Elin Decompiled Documentation EA 23.102 Nightly
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Public Types | |
enum | Status { Running , Fail , Success } |
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enum | CostType { None , MP , SP } |
Public Member Functions | |
override string | ToString () |
override MultiSprite | GetStateIcon () |
virtual bool | ShouldAllyAttack (Chara tg) |
virtual Point | GetDestination () |
AIProgress | GetProgress () |
string | GetCurrentActionText () |
override bool | IsToolValid () |
virtual void | OnStart () |
void | SetOwner (Chara c) |
virtual void | OnSetOwner () |
void | SetChild (AIAct seq, Func< Status > _onChildFail=null) |
void | Start () |
override bool | Perform () |
Status | Restart () |
Status | Success (Action action=null) |
virtual void | OnSuccess () |
bool | TryCancel (Card c) |
virtual Status | Cancel () |
virtual void | OnCancel () |
virtual void | OnCancelOrSuccess () |
virtual bool | CanManualCancel () |
Status | KeepRunning () |
void | Reset () |
virtual void | OnReset () |
Status | Tick () |
virtual IEnumerable< Status > | Run () |
Status | TickChild () |
Status | Do (AIAct _seq, Func< Status > _onChildFail=null) |
Status | DoGotoInteraction (Point pos, Func< Status > _onChildFail=null) |
Status | DoGoto (Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null) |
Status | DoGoto (Card card, Func< Status > _onChildFail=null) |
Status | DoGoto (Card card, int dist, Func< Status > _onChildFail=null) |
Status | DoGotoSpot (Card card, Func< Status > _onChildFail=null) |
Status | DoGoto< T > (Func< Status > _onChildFail=null) |
Status | DoGotoSpot< T > (Func< Status > _onChildFail=null, bool ignoreAccessType=false) |
Status | DoGrab (Card card, int num=-1, bool pickHeld=false, Func< Status > _onChildFail=null) |
Status | DoGrab< T > () |
Status | DoProgress () |
Status | DoIdle (int repeat=3) |
Status | DoWait (int count=1) |
virtual AIProgress | CreateProgress () |
virtual void | OnCreateProgress (Progress_Custom p) |
virtual bool | CanProgress () |
virtual void | OnBeforeProgress () |
virtual void | OnProgress () |
virtual void | OnProgressComplete () |
void | SimulateZone (int days) |
virtual void | OnSimulateZone (int days) |
virtual void | OnSimulatePosition () |
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virtual CursorInfo | GetCursorIcon (Card c) |
virtual MultiSprite | GetStateIcon () |
override Sprite | GetSprite () |
virtual bool | ShowMouseHint (Card c) |
virtual bool | IsValidTC (Card c) |
virtual string | GetHintText (string str="") |
virtual string | GetText (string str="") |
virtual string | GetTextSmall (Card c) |
bool | IsTargetHostileParty () |
virtual Color | GetActPlanColor () |
virtual bool | Perform () |
virtual bool | CanPerform () |
bool | Perform (Chara _cc, Card _tc=null, Point _tp=null) |
bool | CanPerform (Chara _cc, Card _tc=null, Point _tp=null) |
virtual bool | IsToolValid () |
new void | SetImage (Image image) |
virtual void | OnMarkMapHighlights () |
virtual bool | ShouldMapHighlight (Point p) |
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virtual SourceElement.Row | GetSource () |
virtual int | GetSourcePotential (int v) |
virtual Sprite | GetSprite () |
int | GetMaterialSourceValue (Thing t, int v) |
virtual int | GetSourceValue (int v, int lv, SourceValueType type) |
virtual Sprite | GetIcon (string suffix="") |
bool | IsActive (Card c) |
int | SortVal (bool charaSheet=false) |
virtual bool | CanLink (ElementContainer owner) |
bool | HasTag (string tag) |
void | SetImage (Image i) |
virtual string | GetDetail () |
bool | IsFactionElement (Chara c) |
Element | GetParent (Card c) |
void | WriteNote (UINote n, ElementContainer owner=null, Action< UINote > onWriteNote=null) |
