Barotrauma Server
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Barotrauma.AIObjectiveGoTo Class Reference
Inheritance diagram for Barotrauma.AIObjectiveGoTo:
Barotrauma.AIObjective

Public Member Functions

 AIObjectiveGoTo (ISpatialEntity target, Character character, AIObjectiveManager objectiveManager, bool repeat=false, bool getDivingGearIfNeeded=true, float priorityModifier=1, float closeEnough=0)
 
void ForceAct (float deltaTime)
 
Hull GetTargetHull ()
 
override void Reset ()
 
- Public Member Functions inherited from Barotrauma.AIObjective
IEnumerable< AIObjectiveGetSubObjectivesRecursive (bool includingSelf=false)
 
AIObjective GetActiveObjective ()
 
 AIObjective (Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)
 
void TryComplete (float deltaTime)
 Makes the character act according to the objective, or according to any subobjectives that need to be completed before this one.
 
void AddSubObjective (AIObjective objective, bool addFirst=false)
 
void RemoveSubObjective< T > (ref T objective)
 
void SortSubObjectives ()
 
bool IsIgnoredAtOutpost ()
 Returns true only when at a friendly outpost and when the order is set to be ignored there. Note that even if this returns false, the objective can be disallowed, because AllowInFriendlySubs is false.
 
float CalculatePriority ()
 Call this only when the priority needs to be recalculated. Use the cached Priority property when you don't need to recalculate.
 
virtual bool IsDuplicate< T > (T otherObjective)
 
virtual void Update (float deltaTime)
 
virtual void OnSelected ()
 
virtual void OnDeselected ()
 
virtual void SpeakAfterOrderReceived ()
 

Static Public Member Functions

static Hull GetTargetHull (ISpatialEntity target)
 
- Static Public Member Functions inherited from Barotrauma.AIObjective
static float GetDistanceFactor (Vector2 selfPos, Vector2 targetWorldPos, float factorAtMaxDistance, float verticalDistanceMultiplier=3, float maxDistance=10000.0f, float factorAtMinDistance=1.0f)
 Get a normalized value representing how close the target position is. The value is a rough estimation, where vertical movement is assumed to be more costly than horizontal.
 

Public Attributes

Func< bool > requiredCondition
 Doesn't allow the objective to complete if this condition is false.
 
Func< PathNode, bool > endNodeFilter
 
Func< float > PriorityGetter
 
bool IsFollowOrder
 
bool IsWaitOrder
 
bool Mimic
 
float ExtraDistanceWhileSwimming
 
float ExtraDistanceOutsideSub
 
float? OverridePriority = null
 
- Public Attributes inherited from Barotrauma.AIObjective
EventAction SourceEventAction
 Which event action (if any) created this objective.
 
AIObjective SourceObjective
 Which objective (if any) created this objective. When this is a subobjective, the parent objective is used by default.
 
readonly Character character
 
readonly AIObjectiveManager objectiveManager
 
readonly Identifier Option
 
Func< AIObjective, bool > AbortCondition
 Aborts the objective when this condition is true.
 

Protected Member Functions

override float GetPriority ()
 
override void Act (float deltaTime)
 
override bool CheckObjectiveSpecific ()
 
override void OnAbandon ()
 
override void OnCompleted ()
 
- Protected Member Functions inherited from Barotrauma.AIObjective
void HandleDisallowed ()
 
float GetDistanceFactor (Vector2 targetWorldPos, float factorAtMaxDistance, float verticalDistanceMultiplier=3, float maxDistance=10000.0f, float factorAtMinDistance=1.0f)
 Get a normalized value representing how close the target position is. The value is a rough estimation, where vertical movement is assumed to be more costly than horizontal.
 
virtual void SyncRemovedObjectives< T1, T2 > (Dictionary< T1, T2 > dictionary, IEnumerable< T1 > collection)
 Checks if the subobjectives in the given collection are removed from the subobjectives. And if so, removes it also from the dictionary.
 
bool TryAddSubObjective< T > (ref T objective, Func< T > constructor, Action onCompleted=null, Action onAbandon=null)
 Checks if the objective already is created and added in subobjectives. If not, creates it. Handles objectives that cannot be completed. If the objective has been removed form the subobjectives, a null value is assigned to the reference. Returns true if the objective was created and successfully added.
 
void Act (float deltaTime)
 
bool CheckObjectiveSpecific ()
 Should return whether the objective is completed or not.
 
bool CanEquip (Item item, bool allowWearing)
 

Properties

override Identifier Identifier = "go to".ToIdentifier() [get, set]
 
override bool KeepDivingGearOn [get]
 
bool SpeakIfFails = true [get, set]
 
bool DebugLogWhenFails = true [get, set]
 
bool UsePathingOutside = true [get, set]
 
float CloseEnoughMultiplier [get, set]
 
float CloseEnough [get, set]
 Display units.
 
bool IgnoreIfTargetDead [get, set]
 
bool AllowGoingOutside [get, set]
 
bool FaceTargetOnCompleted = true [get, set]
 
bool AlwaysUseEuclideanDistance = true [get, set]
 
bool UseDistanceRelativeToAimSourcePos = false [get, set]
 If true, the distance to the destination is calculated from the character's AimSourcePos (= shoulder) instead of the collider's position.
 
override bool AbandonWhenCannotCompleteSubObjectives [get]
 
override bool AllowOutsideSubmarine [get]
 
override bool AllowInAnySub [get]
 
Identifier DialogueIdentifier = "dialogcannotreachtarget".ToIdentifier() [get, set]
 
LocalizedString TargetName [get, set]
 
ISpatialEntity Target [get]
 
Func< bool > SpeakCannotReachCondition [get, set]
 
Gap TargetGap [get]
 
bool IsCloseEnough [get]
 
- Properties inherited from Barotrauma.AIObjective
virtual float Devotion [get]
 
Identifier Identifier [get, set]
 
virtual string DebugTag [get]
 
virtual bool ForceRun [get]
 
virtual bool IgnoreUnsafeHulls [get]
 
virtual bool AbandonWhenCannotCompleteSubObjectives [get]
 
virtual bool AllowSubObjectiveSorting [get]
 Should subobjectives be sorted according to their priority?
 
virtual bool PrioritizeIfSubObjectivesActive [get]
 
virtual bool AllowMultipleInstances [get]
 Can there be multiple objective instaces of the same type?
 
virtual bool ConcurrentObjectives [get]
 Run the main objective with all subobjectives concurrently? If false, the main objective will continue only when all the subobjectives have been removed (done).
 
virtual bool KeepDivingGearOn [get]
 
virtual bool KeepDivingGearOnAlsoWhenInactive [get]
 
virtual bool AllowAutomaticItemUnequipping [get]
 There's a separate property for diving suit and mask: KeepDivingGearOn.
 
virtual bool AllowOutsideSubmarine [get]
 
virtual bool AllowInFriendlySubs [get]
 When true, the objective is allowed in the player subs (when in the same team) and on friendly outposts (regardless of the alignment). Note: ignored when AllowInAnySub is true.
 
virtual bool AllowInAnySub [get]
 
virtual bool AllowWhileHandcuffed [get]
 
virtual bool AbandonIfDisallowed [get]
 Should the objective abandon when it's not allowed in the current context or should it just stay inactive with 0 priority? Abandoned automatic objectives are removed and recreated automatically (when new orders are assigned or after a cooldown period). Abandoned orders are removed, but the most recent order can be reissued by clicking the small order icon with the arrow in the crew manager panel.
 
virtual bool CanBeCompleted [get]
 
virtual float MaxDevotion [get]
 
float CumulatedDevotion [get, set]
 
float Priority [get, set]
 Final priority value after all calculations.
 
float BasePriority [get, set]
 
float PriorityModifier = 1 [get]
 
bool ForceHighestPriority [get, set]
 
bool ForceWalk [get, set]
 
bool IgnoreAtOutpost [get, set]
 
bool Abandon [get, set]
 
IEnumerable< AIObjectiveSubObjectives [get]
 
AIObjective CurrentSubObjective [get]
 
HumanAIController HumanAIController [get]
 
IndoorsSteeringManager PathSteering [get]
 
SteeringManager SteeringManager [get]
 
bool IsAllowed [get]
 
bool IsCompleted [get, protected set]
 

Additional Inherited Members

- Static Protected Member Functions inherited from Barotrauma.AIObjective
static bool CanPutInInventory (Character character, Item item, bool allowWearing)
 
- Protected Attributes inherited from Barotrauma.AIObjective
readonly List< AIObjectivesubObjectives = new List<AIObjective>()
 
- Events inherited from Barotrauma.AIObjective
Action Completed
 A single shot event. Automatically cleared after launching. Use OnCompleted method for implementing (internal) persistent behavior.
 
Action Abandoned
 A single shot event. Automatically cleared after launching. Use OnAbandoned method for implementing (internal) persistent behavior.
 
Action Selected
 A single shot event. Automatically cleared after launching. Use OnSelected method for implementing (internal) persistent behavior.
 
Action Deselected
 A single shot event. Automatically cleared after launching. Use OnDeselected method for implementing (internal) persistent behavior.
 

Constructor & Destructor Documentation

◆ AIObjectiveGoTo()

Barotrauma.AIObjectiveGoTo.AIObjectiveGoTo ( ISpatialEntity target,
Character character,
AIObjectiveManager objectiveManager,
bool repeat = false,
bool getDivingGearIfNeeded = true,
float priorityModifier = 1,
float closeEnough = 0 )

Member Function Documentation

◆ Act()

override void Barotrauma.AIObjectiveGoTo.Act ( float deltaTime)
protected

◆ CheckObjectiveSpecific()

override bool Barotrauma.AIObjectiveGoTo.CheckObjectiveSpecific ( )
protected

◆ ForceAct()

void Barotrauma.AIObjectiveGoTo.ForceAct ( float deltaTime)

◆ GetPriority()

override float Barotrauma.AIObjectiveGoTo.GetPriority ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

◆ GetTargetHull() [1/2]

Hull Barotrauma.AIObjectiveGoTo.GetTargetHull ( )

◆ GetTargetHull() [2/2]

static Hull Barotrauma.AIObjectiveGoTo.GetTargetHull ( ISpatialEntity target)
static

◆ OnAbandon()

override void Barotrauma.AIObjectiveGoTo.OnAbandon ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

◆ OnCompleted()

override void Barotrauma.AIObjectiveGoTo.OnCompleted ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

◆ Reset()

override void Barotrauma.AIObjectiveGoTo.Reset ( )
virtual

Reimplemented from Barotrauma.AIObjective.

Member Data Documentation

◆ endNodeFilter

Func<PathNode, bool> Barotrauma.AIObjectiveGoTo.endNodeFilter

◆ ExtraDistanceOutsideSub

float Barotrauma.AIObjectiveGoTo.ExtraDistanceOutsideSub

◆ ExtraDistanceWhileSwimming

float Barotrauma.AIObjectiveGoTo.ExtraDistanceWhileSwimming

◆ IsFollowOrder

bool Barotrauma.AIObjectiveGoTo.IsFollowOrder

◆ IsWaitOrder

bool Barotrauma.AIObjectiveGoTo.IsWaitOrder

◆ Mimic

bool Barotrauma.AIObjectiveGoTo.Mimic

◆ OverridePriority

float? Barotrauma.AIObjectiveGoTo.OverridePriority = null

◆ PriorityGetter

Func<float> Barotrauma.AIObjectiveGoTo.PriorityGetter

◆ requiredCondition

Func<bool> Barotrauma.AIObjectiveGoTo.requiredCondition

Doesn't allow the objective to complete if this condition is false.

Property Documentation

◆ AbandonWhenCannotCompleteSubObjectives

override bool Barotrauma.AIObjectiveGoTo.AbandonWhenCannotCompleteSubObjectives
get

◆ AllowGoingOutside

bool Barotrauma.AIObjectiveGoTo.AllowGoingOutside
getset

◆ AllowInAnySub

override bool Barotrauma.AIObjectiveGoTo.AllowInAnySub
getprotected

◆ AllowOutsideSubmarine

override bool Barotrauma.AIObjectiveGoTo.AllowOutsideSubmarine
getprotected

◆ AlwaysUseEuclideanDistance

bool Barotrauma.AIObjectiveGoTo.AlwaysUseEuclideanDistance = true
getset

◆ CloseEnough

float Barotrauma.AIObjectiveGoTo.CloseEnough
getset

Display units.

◆ CloseEnoughMultiplier

float Barotrauma.AIObjectiveGoTo.CloseEnoughMultiplier
getset

◆ DebugLogWhenFails

bool Barotrauma.AIObjectiveGoTo.DebugLogWhenFails = true
getset

◆ DialogueIdentifier

Identifier Barotrauma.AIObjectiveGoTo.DialogueIdentifier = "dialogcannotreachtarget".ToIdentifier()
getset

◆ FaceTargetOnCompleted

bool Barotrauma.AIObjectiveGoTo.FaceTargetOnCompleted = true
getset

◆ Identifier

override Identifier Barotrauma.AIObjectiveGoTo.Identifier = "go to".ToIdentifier()
getset

◆ IgnoreIfTargetDead

bool Barotrauma.AIObjectiveGoTo.IgnoreIfTargetDead
getset

◆ IsCloseEnough

bool Barotrauma.AIObjectiveGoTo.IsCloseEnough
get

◆ KeepDivingGearOn

override bool Barotrauma.AIObjectiveGoTo.KeepDivingGearOn
get

◆ SpeakCannotReachCondition

Func<bool> Barotrauma.AIObjectiveGoTo.SpeakCannotReachCondition
getset

◆ SpeakIfFails

bool Barotrauma.AIObjectiveGoTo.SpeakIfFails = true
getset

◆ Target

ISpatialEntity Barotrauma.AIObjectiveGoTo.Target
get

◆ TargetGap

Gap Barotrauma.AIObjectiveGoTo.TargetGap
get

◆ TargetName

LocalizedString Barotrauma.AIObjectiveGoTo.TargetName
getset

◆ UseDistanceRelativeToAimSourcePos

bool Barotrauma.AIObjectiveGoTo.UseDistanceRelativeToAimSourcePos = false
getset

If true, the distance to the destination is calculated from the character's AimSourcePos (= shoulder) instead of the collider's position.

◆ UsePathingOutside

bool Barotrauma.AIObjectiveGoTo.UsePathingOutside = true
getset

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