Barotrauma Client
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Barotrauma.CharacterParams.AIParams Class Reference
Inheritance diagram for Barotrauma.CharacterParams.AIParams:
Barotrauma.CharacterParams.SubParam Barotrauma.ISerializableEntity

Public Member Functions

 AIParams (ContentXElement element, CharacterParams character)
 
bool TryAddEmptyTarget (out TargetParams targetParams)
 
bool TryAddNewTarget (string tag, AIState state, float priority, out TargetParams targetParams)
 
bool TryAddNewTarget (Identifier tag, AIState state, float priority, out TargetParams targetParams)
 
bool HasTag (string tag)
 
bool HasTag (Identifier tag)
 
bool RemoveTarget (TargetParams target)
 
bool TryGetTarget (string targetTag, out TargetParams target)
 
bool TryGetTarget (Identifier targetTag, out TargetParams target)
 
bool TryGetTarget (Character targetCharacter, out TargetParams target)
 
bool TryGetTarget (IEnumerable< Identifier > tags, out TargetParams target)
 
TargetParams GetTarget (string targetTag, bool throwError=true)
 
TargetParams GetTarget (Identifier targetTag, bool throwError=true)
 
- Public Member Functions inherited from Barotrauma.CharacterParams.SubParam
 SubParam (ContentXElement element, CharacterParams character)
 
virtual bool Deserialize (bool recursive=true)
 
virtual bool Serialize (bool recursive=true)
 
virtual void Reset ()
 

Protected Attributes

readonly List< TargetParamstargets = new List<TargetParams>()
 

Properties

override string Name [get]
 
float CombatStrength [get]
 
float Sight [get]
 
float Hearing [get]
 
float MaxPerceptionDistance [get, set]
 
float AggressionHurt [get]
 
float AggressionGreed [get]
 
float FleeHealthThreshold [get, set]
 
bool AttackWhenProvoked [get]
 
bool AvoidGunfire [get]
 
float DamageThreshold [get]
 
float AvoidTime [get]
 
float MinFleeTime [get]
 
bool AggressiveBoarding [get]
 
bool EnforceAggressiveBehaviorForMissions [get]
 
bool TargetOuterWalls [get]
 
bool RandomAttack [get]
 
bool CanOpenDoors [get]
 
bool UsePathFindingToGetInside [get, set]
 
bool KeepDoorsClosed [get]
 
bool AvoidAbyss [get, set]
 
bool StayInAbyss [get, set]
 
bool PatrolFlooded [get, set]
 
bool PatrolDry [get, set]
 
float StartAggression [get]
 
float MaxAggression [get]
 
float AggressionCumulation [get]
 
WallTargetingMethod WallTargetingMethod [get]
 
IEnumerable< TargetParamsTargets [get]
 
- Properties inherited from Barotrauma.CharacterParams.SubParam
virtual string Name [get, set]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 
ContentXElement Element [get, set]
 
List< SubParamSubParams = new List<SubParam>() [get, set]
 
CharacterParams Character [get]
 
- Properties inherited from Barotrauma.ISerializableEntity

Additional Inherited Members

- Protected Member Functions inherited from Barotrauma.CharacterParams.SubParam
ContentXElement CreateElement (string name, params object[] attrs)
 
bool RemoveSubParam< T > (T subParam, IList< T > collection=null)
 

Constructor & Destructor Documentation

◆ AIParams()

Barotrauma.CharacterParams.AIParams.AIParams ( ContentXElement element,
CharacterParams character )

Member Function Documentation

◆ GetTarget() [1/2]

TargetParams Barotrauma.CharacterParams.AIParams.GetTarget ( Identifier targetTag,
bool throwError = true )

◆ GetTarget() [2/2]

TargetParams Barotrauma.CharacterParams.AIParams.GetTarget ( string targetTag,
bool throwError = true )

◆ HasTag() [1/2]

bool Barotrauma.CharacterParams.AIParams.HasTag ( Identifier tag)

◆ HasTag() [2/2]

bool Barotrauma.CharacterParams.AIParams.HasTag ( string tag)

◆ RemoveTarget()

bool Barotrauma.CharacterParams.AIParams.RemoveTarget ( TargetParams target)

◆ TryAddEmptyTarget()

bool Barotrauma.CharacterParams.AIParams.TryAddEmptyTarget ( out TargetParams targetParams)