void | WriteNoteWithRef (UINote n, ElementContainer owner, Action< UINote > onWriteNote, Element refEle) |
void | _WriteNote (UINote n, Chara c, Act act) |
void | AddHeaderAbility (UINote n) |
void | _WriteNote (UINote n, ElementContainer owner, Action< UINote > onWriteNote, bool isRef, bool addHeader=true) |
virtual void | OnWriteNote (UINote n, ElementContainer owner) |
virtual void | OnChangeValue () |
void | CheckLevelBonus (ElementContainer owner, UINote n=null) |
int | GetSortVal (UIList.SortMode m) |
virtual Act.Cost | GetCost (Chara c) |
virtual int | GetPower (Card c) |
virtual void | SetTextValue (UIText text) |
virtual bool | IsPurchaseFeatReqMet (ElementContainer owner, int lv=-1) |
virtual void | WritePurchaseReq (UINote n, int lv=1) |
Public Attributes | |
new Chara | owner |
Status | status |
IEnumerator< Status > | Enumerator |
AIAct | child |
AIAct | parent |
byte | restartCount |
Func< Status > | onChildFail |
Func< bool > | isFail |
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SourceElement.Row | _source |
int | id |
int | vBase |
int | vExp |
int | vPotential |
int | vTempPotential |
int | vLink |
int | vSource |
int | vSourcePotential |
ElementContainer | owner |
Properties | |
virtual bool | IsRunning [get] |
bool | IsChildRunning [get] |
bool | IsMoveAI [get] |
virtual int | MaxRestart [get] |
virtual new string | Name [get] |
virtual MultiSprite | stateIcon [get] |
virtual Sprite | actionIcon [get] |
virtual bool | IsNoGoal [get] |
virtual bool | IsAutoTurn [get] |
virtual bool | IsIdle [get] |
virtual bool | CancelOnAggro [get] |
virtual bool | PushChara [get] |
virtual int | MaxProgress [get] |
virtual bool | ShowProgress [get] |
virtual bool | UseTurbo [get] |
virtual int | CurrentProgress [get] |
virtual bool | ShowCursor [get] |
virtual bool | CancelWhenDamaged [get] |
virtual bool | CancelWhenMoved [get] |
virtual bool | InformCancel [get] |
virtual Thing | RenderThing [get] |
AIAct | Current [get] |
override bool | IsAct [get] |
override bool | ShowPotential [get] |
override bool | UsePotential [get] |
override bool | ShowRelativeAttribute [get] |
virtual bool | HasProgress [get] |
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override bool | ShowPotential [get] |
override bool | UsePotential [get] |
override bool | ShowRelativeAttribute [get] |
virtual CursorInfo | CursorIcon [get] |
virtual string | ID [get] |
virtual bool | IsAct [get] |
virtual bool | WillEndTurn [get] |
virtual bool | CloseLayers [get] |
virtual int | LeftHand [get] |
virtual int | RightHand [get] |
virtual int | ElementPowerMod [get] |
virtual bool | ShowMapHighlight [get] |
virtual bool | ShowMapHighlightBlock [get] |
virtual bool | PickHeldOnStart [get] |
virtual bool | DropHeldOnStart [get] |
virtual bool | CanPressRepeat [get] |
virtual bool | CanAutofire [get] |
virtual bool | ResetAxis [get] |
virtual bool | RequireTool [get] |
virtual bool | IsHostileAct [get] |
virtual bool | HideRightInfo [get] |
virtual bool | HaveLongPressAction [get] |
virtual float | Radius [get] |
virtual int | PerformDistance [get] |
virtual int | MaxRadius [get] |
virtual TargetType | TargetType [get] |
virtual bool | LocalAct [get] |
virtual bool | CanRapidFire [get] |
virtual float | RapidDelay [get] |
virtual bool | ShowAuto [get] |
virtual bool | IsCrime [get] |
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SourceElement.Row | source [get] |
virtual int | DisplayValue [get] |
virtual int | MinValue [get] |
int | Value [get] |
int | ValueWithoutLink [get] |
virtual int | MinPotential [get] |
int | Potential [get] |
virtual bool | CanGainExp [get] |
bool | IsFlag [get] |
virtual string | Name [get] |
virtual string | FullName [get] |
virtual int | ExpToNext [get] |
