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

Public Member Functions

 AIObjectiveRescueAll (Character character, AIObjectiveManager objectiveManager, float priorityModifier=1)
 
- 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 ()
 

Static Public Member Functions

static float GetVitalityThreshold (AIObjectiveManager manager, Character character, Character target)
 
static float GetVitalityFactor (Character character)
 
static IEnumerable< AfflictionGetTreatableAfflictions (Character character, bool ignoreTreatmentThreshold)
 
static bool IsValidTarget (Character target, Character character, out bool ignoredAsMinorWounds)
 

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 = "rescue all".ToIdentifier() [get, set]
 
override bool ForceRun [get]
 
override bool InverseTargetPriority [get]
 
override bool AllowOutsideSubmarine [get]
 
override bool AllowInAnySub [get]
 
- 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

◆ AIObjectiveRescueAll()

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

Member Function Documentation

◆ GetList()

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

◆ GetTargetPriority()

override float Barotrauma.AIObjectiveRescueAll.GetTargetPriority ( )
protected

◆ GetTreatableAfflictions()

static IEnumerable< Affliction > Barotrauma.AIObjectiveRescueAll.GetTreatableAfflictions ( Character character,
bool ignoreTreatmentThreshold )
static

◆ GetVitalityFactor()

static float Barotrauma.AIObjectiveRescueAll.GetVitalityFactor ( Character character)
static

◆ GetVitalityThreshold()

static float Barotrauma.AIObjectiveRescueAll.GetVitalityThreshold ( AIObjectiveManager manager,
Character character,
Character target )
static

◆ IsValidTarget() [1/2]

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

◆ IsValidTarget() [2/2]

static bool Barotrauma.AIObjectiveRescueAll.IsValidTarget ( Character target,
Character character,
out bool ignoredAsMinorWounds )
static

◆ ObjectiveConstructor()

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

◆ OnObjectiveCompleted()

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

Property Documentation

◆ AllowInAnySub

override bool Barotrauma.AIObjectiveRescueAll.AllowInAnySub
getprotected

◆ AllowOutsideSubmarine

override bool Barotrauma.AIObjectiveRescueAll.AllowOutsideSubmarine
getprotected

◆ ForceRun

override bool Barotrauma.AIObjectiveRescueAll.ForceRun
get

◆ Identifier

override Identifier Barotrauma.AIObjectiveRescueAll.Identifier = "rescue all".ToIdentifier()
getset

◆ InverseTargetPriority

override bool Barotrauma.AIObjectiveRescueAll.InverseTargetPriority
get

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