public override bool IsDuplicate(AIObjective otherObjective) { return(true); }
protected override void OnObjectiveCompleted(AIObjective objective, Character target) => HumanAIController.RemoveTargets <AIObjectiveFightIntruders, Character>(character, target);
public abstract bool IsDuplicate(AIObjective otherObjective);
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFindSafety;
protected override void OnObjectiveCompleted(AIObjective objective, Gap target) => HumanAIController.RemoveTargets <AIObjectiveFixLeaks, Gap>(character, target);
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveRescueAll;
public override bool IsDuplicate(AIObjective otherObjective) { return(otherObjective is AIObjectiveIdle); }
public override bool IsDuplicate(AIObjective otherObjective) { return(otherObjective is AIObjectiveExtinguishFires); }
public void SetForcedOrder(AIObjective objective) { ForcedOrder = objective; }
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks;
public override bool IsDuplicate(AIObjective otherObjective) { return(otherObjective is AIObjectiveFixLeaks); }
protected override void OnObjectiveCompleted(AIObjective objective, Hull target) => HumanAIController.RemoveTargets <AIObjectiveExtinguishFires, Hull>(character, target);
public OrderInfo(Order order, string orderOption, int manualPriority, AIObjective objective) : this(order, orderOption, manualPriority, OrderType.Current, objective) { }
private OrderInfo(Order order, string orderOption, int manualPriority, OrderType orderType, AIObjective objective) { Order = order; OrderOption = orderOption; ManualPriority = Math.Min(manualPriority, CharacterInfo.HighestManualOrderPriority); Type = orderType; Objective = objective; }
public override bool IsDuplicate(AIObjective otherObjective) { return(otherObjective is AIObjectiveChargeBatteries other && other.Option == Option); }
public bool IsOrder(AIObjective objective) { return(objective == ForcedOrder || CurrentOrders.Any(o => o.Objective == objective)); }
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFindDivingGear;
public override bool IsDuplicate(AIObjective otherObjective) { return(otherObjective is AIObjectiveFindDivingGear); }
protected override void OnObjectiveCompleted(AIObjective objective, Character target) => HumanAIController.RemoveTargets <AIObjectiveRescueAll, Character>(character, target);
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectivePumpWater && otherObjective.Option == Option;
public override bool IsDuplicate(AIObjective otherObjective) { return(otherObjective is AIObjectiveRepairItem repairObjective && repairObjective.Item == Item); }
public void SetOrder(AIObjective objective) { CurrentOrder = objective; }
protected override void OnObjectiveCompleted(AIObjective objective, Item target) => HumanAIController.RemoveTargets <AIObjectiveCleanupItems, Item>(character, target);
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFightIntruders;
public override bool IsDuplicate(AIObjective otherObjective) { AIObjectiveRescue rescueObjective = otherObjective as AIObjectiveRescue; return(rescueObjective != null && rescueObjective.targetCharacter == targetCharacter); }
public override bool IsDuplicate(AIObjective otherObjective) { return(otherObjective is AIObjectiveFindSafety); }
protected virtual bool ShouldInterruptSubObjective(AIObjective subObjective) => false;
protected override void OnObjectiveCompleted(AIObjective objective, PowerContainer target) => HumanAIController.RemoveTargets <AIObjectiveChargeBatteries, PowerContainer>(character, target);
protected override void OnObjectiveCompleted(AIObjective objective, Pump target) => HumanAIController.RemoveTargets <AIObjectivePumpWater, Pump>(character, target);
public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveRepairItems repairItems && repairItems.RequireAdequateSkills == RequireAdequateSkills;