virtual bool | UseExpMod [get] |
virtual int | CostTrain [get] |
virtual int | CostLearn [get] |
virtual bool | ShowXP [get] |
virtual bool | ShowMsgOnValueChanged [get] |
virtual bool | ShowValue [get] |
virtual bool | ShowPotential [get] |
virtual bool | UsePotential [get] |
virtual bool | PotentialAsStock [get] |
virtual bool | ShowRelativeAttribute [get] |
virtual bool | ShowBonuses [get] |
virtual string | ShortName [get] |
bool | IsGlobalElement [get] |
bool | IsFactionWideElement [get] |
bool | IsPartyWideElement [get] |
virtual bool | ShowEncNumber [get] |
bool | IsTrait [get] |
bool | IsFoodTrait [get] |
bool | IsFoodTraitMain [get] |
bool | IsMainAttribute [get] |
Act | act [get] |
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static Game | game [get] |
static bool | AdvMode [get] |
static Player | player [get] |
static Chara | pc [get] |
static UI | ui [get] |
static Map | _map [get] |
static Zone | _zone [get] |
static FactionBranch | Branch [get] |
static FactionBranch | BranchOrHomeBranch [get] |
static Faction | Home [get] |
static Faction | Wilds [get] |
static Scene | scene [get] |
static BaseGameScreen | screen [get] |
static GameSetting | setting [get] |
static GameData | gamedata [get] |
static ColorProfile | Colors [get] |
static World | world [get] |
static SourceManager | sources [get] |
static SourceManager | editorSources [get] |
static SoundManager | Sound [get] |
static CoreDebug | debug [get] |
Additional Inherited Members | |
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static void | SetReference (Chara _cc, Card _tc=null, Point _tp=null) |
static void | SetTool (Thing t) |
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static string | GetName (string alias) |
static SourceElement.Row | Get (int id) |
static Dictionary< int, int > | GetElementMap (int[] list) |
static Dictionary< int, int > | GetElementMap (int[] list, Dictionary< int, int > map) |
static SourceElement.Row | GetRandomElement (int lv=1) |
static Element | Create (int id, int v=0) |
static Element | Create (string id, int v=1) |
static int | GetId (string alias) |
static int | GetResistLv (int v) |
static int | GetResistDamage (int dmg, int v, int power=0) |
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static int | rnd (int a) |
static int | curve (int a, int start, int step, int rate=75) |
static int | rndHalf (int a) |
static float | rndf (float a) |
static int | rndSqrt (int a) |
static void | Wait (float a, Card c) |
static void | Wait (float a, Point p) |
static int | Bigger (int a, int b) |
static int | Smaller (int a, int b) |
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static Chara | CC |
static Card | TC |
static Point | TP = new Point() |
static Thing | TOOL |
static int | powerMod = 100 |
static bool | forcePt |
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const int | Div = 5 |
static Element | Void = new Element() |
static int[] | List_MainAttributes = new int[9] { 70, 72, 71, 77, 74, 75, 76, 73, 79 } |
static int[] | List_MainAttributesMajor = new int[8] { 70, 72, 71, 77, 74, 75, 76, 73 } |
static int[] | List_Body = new int[4] { 70, 72, 71, 77 } |
static int[] | List_Mind = new int[4] { 74, 75, 76, 73 } |
static List< SourceElement.Row > | ListElements = new List<SourceElement.Row>() |
static List< SourceElement.Row > | ListAttackElements = new List<SourceElement.Row>() |
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static Core | core |
enum AIAct.Status |
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Reimplemented in AI_Massage, and Task.
Definition at line 291 of file AIAct.cs.
References Chara.held, Chara.IsPC, OnCancel(), OnCancelOrSuccess(), owner, Chara.PickHeld(), Reset(), and status.
