public AIObjectiveContainItem(Character character, string itemIdentifier, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1) : this(character, new string[] { itemIdentifier }, container, objectiveManager, priorityModifier) { }
public AIObjectiveFightIntruders(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
public AIObjectiveRepairItems(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Item prioritizedItem = null) : base(character, objectiveManager, priorityModifier) { this.prioritizedItem = prioritizedItem; }
public AIObjectiveDecontainItem(Character character, string[] itemIdentifiers, AIObjectiveManager objectiveManager, ItemContainer sourceContainer, ItemContainer targetContainer = null, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { this.itemIdentifiers = itemIdentifiers; for (int i = 0; i < itemIdentifiers.Length; i++) { itemIdentifiers[i] = itemIdentifiers[i].ToLowerInvariant(); } this.sourceContainer = sourceContainer; this.targetContainer = targetContainer; }
public AIObjectiveRepairItem(Character character, Item item, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool isPriority = false) : base(character, objectiveManager, priorityModifier) { Item = item; this.isPriority = isPriority; }
public AIObjectiveIdle(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { standStillTimer = Rand.Range(-10.0f, 10.0f); walkDuration = Rand.Range(0.0f, 10.0f); }
public AIObjectiveExtinguishFires(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
public AIObjectiveLoop(Character character, AIObjectiveManager objectiveManager, float priorityModifier, string option = null) : base(character, objectiveManager, priorityModifier, option) { }
public AIObjectiveRepairItem(Character character, Item item, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { Item = item; }
public AIObjectiveFindDivingGear(Character character, bool needDivingSuit, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { gearTag = needDivingSuit ? "divingsuit" : "divingmask"; fallbackTag = needDivingSuit ? "divingsuit" : "diving"; }
public AIObjectiveGetItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, bool equip = false, bool checkInventory = true, float priorityModifier = 1) : this(character, new string[] { itemIdentifier }, objectiveManager, equip, checkInventory, priorityModifier) { }
public AIObjectiveFixLeak(Gap leak, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool ignoreSeverityAndDistance = false) : base(character, objectiveManager, priorityModifier) { Leak = leak; IgnoreSeverityAndDistance = ignoreSeverityAndDistance; }
public AIObjectiveFindSafety(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
public AIObjectiveFindDivingGear(Character character, bool needsDivingSuit, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { gearTag = needsDivingSuit ? HEAVY_DIVING_GEAR : LIGHT_DIVING_GEAR; }
public override float GetPriority(AIObjectiveManager objectiveManager) { return(1.0f); }
public AIObjectiveGetItem(Character character, string identifierOrTag, AIObjectiveManager objectiveManager, bool equip = true, bool checkInventory = true, float priorityModifier = 1, bool spawnItemIfNotFound = false) : this(character, new string[] { identifierOrTag }, objectiveManager, equip, checkInventory, priorityModifier, spawnItemIfNotFound) { }
public AIObjectiveExtinguishFire(Character character, Hull targetHull, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { this.targetHull = targetHull; }
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1, float coolDown = 10.0f) : base(character, objectiveManager, priorityModifier) { if (mode == CombatMode.None) { #if DEBUG DebugConsole.ThrowError("Combat mode == None"); #endif return; } Enemy = enemy; coolDownTimer = coolDown; findSafety = objectiveManager.GetObjective <AIObjectiveFindSafety>(); if (findSafety != null) { findSafety.Priority = 0; HumanAIController.UnreachableHulls.Clear(); } Mode = mode; initialMode = Mode; if (Enemy == null) { Mode = CombatMode.Retreat; } spreadTimer = Rand.Range(-10, 10); HumanAIController.SortTimer = 0; }
public AIObjectiveFixLeak(Gap leak, Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, bool isPriority = false) : base(character, objectiveManager, priorityModifier) { Leak = leak; this.isPriority = isPriority; }
public AIObjectiveChargeBatteries(Character character, AIObjectiveManager objectiveManager, string option, float priorityModifier) : base(character, objectiveManager, priorityModifier, option) { }
public AIObjectiveRescueAll(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { }
public AIObjectiveDecontainItem(Character character, Item targetItem, ItemContainer sourceContainer, AIObjectiveManager objectiveManager, ItemContainer targetContainer = null, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { this.targetItem = targetItem; this.sourceContainer = sourceContainer; this.targetContainer = targetContainer; }
public AIObjectivePumpWater(Character character, AIObjectiveManager objectiveManager, string option, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier, option) { }
public AIObjectiveDecontainItem(Character character, string itemIdentifier, AIObjectiveManager objectiveManager, ItemContainer sourceContainer, ItemContainer targetContainer = null, float priorityModifier = 1) : this(character, new string[] { itemIdentifier }, objectiveManager, sourceContainer, targetContainer, priorityModifier) { }
public AIObjectiveFixLeaks(Character character, AIObjectiveManager objectiveManager, float priorityModifier = 1, Hull prioritizedHull = null) : base(character, objectiveManager, priorityModifier) { PrioritizedHull = prioritizedHull; }
public AIObjectiveCombat(Character character, Character enemy, CombatMode mode, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { Enemy = enemy; coolDownTimer = coolDown; findSafety = objectiveManager.GetObjective <AIObjectiveFindSafety>(); if (findSafety != null) { findSafety.Priority = 0; findSafety.unreachable.Clear(); } Mode = mode; initialMode = Mode; if (Enemy == null) { Mode = CombatMode.Retreat; } }
public AIObjectiveContainItem(Character character, Item item, ItemContainer container, AIObjectiveManager objectiveManager, float priorityModifier = 1) : base(character, objectiveManager, priorityModifier) { this.container = container; this.item = item; }