Barotrauma Client
|
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, ISpatialEntity 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) |
![]() | |
bool | HasValidPath (bool requireNonDirty=true, bool requireUnfinished=true, Func< WayPoint, bool > nodePredicate=null) |
Is the current path valid, using the provided parameters. | |
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 () |
bool | Escape (float deltaTime) |
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 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. | |
![]() | |
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) |
![]() | |
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 CanEnterSubmarine | CanEnterSubmarine [get] |
override bool | CanFlip [get] |
HashSet< Submarine > | UnattackableSubmarines = new HashSet<Submarine>() [get] |
The monster won't try to damage these submarines. | |
bool | Reverse [get] |
CharacterParams.AIParams | AIParams [get] |
Shorthand for Character.Params.AI with null checking. | |
![]() | |
AITarget | SelectedAiTarget [get, protected set] |
SteeringManager | SteeringManager [get] |
Vector2 | Steering [get, set] |
Vector2 | SimPosition [get] |
Vector2 | WorldPosition [get] |
Vector2 | Velocity [get] |
virtual CanEnterSubmarine | 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. | |
bool | IsCurrentPathNullOrUnreachable [get] |
bool | IsCurrentPathUnreachable [get] |
bool | IsCurrentPathFinished [get] |
bool | IsSteeringThroughGap [get, protected set] |
bool | IsTryingToSteerThroughGap [get, protected set] |
Gap | EscapeTarget [get] |
![]() |
Additional Inherited Members | |
![]() | |
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>() |
Barotrauma.EnemyAIController.EnemyAIController | ( | Character | c, |
string | seed ) |
void Barotrauma.EnemyAIController.AimRangedAttack | ( | Attack | attack, |
ISpatialEntity | targetEntity ) |
bool Barotrauma.EnemyAIController.CanPassThroughHole | ( | Structure | wall, |
int | sectionIndex ) |
override bool Barotrauma.EnemyAIController.Escape | ( | float | deltaTime | ) |
Limb Barotrauma.EnemyAIController.GetTargetLimb | ( | Limb | attackLimb, |
Character | target, | ||
LimbType | targetLimbType = LimbType::None ) |
void Barotrauma.EnemyAIController.IgnoreTarget | ( | AITarget | target | ) |
bool Barotrauma.EnemyAIController.IsBeingChasedBy | ( | Character | c | ) |
|
static |
|
static |
|
static |
void Barotrauma.EnemyAIController.LaunchTrigger | ( | StatusEffect.AITrigger | trigger | ) |
|
virtual |
Reimplemented from Barotrauma.AIController.
|
protectedvirtual |
Reimplemented from Barotrauma.AIController.
|
protectedvirtual |
Reimplemented from Barotrauma.AIController.
void Barotrauma.EnemyAIController.ReevaluateAttacks | ( | ) |
|
virtual |
Reimplemented from Barotrauma.AIController.
void Barotrauma.EnemyAIController.SelectTarget | ( | AITarget | target, |
float | priority ) |
|
virtual |
Reimplemented from Barotrauma.AIController.
|
virtual |
Reimplemented from Barotrauma.AIController.
|
virtual |
Reimplemented from Barotrauma.AIController.
AITarget Barotrauma.EnemyAIController.UpdateTargets | ( | out CharacterParams.TargetParams | targetingParams | ) |
|
static |
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.
|
get |
|
get |
Shorthand for Character.Params.AI with null checking.
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
getset |
|
get |
|
get |
The monster won't try to damage these submarines.