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

Public Member Functions

override bool IsDuplicate< T > (T otherObjective)
 
ItemComponent GetTarget ()
 
 AIObjectiveOperateItem (ItemComponent item, Character character, AIObjectiveManager objectiveManager, Identifier option, bool requireEquip, Entity operateTarget=null, bool useController=false, ItemComponent controller=null, float priorityModifier=1)
 
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 void Update (float deltaTime)
 
virtual void OnSelected ()
 
virtual void OnDeselected ()
 
virtual void SpeakAfterOrderReceived ()
 

Public Attributes

Func< PathNode, bool > EndNodeFilter
 If undefined, a default filter will be used.
 
Func< bool > completionCondition
 
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 ()
 
- 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.
 
virtual void OnCompleted ()
 
virtual void OnAbandon ()
 
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 = "operate item".ToIdentifier() [get, set]
 
override string DebugTag [get]
 
override bool AllowAutomaticItemUnequipping [get]
 
override bool AllowMultipleInstances [get]
 
override bool AllowInAnySub [get]
 
override bool AllowWhileHandcuffed [get]
 
override bool PrioritizeIfSubObjectivesActive [get]
 
bool Override = true [get]
 
bool Repeat [get]
 When true, the operate objective is never completed, unless it's abandoned.
 
override bool CanBeCompleted [get]
 
Entity OperateTarget [get]
 
ItemComponent Component [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 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.
 
- 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

◆ AIObjectiveOperateItem()

Barotrauma.AIObjectiveOperateItem.AIObjectiveOperateItem ( ItemComponent item,
Character character,
AIObjectiveManager objectiveManager,
Identifier option,
bool requireEquip,
Entity operateTarget = null,
bool useController = false,
ItemComponent controller = null,
float priorityModifier = 1 )

Member Function Documentation

◆ Act()

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

◆ CheckObjectiveSpecific()

override bool Barotrauma.AIObjectiveOperateItem.CheckObjectiveSpecific ( )
protected

◆ GetPriority()

override float Barotrauma.AIObjectiveOperateItem.GetPriority ( )
protectedvirtual

Reimplemented from Barotrauma.AIObjective.

◆ GetTarget()

ItemComponent Barotrauma.AIObjectiveOperateItem.GetTarget ( )

◆ IsDuplicate< T >()

override bool Barotrauma.AIObjectiveOperateItem.IsDuplicate< T > ( T otherObjective)
virtual

Reimplemented from Barotrauma.AIObjective.

◆ Reset()

override void Barotrauma.AIObjectiveOperateItem.Reset ( )
virtual

Reimplemented from Barotrauma.AIObjective.

Member Data Documentation

◆ completionCondition

Func<bool> Barotrauma.AIObjectiveOperateItem.completionCondition

◆ EndNodeFilter

Func<PathNode, bool> Barotrauma.AIObjectiveOperateItem.EndNodeFilter

If undefined, a default filter will be used.

◆ OverridePriority

float? Barotrauma.AIObjectiveOperateItem.OverridePriority = null

Property Documentation

◆ AllowAutomaticItemUnequipping

override bool Barotrauma.AIObjectiveOperateItem.AllowAutomaticItemUnequipping
get

◆ AllowInAnySub

override bool Barotrauma.AIObjectiveOperateItem.AllowInAnySub
getprotected

◆ AllowMultipleInstances

override bool Barotrauma.AIObjectiveOperateItem.AllowMultipleInstances
get

◆ AllowWhileHandcuffed

override bool Barotrauma.AIObjectiveOperateItem.AllowWhileHandcuffed
getprotected

◆ CanBeCompleted

override bool Barotrauma.AIObjectiveOperateItem.CanBeCompleted
get

◆ Component

ItemComponent Barotrauma.AIObjectiveOperateItem.Component
get

◆ DebugTag

override string Barotrauma.AIObjectiveOperateItem.DebugTag
get

◆ Identifier

override Identifier Barotrauma.AIObjectiveOperateItem.Identifier = "operate item".ToIdentifier()
getset

◆ OperateTarget

Entity Barotrauma.AIObjectiveOperateItem.OperateTarget
get

◆ Override

bool Barotrauma.AIObjectiveOperateItem.Override = true
get

◆ PrioritizeIfSubObjectivesActive

override bool Barotrauma.AIObjectiveOperateItem.PrioritizeIfSubObjectivesActive
get

◆ Repeat

bool Barotrauma.AIObjectiveOperateItem.Repeat
get

When true, the operate objective is never completed, unless it's abandoned.


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