Referenced by AM_Adv._OnUpdateInput(), AM_Adv.AxisMove(), QueueManager.Cancel(), AI_OpenLock.CreateProgress(), AI_PracticeDummy.CreateProgress(), DoGoto(), DoGotoInteraction(), DoGotoSpot(), DoGrab(), Chara.IsEnemyOnPath(), Card.MoveImmediate(), TraitNewZone.MoveZone(), AM_Adv.OnActivate(), AI_Torture.OnCancelOrSuccess(), TaskDig.OnCreateProgress(), TaskHarvest.OnCreateProgress(), TaskMine.OnCreateProgress(), TaskPlow.OnCreateProgress(), LayerDragGrid.OnKill(), AI_Fish.ProgressFish.OnProgress(), AM_Adv.PressedActionMove(), Chara.ReleaseMinion(), AI_Bladder.Run(), AI_Cook.Run(), AI_Deconstruct.Run(), AI_Drink.Run(), AI_Eat.Run(), AI_Equip.Run(), AI_Fish.Run(), AI_Fuck.Run(), AI_Goto.Run(), AI_Grab< T >.Run(), AI_Offer.Run(), AI_PlayMusic.Run(), AI_Read.Run(), AI_Shear.Run(), AI_Slaughter.Run(), AI_Steal.Run(), AI_TargetCard.Run(), AI_UseCrafter.Run(), AIProgress.Run(), GoalCombat.Run(), GoalManualMove.Run(), GoalSpot.Run(), GoalTask.Run(), Chara.SetAI(), SetChild(), Chara.SetEnemy(), Card.Teleport(), Tick(), Player.TryAbortAutoCombat(), TryCancel(), AM_Adv.TryCancelInteraction(), and AI_Goto.TryGoTo().
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Reimplemented in AI_Eat, AI_Fish, AI_Goto, AI_PassTime, AI_PracticeDummy, AI_Slaughter, AI_Torture, AI_Trolley, AI_UseCrafter, GoalCombat, TaskBuild, TaskChopWood, TaskClean, TaskCraft, TaskCullLife, TaskDrawWater, TaskDump, TaskHarvest, TaskPoint, TaskPourWater, and TaskWater.
Definition at line 312 of file AIAct.cs.
References child, and IsChildRunning.
Referenced by AM_Adv._OnUpdateInput(), and AM_Adv.TryCancelInteraction().
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Reimplemented in AI_TargetCard, BaseTaskHarvest, Progress_Custom, Task, TaskChopWood, TaskCraft, TaskDrawWater, TaskHarvest, TaskPlow, and TaskPourWater.
Definition at line 561 of file AIAct.cs.
Referenced by CreateProgress(), and AIProgress.Run().
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Reimplemented in AI_Fish, AI_OpenLock, AI_PracticeDummy, and AI_Torture.
Definition at line 541 of file AIAct.cs.
References CanProgress(), OnBeforeProgress(), OnCreateProgress(), OnProgress(), and OnProgressComplete().
Referenced by DoProgress(), AIWork_Lumberjack.GetWork(), and AIWork_Research.GetWork().
Definition at line 416 of file AIAct.cs.
References SetChild(), and TickChild().
Referenced by AI_Bladder.Run(), AI_Craft_Snowman.Run(), AI_Deconstruct.Run(), AI_Eat.Run(), AI_HaulResource.Run(), AI_Idle.Run(), AI_Paint.Run(), AI_Pray.Run(), AI_Shear.Run(), AI_Slaughter.Run(), AI_Steal.Run(), AI_UseCrafter.Run(), AIWork.Run(), GoalIdle.Run(), GoalNeeds.Run(), GoalTask.Run(), GoalVisitorEnemy.Run(), and TaskMoveInstalled.Run().
Definition at line 442 of file AIAct.cs.
Definition at line 447 of file AIAct.cs.
References Cancel(), card, Chara.held, owner, SetChild(), and TickChild().
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Definition at line 432 of file AIAct.cs.
References Cancel(), Point.IsValid, SetChild(), and TickChild().
Referenced by DoGoto(), DoGoto< T >(), DoGotoSpot< T >(), AI_ArmPillow.Run(), AI_AttackHome.Run(), AI_Bladder.Run(), AI_Clean.Run(), AI_Cook.Run(), AI_Craft_Snowman.Run(), AI_Deconstruct.Run(), AI_Equip.Run(), AI_Fish.Run(), AI_Fuck.Run(), AI_GotoHearth.Run(), AI_Grab< T >.Run(), AI_Haul.Run(), AI_HaulResource.Run(), AI_Idle.Run(), AI_LeaveMap.Run(), AI_Massage.Run(), AI_Offer.Run(), AI_PassTime.Run(), AI_PlayMusic.Run(), AI_Pray.Run(), AI_ReleaseHeld.Run(), AI_Shear.Run(), AI_Shopping.Run(), AI_Slaughter.Run(), AI_TargetCard.Run(), AIWork.Run(), GoalCombat.Run(), GoalGraze.Run(), GoalSiege.Run(), GoalSleep.Run(), GoalSpot.Run(), TaskClean.Run(), TaskCullLife.Run(), TaskDump.Run(), TaskMoveInstalled.Run(), TaskPoint.Run(), and TaskWater.Run().
