|
Barotrauma Client
|
Classes | |
| class | AbyssIsland |
| class | Cave |
| struct | ClusterLocation |
| struct | InterestingPosition |
| struct | PathPoint |
| class | Tunnel |
Public Types | |
| enum | PlacementType { Top , Bottom } |
| enum | EventType { SingleDestructibleWall , GlobalDestructibleWall } |
| enum | PositionType { None = 0 , MainPath = 0x1 , SidePath = 0x2 , Cave = 0x4 , Ruin = 0x8 , Wreck = 0x10 , BeaconStation = 0x20 , Abyss = 0x40 , AbyssCave = 0x80 , Outpost = 0x100 } |
| enum | TunnelType { MainPath , SidePath , Cave } |
| enum | LevelGenStage { LevelGenParams , Size , GenStart , TunnelGen1 , TunnelGen2 , AbyssGen , CaveGen , VoronoiGen , VoronoiGen2 , VoronoiGen3 , Ruins , Outposts , FloatingIce , LevelBodies , IceSpires , TopAndBottom , PlaceLevelObjects , GenerateItems , Finish } |
| Random integers generated during the level generation. If these values differ between clients/server, it means the levels aren't identical for some reason and there will most likely be major ID mismatches. More... | |
Public Member Functions | |||
| bool | IsAllowedDifficulty (float minDifficulty, float maxDifficulty) | ||
| Inclusive (matching the min an max values is accepted). | |||
| bool | ShouldSpawnCrewInsideOutpost () | ||
| List< VoronoiCell > | GetTooCloseCells (Vector2 position, float minDistance) | ||
| List< Item > | GenerateMissionResources (ItemPrefab prefab, int requiredAmount, PositionType positionType, IEnumerable< Cave > targetCaves=null) | ||
| |||
| Vector2 | GetRandomItemPos (PositionType spawnPosType, float randomSpread, float minDistFromSubs, float offsetFromWall=10.0f, Func< InterestingPosition, bool > filter=null) | ||
| bool | TryGetInterestingPositionAwayFromPoint (bool useSyncedRand, PositionType positionType, float minDistFromSubs, out InterestingPosition position, Vector2 awayPoint, float minDistFromPoint, Func< InterestingPosition, bool > filter=null) | ||
| bool | TryGetInterestingPosition (bool useSyncedRand, PositionType positionType, float minDistFromSubs, out InterestingPosition position, Func< InterestingPosition, bool > filter=null, bool suppressWarning=false) | ||
| bool | TryGetInterestingPosition (bool useSyncedRand, PositionType positionType, float minDistFromSubs, out InterestingPosition position, Vector2 awayPoint, float minDistFromPoint=0f, Func< InterestingPosition, bool > filter=null, bool suppressWarning=false) | ||
| bool | IsPositionInsideWall (Vector2 worldPosition) | ||
| void | Update (float deltaTime, Camera cam) | ||
| Vector2 | GetBottomPosition (float xPosition) | ||
| List< VoronoiCell > | GetAllCells () | ||
| List< VoronoiCell > | GetCells (Vector2 worldPos, int searchDepth=2) | ||
| VoronoiCell | GetClosestCell (Vector2 worldPos) | ||
| bool | IsCloseToStart (Vector2 position, float minDist) | ||
| bool | IsCloseToEnd (Vector2 position, float minDist) | ||
| bool | IsCloseToStart (Point position, float minDist) | ||
| bool | IsCloseToEnd (Point position, float minDist) | ||
| void | PrepareBeaconStation () | ||
| void | DisconnectBeaconStationWires (float disconnectWireProbability) | ||
| void | DamageBeaconStationDevices (float breakDeviceProbability) | ||
| void | DamageBeaconStationWalls (float damageWallProbability) | ||
| bool | CheckBeaconActive () | ||
| void | SpawnCorpses () | ||
| void | SpawnNPCs () | ||
| float | GetRealWorldDepth (float worldPositionY) | ||
| Calculate the "real" depth in meters from the surface of Europa (the value you see on the nav terminal) | |||
| void | DebugSetStartLocation (Location newStartLocation) | ||
| void | DebugSetEndLocation (Location newEndLocation) | ||
| override void | Remove () | ||
Public Member Functions inherited from Barotrauma.Entity | |||
| Entity (Submarine submarine, ushort id) | |||
| void | FreeID () | ||
| Removes the entity from the entity dictionary and frees up the ID it was using. | |||
