Barotrauma Server
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Barotrauma.AIObjectiveFindThieves Class Reference
Inheritance diagram for Barotrauma.AIObjectiveFindThieves:
Barotrauma.AIObjectiveLoop< Character >

Public Member Functions

 AIObjectiveFindThieves (Character character, AIObjectiveManager objectiveManager, float priorityModifier=1)
 
void InspectEveryone ()
 
override void Update (float deltaTime)
 
override void OnDeselected ()
 
- Public Member Functions inherited from Barotrauma.AIObjectiveLoop< Character >
bool AddTarget (T target)
 
 AIObjectiveLoop (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)
 
override void Update (float deltaTime)
 
override void Reset ()
 

Protected Member Functions

override bool IsValidTarget (Character target)
 
override IEnumerable< CharacterGetList ()
 
override float GetTargetPriority ()
 
override AIObjective ObjectiveConstructor (Character target)
 
override void OnObjectiveCompleted (AIObjective objective, Character target)
 
- Protected Member Functions inherited from Barotrauma.AIObjectiveLoop< Character >
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 = "find thieves".ToIdentifier() [get, set]
 
override float IgnoreListClearInterval [get]
 
override bool IgnoreUnsafeHulls [get]
 
override float TargetUpdateTimeMultiplier [get]
 
float InspectProbability [get]
 Chance of inspecting a valid target. The NPC won't try to inspect that target again for NormalInspectionInterval regardless if the target is inspected or not.
 
- Properties inherited from Barotrauma.AIObjectiveLoop< Character >
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< Character >
HashSet< T > ignoreList
 
float targetUpdateTimer
 

Constructor & Destructor Documentation

◆ AIObjectiveFindThieves()

Barotrauma.AIObjectiveFindThieves.AIObjectiveFindThieves ( Character character,
AIObjectiveManager objectiveManager,
float priorityModifier = 1 )

Member Function Documentation

◆ GetList()

override IEnumerable< Character > Barotrauma.AIObjectiveFindThieves.GetList ( )
protected

◆ GetTargetPriority()

override float Barotrauma.AIObjectiveFindThieves.GetTargetPriority ( )
protected

◆ InspectEveryone()

void Barotrauma.AIObjectiveFindThieves.InspectEveryone ( )

◆ IsValidTarget()

override bool Barotrauma.AIObjectiveFindThieves.IsValidTarget ( Character target)
protected

◆ ObjectiveConstructor()

override AIObjective Barotrauma.AIObjectiveFindThieves.ObjectiveConstructor ( Character target)
protected

◆ OnDeselected()

override void Barotrauma.AIObjectiveFindThieves.OnDeselected ( )

◆ OnObjectiveCompleted()

override void Barotrauma.AIObjectiveFindThieves.OnObjectiveCompleted ( AIObjective objective,
Character target )
protected

◆ Update()

override void Barotrauma.AIObjectiveFindThieves.Update ( float deltaTime)

Property Documentation

◆ Identifier

override Identifier Barotrauma.AIObjectiveFindThieves.Identifier = "find thieves".ToIdentifier()
getset

◆ IgnoreListClearInterval

override float Barotrauma.AIObjectiveFindThieves.IgnoreListClearInterval
getprotected

◆ IgnoreUnsafeHulls

override bool Barotrauma.AIObjectiveFindThieves.IgnoreUnsafeHulls
get

◆ InspectProbability

float Barotrauma.AIObjectiveFindThieves.InspectProbability
get

Chance of inspecting a valid target. The NPC won't try to inspect that target again for NormalInspectionInterval regardless if the target is inspected or not.

◆ TargetUpdateTimeMultiplier

override float Barotrauma.AIObjectiveFindThieves.TargetUpdateTimeMultiplier
getprotected

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