◆ TryAddNewTarget() [1/2]

bool Barotrauma.CharacterParams.AIParams.TryAddNewTarget ( Identifier tag,
AIState state,
float priority,
out TargetParams targetParams )

◆ TryAddNewTarget() [2/2]

bool Barotrauma.CharacterParams.AIParams.TryAddNewTarget ( string tag,
AIState state,
float priority,
out TargetParams targetParams )

◆ TryGetTarget() [1/4]

bool Barotrauma.CharacterParams.AIParams.TryGetTarget ( Character targetCharacter,
out TargetParams target )

◆ TryGetTarget() [2/4]

bool Barotrauma.CharacterParams.AIParams.TryGetTarget ( Identifier targetTag,
out TargetParams target )

◆ TryGetTarget() [3/4]

bool Barotrauma.CharacterParams.AIParams.TryGetTarget ( IEnumerable< Identifier > tags,
out TargetParams target )

◆ TryGetTarget() [4/4]

bool Barotrauma.CharacterParams.AIParams.TryGetTarget ( string targetTag,
out TargetParams target )

Member Data Documentation

◆ targets

readonly List<TargetParams> Barotrauma.CharacterParams.AIParams.targets = new List<TargetParams>()
protected

Property Documentation

◆ AggressionCumulation

float Barotrauma.CharacterParams.AIParams.AggressionCumulation
get

◆ AggressionGreed

float Barotrauma.CharacterParams.AIParams.AggressionGreed
get

◆ AggressionHurt

float Barotrauma.CharacterParams.AIParams.AggressionHurt
get

◆ AggressiveBoarding

bool Barotrauma.CharacterParams.AIParams.AggressiveBoarding
get

◆ AttackWhenProvoked

bool Barotrauma.CharacterParams.AIParams.AttackWhenProvoked
get

◆ AvoidAbyss

bool Barotrauma.CharacterParams.AIParams.AvoidAbyss
getset

◆ AvoidGunfire

bool Barotrauma.CharacterParams.AIParams.AvoidGunfire
get

◆ AvoidTime

float Barotrauma.CharacterParams.AIParams.AvoidTime
get

◆ CanOpenDoors

bool Barotrauma.CharacterParams.AIParams.CanOpenDoors
get

◆ CombatStrength

float Barotrauma.CharacterParams.AIParams.CombatStrength
get

◆ DamageThreshold

float Barotrauma.CharacterParams.AIParams.DamageThreshold
get

◆ EnforceAggressiveBehaviorForMissions

bool Barotrauma.CharacterParams.AIParams.EnforceAggressiveBehaviorForMissions
get

◆ FleeHealthThreshold

float Barotrauma.CharacterParams.AIParams.FleeHealthThreshold
getset

◆ Hearing

float Barotrauma.CharacterParams.AIParams.Hearing
get

◆ KeepDoorsClosed

bool Barotrauma.CharacterParams.AIParams.KeepDoorsClosed
get

◆ MaxAggression

float Barotrauma.CharacterParams.AIParams.MaxAggression
get

◆ MaxPerceptionDistance

float Barotrauma.CharacterParams.AIParams.MaxPerceptionDistance
getset

◆ MinFleeTime

float Barotrauma.CharacterParams.AIParams.MinFleeTime
get

◆ Name

override string Barotrauma.CharacterParams.AIParams.Name
get

◆ PatrolDry

bool Barotrauma.CharacterParams.AIParams.PatrolDry
getset

◆ PatrolFlooded

bool Barotrauma.CharacterParams.AIParams.PatrolFlooded
getset

◆ RandomAttack

bool Barotrauma.CharacterParams.AIParams.RandomAttack
get

◆ Sight

float Barotrauma.CharacterParams.AIParams.Sight
get

◆ StartAggression

float Barotrauma.CharacterParams.AIParams.StartAggression
get

◆ StayInAbyss

bool Barotrauma.CharacterParams.AIParams.StayInAbyss
getset

◆ TargetOuterWalls

bool Barotrauma.CharacterParams.AIParams.TargetOuterWalls
get

◆ Targets

IEnumerable<TargetParams> Barotrauma.CharacterParams.AIParams.Targets
get

◆ UsePathFindingToGetInside

bool Barotrauma.CharacterParams.AIParams.UsePathFindingToGetInside
getset

◆ WallTargetingMethod

WallTargetingMethod Barotrauma.CharacterParams.AIParams.WallTargetingMethod
get

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