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AI_Equip.cs
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1
using
System.Collections.Generic;
2
3
public
class
AI_Equip
:
AIAct
4
{
5
public
Thing
target
;
6
7
public
override
IEnumerable<Status>
Run
()
8
{
9
if
(
target
.
ExistsOnMap
)
10
{
11
yield
return
DoGoto
(
target
);
12
}
13
if
(
target
.
ExistsOnMap
)
14
{
15
owner
.
Pick
(
target
);
16
}
17
if
(
target
.
parent
!=
owner
)
18
{
19
yield
return
Cancel
();
20
}
21
owner
.
body
.
Equip
(
target
);
22
}
23
}
AIAct
Definition:
AIAct.cs:6
AIAct.Cancel
virtual Status Cancel()
Definition:
AIAct.cs:291
AIAct.owner
new Chara owner
Definition:
AIAct.cs:14
AIAct.DoGoto
Status DoGoto(Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null)
Definition:
AIAct.cs:432
AI_Equip
Definition:
AI_Equip.cs:4
AI_Equip.target
Thing target
Definition:
AI_Equip.cs:5
AI_Equip.Run
override IEnumerable< Status > Run()
Definition:
AI_Equip.cs:7
Card.parent
ICardParent parent
Definition:
Card.cs:51
Card.ExistsOnMap
bool ExistsOnMap
Definition:
Card.cs:1961
CharaBody.Equip
bool Equip(Thing thing, BodySlot slot=null, bool msg=true)
Definition:
CharaBody.cs:182
Chara.body
CharaBody body
Definition:
Chara.cs:91
Chara.Pick
Thing Pick(Thing t, bool msg=true, bool tryStack=true)
Definition:
Chara.cs:3920
Thing
Definition:
Thing.cs:8
Elin
AI_Equip.cs
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