Barotrauma Server
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Public Member Functions | |
AIObjectiveExtinguishFires (Character character, AIObjectiveManager objectiveManager, float priorityModifier=1) | |
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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 float | GetFireSeverity (Hull hull) |
0-1 based on the horizontal size of all of the fires in the hull. | |
static bool | IsValidTarget (Hull hull, Character character) |
Protected Member Functions | |
override bool | IsValidTarget (Hull hull) |
override float | GetTargetPriority () |
override IEnumerable< Hull > | GetList () |
override AIObjective | ObjectiveConstructor (Hull target) |
override void | OnObjectiveCompleted (AIObjective objective, Hull target) |
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override void | Act (float deltaTime) |
override bool | CheckObjectiveSpecific () |
override float | GetPriority () |
void | UpdateTargets () |
virtual void | FindTargets () |
virtual void | CreateObjectives () |
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 = "extinguish fires".ToIdentifier() [get, set] |
override bool | ForceRun [get] |
override bool | AllowInAnySub [get] |
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HashSet< T > | Targets [get] |
Dictionary< T, AIObjective > | Objectives [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 | |
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HashSet< T > | ignoreList |
float | targetUpdateTimer |
Barotrauma.AIObjectiveExtinguishFires.AIObjectiveExtinguishFires | ( | Character | character, |
AIObjectiveManager | objectiveManager, | ||
float | priorityModifier = 1 ) |
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0-1 based on the horizontal size of all of the fires in the hull.
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