Static Public Member Functions | |
| static Level | Generate (LevelData levelData, bool mirror, Location startLocation, Location endLocation, SubmarineInfo startOutpost=null, SubmarineInfo endOutpost=null) |
Static Public Member Functions inherited from Barotrauma.Entity | |
| static IReadOnlyCollection< Entity > | GetEntities () |
| static int | FindFreeIdBlock (int minBlockSize) |
| Finds a contiguous block of free IDs of at least the given size. | |
| static Entity | FindEntityByID (ushort ID) |
| Find an entity based on the ID. | |
| static void | RemoveAll () |
| static void | DumpIds (int count, string filename) |
Public Attributes | |
| List< AbyssIsland > | AbyssIslands = new List<AbyssIsland>() |
| List< double > | siteCoordsX |
| List< double > | siteCoordsY |
| List<(Point point, double distance)> | distanceField |
| readonly LevelData | LevelData |
Public Attributes inherited from Barotrauma.Entity | |
| readonly ushort | ID |
| Unique, but non-persistent identifier. Stays the same if the entities are created in the exactly same order, but doesn't persist e.g. between the rounds. | |
| readonly string | CreationStackTrace |
| readonly UInt64 | CreationIndex |
Static Public Attributes | |
| const int | MaxEntityDepth = -1000000 |
| const float | ShaftHeight = 1000.0f |
| const float | OutsideBoundsCurrentMargin = 30000.0f |
| How far outside the boundaries of the level the water current that pushes subs towards the level starts. | |
| const float | OutsideBoundsCurrentMarginExponential = 150000.0f |
| How far outside the boundaries of the level the strength of the current starts to increase exponentially. | |
| const float | OutsideBoundsCurrentHardLimit = 200000.0f |
| How far outside the boundaries of the level the current stops submarines entirely. | |
| const int | MaxSubmarineWidth = 16000 |
| The level generator won't try to adjust the width of the main path above this limit. | |
| const float | ExitDistance = 6000.0f |
| const int | GridCellSize = 2000 |
| const float | DefaultRealWorldCrushDepth = 3500.0f |
| static ? float | ForcedDifficulty |
Static Public Attributes inherited from Barotrauma.Entity | |
| const ushort | NullEntityID = 0 |
| const ushort | EntitySpawnerID = ushort.MaxValue |
| const ushort | RespawnManagerID = ushort.MaxValue - 1 |
| const ushort | DummyID = ushort.MaxValue - 2 |
| const ushort | ReservedIDStart = ushort.MaxValue - 3 |
| const ushort | MaxEntityCount = ushort.MaxValue - 4 |
| static EntitySpawner | Spawner |
Properties | |
| static Level | Loaded [get] |
| Rectangle | AbyssArea [get] |
| int | AbyssStart [get] |
| int | AbyssEnd [get] |
| Vector2 | StartPosition [get] |
| Vector2 | StartExitPosition [get] |
| Point | Size [get] |
| Vector2 | EndPosition [get] |
| Vector2 | EndExitPosition [get] |
| int | BottomPos [get] |
| int | SeaFloorTopPos [get] |
| float | CrushDepth [get] |
| The crush depth of a non-upgraded submarine in in-game coordinates. Note that this can be above the top of the level! | |
| float | RealWorldCrushDepth [get] |
| The crush depth of a non-upgraded submarine in "real world units" (meters from the surface of Europa). Note that this can be above the top of the level! | |
| LevelWall | SeaFloor [get] |
| List< Ruin > | Ruins [get] |
| List< Submarine > | Wrecks [get] |
| Submarine | BeaconStation [get] |
| List< LevelWall > | ExtraWalls [get] |
| List< LevelWall > | UnsyncedExtraWalls [get] |
| List< Tunnel > | Tunnels = new List<Tunnel>() [get] |
| List< Cave > | Caves = new List<Cave>() [get] |
| List< InterestingPosition > | PositionsOfInterest [get] |
| Submarine | StartOutpost [get] |
| Submarine | EndOutpost [get] |
| IReadOnlyDictionary< LevelGenStage, int > | EqualityCheckValues [get] |
| List< Entity > | EntitiesBeforeGenerate = new List<Entity>() [get] |
| int | EntityCountBeforeGenerate [get] |
| int | EntityCountAfterGenerate [get] |
| Body | TopBarrier [get] |
| Body | BottomBarrier [get] |
| LevelObjectManager | LevelObjectManager [get] |
| bool | Generating [get] |
| Location | StartLocation [get] |
| Location | EndLocation [get] |
| bool | Mirrored [get] |
| string | Seed [get] |
| float | Difficulty [get] |
| LevelData.LevelType | Type [get] |
| bool | IsEndBiome [get] |
| static bool | IsLoadedOutpost [get] |
| Is there a loaded level set and is it an outpost? | |
| static bool | IsLoadedFriendlyOutpost [get] |
| Is there a loaded level set, and is it a friendly outpost (FriendlyNPC or Team1). Does not take reputation into account. | |
| LevelGenerationParams | GenerationParams [get] |
| Color | BackgroundTextureColor [get] |
| Color | BackgroundColor [get] |
| Color | WallColor [get] |
| List< PathPoint > | PathPoints = new List<PathPoint>() [get] |
| List< ClusterLocation > | AbyssResources = new List<ClusterLocation>() [get] |
Properties inherited from Barotrauma.Entity | |
| static int | EntityCount [get] |
| bool | Removed [get] |
| bool | IdFreed [get] |
| virtual Vector2 | SimPosition [get] |
| virtual Vector2 | Position [get] |
| virtual Vector2 | WorldPosition [get] |
| virtual Vector2 | DrawPosition [get] |
| Submarine | Submarine [get, set] |
| AITarget | AiTarget [get] |
| bool | InDetectable [get, set] |
| Indetectable characters can't be spotted by AIs and aren't visible on the sonar or health scanner. | |
| double | SpawnTime [get] |
| string | ErrorLine [get] |
Properties inherited from Barotrauma.ISpatialEntity | |
Additional Inherited Members | |
Protected Member Functions inherited from Barotrauma.Entity | |
| virtual ushort | DetermineID (ushort id, Submarine submarine) |
Protected Attributes inherited from Barotrauma.Entity | |
| AITarget | aiTarget |
Random integers generated during the level generation. If these values differ between clients/server, it means the levels aren't identical for some reason and there will most likely be major ID mismatches.
| bool Barotrauma.Level.CheckBeaconActive | ( | ) |
| void Barotrauma.Level.DamageBeaconStationDevices | ( | float | breakDeviceProbability | ) |
| void Barotrauma.Level.DamageBeaconStationWalls | ( | float | damageWallProbability | ) |
| void Barotrauma.Level.DebugSetEndLocation | ( | Location | newEndLocation | ) |
| void Barotrauma.Level.DebugSetStartLocation | ( | Location | newStartLocation | ) |
| void Barotrauma.Level.DisconnectBeaconStationWires | ( | float | disconnectWireProbability | ) |
|
static |
| List< Item > Barotrauma.Level.GenerateMissionResources | ( | ItemPrefab | prefab, |
| int | requiredAmount, | ||
| PositionType | positionType, | ||
| IEnumerable< Cave > | targetCaves = null ) |
| rotation | Used by clients to set the rotation for the resources |
| List< VoronoiCell > Barotrauma.Level.GetAllCells | ( | ) |
| Vector2 Barotrauma.Level.GetBottomPosition | ( | float | xPosition | ) |
| List< VoronoiCell > Barotrauma.Level.GetCells | ( | Vector2 | worldPos, |
| int | searchDepth = 2 ) |
| VoronoiCell Barotrauma.Level.GetClosestCell | ( | Vector2 | worldPos | ) |
| Vector2 Barotrauma.Level.GetRandomItemPos | ( | PositionType | spawnPosType, |
| float | randomSpread, | ||
| float | minDistFromSubs, | ||
| float | offsetFromWall = 10::0f, | ||
| Func< InterestingPosition, bool > | filter = null ) |
| float Barotrauma.Level.GetRealWorldDepth | ( | float | worldPositionY | ) |
Calculate the "real" depth in meters from the surface of Europa (the value you see on the nav terminal)
| List< VoronoiCell > Barotrauma.Level.GetTooCloseCells | ( | Vector2 | position, |
| float | minDistance ) |
| bool Barotrauma.Level.IsAllowedDifficulty | ( | float | minDifficulty, |
| float | maxDifficulty ) |
Inclusive (matching the min an max values is accepted).
| bool Barotrauma.Level.IsCloseToEnd | ( | Point | position, |
| float | minDist ) |
| bool Barotrauma.Level.IsCloseToEnd | ( | Vector2 | position, |
| float | minDist ) |
| bool Barotrauma.Level.IsCloseToStart | ( | Point | position, |
| float | minDist ) |
| bool Barotrauma.Level.IsCloseToStart | ( | Vector2 | position, |
| float | minDist ) |
| bool Barotrauma.Level.IsPositionInsideWall | ( | Vector2 | worldPosition | ) |
| void Barotrauma.Level.PrepareBeaconStation | ( | ) |
|
virtual |
Reimplemented from Barotrauma.Entity.
| bool Barotrauma.Level.ShouldSpawnCrewInsideOutpost | ( | ) |
| void Barotrauma.Level.SpawnCorpses | ( | ) |
| void Barotrauma.Level.SpawnNPCs | ( | ) |
| bool Barotrauma.Level.TryGetInterestingPosition | ( | bool | useSyncedRand, |
| PositionType | positionType, | ||
| float | minDistFromSubs, | ||
| out InterestingPosition | position, | ||
| Func< InterestingPosition, bool > | filter = null, | ||
| bool | suppressWarning = false ) |
| bool Barotrauma.Level.TryGetInterestingPosition | ( | bool | useSyncedRand, |
| PositionType | positionType, | ||
| float | minDistFromSubs, | ||
| out InterestingPosition | position, | ||
| Vector2 | awayPoint, | ||
| float | minDistFromPoint = 0f, | ||
| Func< InterestingPosition, bool > | filter = null, | ||
| bool | suppressWarning = false ) |
| bool Barotrauma.Level.TryGetInterestingPositionAwayFromPoint | ( | bool | useSyncedRand, |
| PositionType | positionType, | ||
| float | minDistFromSubs, | ||
| out InterestingPosition | position, | ||
| Vector2 | awayPoint, | ||
| float | minDistFromPoint, | ||
| Func< InterestingPosition, bool > | filter = null ) |
| void Barotrauma.Level.Update | ( | float | deltaTime, |
| Camera | cam ) |
| List<AbyssIsland> Barotrauma.Level.AbyssIslands = new List<AbyssIsland>() |
|
static |
| List<(Point point, double distance)> Barotrauma.Level.distanceField |
|
static |
|
static |
|
static |
| readonly LevelData Barotrauma.Level.LevelData |
|
static |
|
static |
The level generator won't try to adjust the width of the main path above this limit.
|
static |
How far outside the boundaries of the level the current stops submarines entirely.
|
static |
How far outside the boundaries of the level the water current that pushes subs towards the level starts.
|
static |
How far outside the boundaries of the level the strength of the current starts to increase exponentially.
|
static |
| List<double> Barotrauma.Level.siteCoordsX |
| List<double> Barotrauma.Level.siteCoordsY |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
The crush depth of a non-upgraded submarine in in-game coordinates. Note that this can be above the top of the level!
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
staticget |
Is there a loaded level set, and is it a friendly outpost (FriendlyNPC or Team1). Does not take reputation into account.
|
staticget |
Is there a loaded level set and is it an outpost?
|
get |
|
staticget |
|
get |
|
get |
|
get |
The crush depth of a non-upgraded submarine in "real world units" (meters from the surface of Europa). Note that this can be above the top of the level!
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |
|
get |