Example #1
0
        /// <summary>places the specified squad on the map.</summary>
        public void ai_place(IAiActorDefinition ai, int value)
        {
            var toSpawn = value;

            if (ai is ScenarioTag.AiSquadDefinition squad)
            {
                if (toSpawn == 0)
                {
                    toSpawn = squad.SpawnMin;
                }

                toSpawn = Math.Min(toSpawn, squad.StartingLocations.Length);

                for (int i = 0; i < toSpawn; i++)
                {
                    var loc    = squad.StartingLocations[i];
                    var entity = this.scene.EntityCreator.FromSquadStartingLocation(loc);
                    this.scene.AddEntity(entity);
                }
            }
            else if (ai is ScenarioTag.AiSquadDefinition.StartingLocation loc)
            {
                this.scene.EntityCreator.FromSquadStartingLocation(loc);
            }
            else if (ai is ScenarioTag.AiSquadGroupDefinition group)
            {
                //?
            }
            else
            {
                return;
            }
        }
Example #2
0
        /// <summary>returns the unit/object corresponding to the given actor</summary>
        public IUnit ai_get_unit(IAiActorDefinition ai)
        {
            if (ai is ScenarioTag.AiSquadDefinition squad)
            {
                if (squad.StartingLocations.Length == 1)
                {
                    return(squad.StartingLocations[0].Actor);
                }
            }
            else if (ai is ScenarioTag.AiSquadDefinition.StartingLocation loc)
            {
                return(loc.Actor);
            }

            return(default(IUnit));
        }
Example #3
0
 /// <summary>erases the specified encounter and/or squad.</summary>
 public void ai_erase(IAiActorDefinition ai)
 {
 }
Example #4
0
 /// <summary>if TRUE, forces all actors to completely disregard the specified units, otherwise lets them acknowledge the units again</summary>
 public void ai_disregard(IAiActorDefinition actor, bool boolean)
 {
 }
Example #5
0
 /// <summary>Returns the highest integer combat status in the given squad-group/squad/actor</summary>
 public short ai_combat_status(IAiActorDefinition ai)
 {
     return(default(short));
 }
Example #6
0
 /// <summary>makes a group of actors braindead, or restores them to life (in their initial state)</summary>
 public void ai_braindead(IAiActorDefinition ai, bool boolean)
 {
 }
Example #7
0
 /// <summary>Returns the vehicle that was spawned at the given starting location.</summary>
 public IVehicle ai_vehicle_get_from_starting_location(IAiActorDefinition ai)
 {
     return(default(IVehicle));
 }
Example #8
0
 /// <summary>forces a group of actors to start or stop berserking</summary>
 public void ai_berserk(IAiActorDefinition ai, bool boolean)
 {
 }
Example #9
0
 /// <summary>return the current strength (average body vitality from 0-1) of the specified encounter and/or squad.</summary>
 public float ai_strength(IAiActorDefinition ai)
 {
     return(default(float));
 }
Example #10
0
 /// <summary>attaches the specified list of units to the specified encounter.</summary>
 public void ai_attach_units(IUnit unit, IAiActorDefinition ai)
 {
 }
Example #11
0
 /// <summary>Takes the squad or squad group (arg1) and gives it the order (arg3) in zone (arg2). Use the zone_name/order_name format</summary>
 public void ai_set_orders(IAiActorDefinition ai, IAiOrders ai_orders)
 {
 }
Example #12
0
 /// <summary>enables or disables hearing for actors in the specified encounter.</summary>
 public void ai_set_deaf(IAiActorDefinition ai, bool boolean)
 {
 }
Example #13
0
 /// <summary>enables or disables sight for actors in the specified encounter.</summary>
 public void ai_set_blind(IAiActorDefinition ai, bool boolean)
 {
 }
Example #14
0
 /// <summary>Turn on active camoflage on actor/squad/squad-group</summary>
 public void ai_set_active_camo(IAiActorDefinition ai, bool boolean)
 {
 }
Example #15
0
 /// <summary>Start the named scene, with the named command script on the named set of squads</summary>
 public bool ai_scene(string /*id*/ string_id, IScriptMethodReference ai_command_script, IAiActorDefinition ai, IAiActorDefinition ai1)
 {
     return(default(bool));
 }
Example #16
0
 /// <summary>the given group of actors is snapped into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles</summary>
 public void ai_vehicle_enter_immediate(IAiActorDefinition ai, IUnit unit, /*VehicleSeat*/ string seat = null)
 {
 }
Example #17
0
 /// <summary>tells a group of actors to get out of any vehicles that they are in</summary>
 public void ai_vehicle_exit(IAiActorDefinition ai)
 {
 }
Example #18
0
 /// <summary>Turn on/off combat suppression on actor/squad/squad-group</summary>
 public void ai_suppress_combat(IAiActorDefinition ai, bool boolean)
 {
 }
Example #19
0
 /// <summary>Returns the vehicle that the given actor is in.</summary>
 public IVehicle ai_vehicle_get(IAiActorDefinition ai)
 {
     return(default(IVehicle));
 }
Example #20
0
 /// <summary>return the number of swarm actors in the specified encounter and/or squad.</summary>
 public short ai_swarm_count(IAiActorDefinition ai)
 {
     return(default(short));
 }
Example #21
0
 /// <summary>Returns true if the ai's units are ALL vitality pinned (see object_vitality_pinned)</summary>
 public bool ai_vitality_pinned(IAiActorDefinition ai)
 {
     return(default(bool));
 }
Example #22
0
 /// <summary>teleports a group of actors to the starting locations of their current squad(s) if they are currently outside the world.</summary>
 public void ai_teleport_to_starting_location_if_outside_bsp(IAiActorDefinition ai)
 {
 }
Example #23
0
 /// <summary>AI cannot die from damage (as opposed to by scripting)</summary>
 public void ai_cannot_die(IAiActorDefinition ai, bool boolean)
 {
 }
Example #24
0
 /// <summary>Tests the named trigger on the named squad</summary>
 public bool ai_trigger_test(string value, IAiActorDefinition ai)
 {
     return(default(bool));
 }
Example #25
0
 /// <summary>enables or disables automatic garbage collection for actors in the specified encounter and/or squad.</summary>
 public void ai_disposable(IAiActorDefinition ai, bool boolean)
 {
 }
Example #26
0
 /// <summary>tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles</summary>
 public void ai_vehicle_enter(IAiActorDefinition ai)
 {
 }
Example #27
0
 /// <summary>Instructs the ai in the given squad to get in all their vehicles</summary>
 public void ai_enter_squad_vehicles(IAiActorDefinition ai)
 {
 }
Example #28
0
 /// <summary>tells a group of actors to get into a vehicle, in the substring-specified seats (e.g. passenger for pelican)... does not interrupt any actors who are already going to vehicles</summary>
 public void ai_vehicle_enter(IAiActorDefinition ai, IUnit unit, /*VehicleSeat*/ string unit_seat_mapping = null)
 {
 }
Example #29
0
 /// <summary>return the number of actors that are fighting in a squad or squad_group</summary>
 public short ai_fighting_count(IAiActorDefinition ai)
 {
     return(default(short));
 }
Example #30
0
 /// <summary>tells a group of actors to get into a vehicle... does not interrupt any actors who are already going to vehicles</summary>
 public void ai_vehicle_enter(IAiActorDefinition ai, /*VehicleSeat*/ string unit)
 {
 }