool InverseTargetPriority [get]
 Makes the priority inversely proportional to the value returned by GetTargetPriority. In other words, gives this objective a high priority when priority of the targets is low.
 
virtual bool ResetWhenClearingIgnoreList [get]
 
virtual bool ForceOrderPriority [get]
 
virtual int MaxTargets [get]
 

Additional Inherited Members

- Protected Attributes inherited from Barotrauma.AIObjectiveLoop< Item >
HashSet< T > ignoreList
 
float targetUpdateTimer
 

Constructor & Destructor Documentation

◆ AIObjectiveRepairItems()

Barotrauma.AIObjectiveRepairItems.AIObjectiveRepairItems ( Character character,
AIObjectiveManager objectiveManager,
float priorityModifier = 1,
Item prioritizedItem = null )

Member Function Documentation

◆ CreateObjectives()

override void Barotrauma.AIObjectiveRepairItems.CreateObjectives ( )
protectedvirtual

◆ GetList()

override IEnumerable< Item > Barotrauma.AIObjectiveRepairItems.GetList ( )
protected

◆ GetTargetPriority() [1/2]

override float Barotrauma.AIObjectiveRepairItems.GetTargetPriority ( )
protected

◆ GetTargetPriority() [2/2]

static float Barotrauma.AIObjectiveRepairItems.GetTargetPriority ( Item item,
Character character,
float requiredSuccessFactor = 0 )
static

◆ IsDuplicate< T >()

override bool Barotrauma.AIObjectiveRepairItems.IsDuplicate< T > ( T otherObjective)

◆ IsValidTarget() [1/2]

override bool Barotrauma.AIObjectiveRepairItems.IsValidTarget ( Item item)
protected

◆ IsValidTarget() [2/2]

static bool Barotrauma.AIObjectiveRepairItems.IsValidTarget ( Item item,
Character character )
static

◆ NearlyFullCondition()

static bool Barotrauma.AIObjectiveRepairItems.NearlyFullCondition ( Item item)
static

◆ ObjectiveConstructor()

override AIObjective Barotrauma.AIObjectiveRepairItems.ObjectiveConstructor ( Item item)
protected

◆ OnObjectiveCompleted()

override void Barotrauma.AIObjectiveRepairItems.OnObjectiveCompleted ( AIObjective objective,
Item target )
protected

◆ ViableForRepair()

static bool Barotrauma.AIObjectiveRepairItems.ViableForRepair ( Item item,
Character character,
HumanAIController humanAIController )
static

Member Data Documentation

◆ RelevantSkill

Identifier Barotrauma.AIObjectiveRepairItems.RelevantSkill

If set, only fix items where required skill matches this.

◆ RequiredSuccessFactor

const float Barotrauma.AIObjectiveRepairItems.RequiredSuccessFactor = 0.4f
static

Property Documentation

◆ AllowInFriendlySubs

override bool Barotrauma.AIObjectiveRepairItems.AllowInFriendlySubs
getprotected

◆ AllowMultipleInstances

override bool Barotrauma.AIObjectiveRepairItems.AllowMultipleInstances
get

◆ Identifier

override Identifier Barotrauma.AIObjectiveRepairItems.Identifier = "repair items".ToIdentifier()
getset

◆ PrioritizedItem

Item Barotrauma.AIObjectiveRepairItems.PrioritizedItem
get

The documentation for this class was generated from the following file: