Barotrauma Server
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Barotrauma.CrewManager Class Reference

Responsible for keeping track of the characters in the player crew, saving and loading their orders, managing the crew list UI. More...

Classes

class  ActiveOrder
 

Public Member Functions

IEnumerable< CharacterGetCharacters ()
 
IEnumerable< CharacterInfoGetCharacterInfos ()
 Note: this only returns AI characters' infos in multiplayer. The infos are used to manage hiring/firing/renaming, which only applies to AI characters. Use GetSessionCrewCharacters to get all the characters regardless if they're player or AI controlled.
 
 CrewManager (bool isSinglePlayer)
 
bool AddOrder (Order order, float? fadeOutTime)
 
void AddCharacterElements (XElement element)
 
void RemoveCharacterInfo (CharacterInfo characterInfo)
 Remove info of a selected character. The character will not be visible in any menus or the round summary.
 
void AddCharacter (Character character, bool sortCrewList=true)
 
bool IsFired (Character character)
 
void RemoveCharacter (Character character, bool removeInfo=false, bool resetCrewListIndex=true)
 Remove the character from the crew (and crew menus).
 
void AddCharacterInfo (CharacterInfo characterInfo)
 
void ClearCharacterInfos ()
 
void InitRound ()
 
List< WayPointGetOutpostSpawnpoints ()
 Returns the potential crew spawnpositions for the crew in the loaded outpost.
 
void InitializeCharacter (Character character, WayPoint mainSubWaypoint, WayPoint spawnWaypoint)
 
void RenameCharacter (CharacterInfo characterInfo, string newName)
 
void FireCharacter (CharacterInfo characterInfo)
 
void ClearCurrentOrders ()
 
void Update (float deltaTime)
 
void AddConversation (List<(Character speaker, string line)> conversationLines)
 
void SaveActiveOrders (XElement element)
 
void LoadActiveOrders (XElement element)
 
XElement SaveMultiplayer (XElement parentElement)
 Saves bots in multiplayer.
 
void ServerWriteActiveOrders (IWriteMessage msg)
 

Static Public Member Functions

static Character GetCharacterForQuickAssignment (Order order, Character controlledCharacter, IEnumerable< Character > characters, bool includeSelf=false)
 
static IEnumerable< CharacterGetCharactersSortedForOrder (Order order, IEnumerable< Character > characters, Character controlledCharacter, bool includeSelf, IEnumerable< Character > extraCharacters=null)
 

Public Attributes

ReadyCheck ActiveReadyCheck
 

Static Public Attributes

const int MaxCrewSize = 16
 

Properties

bool HasBots [get, set]
 
List< ActiveOrderActiveOrders = new List<ActiveOrder>() [get]
 
bool IsSinglePlayer [get]
 

Detailed Description

Responsible for keeping track of the characters in the player crew, saving and loading their orders, managing the crew list UI.

Constructor & Destructor Documentation

◆ CrewManager()

Barotrauma.CrewManager.CrewManager ( bool isSinglePlayer)

Member Function Documentation

◆ AddCharacter()

void Barotrauma.CrewManager.AddCharacter ( Character character,
bool sortCrewList = true )

◆ AddCharacterElements()

void Barotrauma.CrewManager.AddCharacterElements ( XElement element)

◆ AddCharacterInfo()

void Barotrauma.CrewManager.AddCharacterInfo ( CharacterInfo characterInfo)

◆ AddConversation()

void Barotrauma.CrewManager.AddConversation ( List<(Character speaker, string line)> conversationLines)

◆ AddOrder()

bool Barotrauma.CrewManager.AddOrder ( Order order,
float? fadeOutTime )

◆ ClearCharacterInfos()

void Barotrauma.CrewManager.ClearCharacterInfos ( )

◆ ClearCurrentOrders()

void Barotrauma.CrewManager.ClearCurrentOrders ( )

◆ FireCharacter()

void Barotrauma.CrewManager.FireCharacter ( CharacterInfo characterInfo)

◆ GetCharacterForQuickAssignment()

static Character Barotrauma.CrewManager.GetCharacterForQuickAssignment ( Order order,
Character controlledCharacter,
IEnumerable< Character > characters,
bool includeSelf = false )
static

◆ GetCharacterInfos()

IEnumerable< CharacterInfo > Barotrauma.CrewManager.GetCharacterInfos ( )

Note: this only returns AI characters' infos in multiplayer. The infos are used to manage hiring/firing/renaming, which only applies to AI characters. Use GetSessionCrewCharacters to get all the characters regardless if they're player or AI controlled.

◆ GetCharacters()

IEnumerable< Character > Barotrauma.CrewManager.GetCharacters ( )

◆ GetCharactersSortedForOrder()

static IEnumerable< Character > Barotrauma.CrewManager.GetCharactersSortedForOrder ( Order order,
IEnumerable< Character > characters,
Character controlledCharacter,
bool includeSelf,
IEnumerable< Character > extraCharacters = null )
static

◆ GetOutpostSpawnpoints()

List< WayPoint > Barotrauma.CrewManager.GetOutpostSpawnpoints ( )

Returns the potential crew spawnpositions for the crew in the loaded outpost.

◆ InitializeCharacter()

void Barotrauma.CrewManager.InitializeCharacter ( Character character,
WayPoint mainSubWaypoint,
WayPoint spawnWaypoint )

◆ InitRound()

void Barotrauma.CrewManager.InitRound ( )

◆ IsFired()

bool Barotrauma.CrewManager.IsFired ( Character character)

◆ LoadActiveOrders()

void Barotrauma.CrewManager.LoadActiveOrders ( XElement element)

◆ RemoveCharacter()

void Barotrauma.CrewManager.RemoveCharacter ( Character character,
bool removeInfo = false,
bool resetCrewListIndex = true )

Remove the character from the crew (and crew menus).

Parameters
characterThe character to remove
removeInfoIf the character info is also removed, the character will not be visible in the round summary.

◆ RemoveCharacterInfo()

void Barotrauma.CrewManager.RemoveCharacterInfo ( CharacterInfo characterInfo)

Remove info of a selected character. The character will not be visible in any menus or the round summary.

Parameters
characterInfo

◆ RenameCharacter()

void Barotrauma.CrewManager.RenameCharacter ( CharacterInfo characterInfo,
string newName )

◆ SaveActiveOrders()

void Barotrauma.CrewManager.SaveActiveOrders ( XElement element)

◆ SaveMultiplayer()

XElement Barotrauma.CrewManager.SaveMultiplayer ( XElement parentElement)

Saves bots in multiplayer.

◆ ServerWriteActiveOrders()

void Barotrauma.CrewManager.ServerWriteActiveOrders ( IWriteMessage msg)

◆ Update()

void Barotrauma.CrewManager.Update ( float deltaTime)

Member Data Documentation

◆ ActiveReadyCheck

ReadyCheck Barotrauma.CrewManager.ActiveReadyCheck

◆ MaxCrewSize

const int Barotrauma.CrewManager.MaxCrewSize = 16
static

Property Documentation

◆ ActiveOrders

List<ActiveOrder> Barotrauma.CrewManager.ActiveOrders = new List<ActiveOrder>()
get

◆ HasBots

bool Barotrauma.CrewManager.HasBots
getset

◆ IsSinglePlayer

bool Barotrauma.CrewManager.IsSinglePlayer
get

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