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T | : | Trait |
Definition at line 477 of file AIAct.cs.
References EClass._map, DoGoto(), TraitSet.GetRandom(), TraitManager.GetTraitSet(), Map.Installed, Trait.owner, and Props.traits.
Definition at line 422 of file AIAct.cs.
References Cancel(), Point.IsValid, SetChild(), and TickChild().
Referenced by AI_TargetCard.Run(), and DynamicAIAct.Run().
Definition at line 461 of file AIAct.cs.
References Cancel(), card, Chara.held, owner, SetChild(), and TickChild().
Referenced by AI_Idle.Run().
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T | : | Trait |
Definition at line 482 of file AIAct.cs.
References EClass._map, DoGoto(), Trait.GetRandomPoint(), TraitManager.GetTraitSet(), Map.Installed, owner, and Props.traits.
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Definition at line 492 of file AIAct.cs.
References Cancel(), card, Chara.held, owner, SetChild(), and TickChild().
Referenced by AI_Drink.Run(), AI_Eat.Run(), AI_HaulResource.Run(), AI_Offer.Run(), AI_Read.Run(), and TaskMoveInstalled.Run().
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T | : | Trait |
Definition at line 511 of file AIAct.cs.
References SetChild(), and TickChild().
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Definition at line 523 of file AIAct.cs.
References KeepRunning(), SetChild(), and TickChild().
Referenced by AI_Clean.Run(), AIWork.Run(), AIWork_Explore.Run(), GoalGraze.Run(), GoalIdle.Run(), GoalVisitorGuest.Run(), and GoalWork.Run().
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Definition at line 517 of file AIAct.cs.
References CreateProgress(), SetChild(), and TickChild().
Referenced by AI_Fish.Run(), AI_PracticeDummy.Run(), AI_TargetCard.Run(), AI_Torture.Run(), TaskCraft.Run(), and TaskPoint.Run().
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Definition at line 532 of file AIAct.cs.
References KeepRunning(), SetChild(), and TickChild().
Referenced by AI_Dance.Run(), AI_Fish.Run(), and DynamicAIAct.Run().
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Definition at line 157 of file AIAct.cs.
References child, GetCurrentActionText(), IsChildRunning, and Element.source.
Referenced by Chara.GetActionText(), and GetCurrentActionText().
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Reimplemented in AI_Goto.
Definition at line 139 of file AIAct.cs.
References child, GetDestination(), IsChildRunning, owner, and Card.pos.
Referenced by GetDestination(), and Chara.GetDestination().
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Definition at line 148 of file AIAct.cs.
References child, GetProgress(), and IsChildRunning.
Referenced by UIAutoTurn._Update(), and GetProgress().
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Definition at line 321 of file AIAct.cs.
Referenced by DoIdle(), DoWait(), AI_Clean.Run(), AI_Eat.Run(), AI_Idle.Run(), AI_OpenGambleChest.Run(), AI_PassTime.Run(), AI_Torture.Run(), AI_Trolley.Run(), AIWork.Run(), TaskClean.Run(), TaskCullLife.Run(), TaskPoint.Run(), and TaskWater.Run().
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Reimplemented in Progress_Custom, and TaskCraft.
Definition at line 566 of file AIAct.cs.
Referenced by CreateProgress(), and AIProgress.Run().
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Reimplemented in AI_PassTime, AI_PlayMusic, AI_Trolley, and AI_UseCrafter.
Definition at line 304 of file AIAct.cs.
Referenced by Cancel().
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Reimplemented in AI_Slaughter, AI_Torture, and TaskDump.
Definition at line 308 of file AIAct.cs.
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Reimplemented in AIWork_Lumberjack, AIWork_Research, TaskChopWood, TaskCraft, TaskCut, TaskDig, TaskDrawWater, TaskHarvest, TaskMine, TaskPlow, and TaskPourWater.
Definition at line 557 of file AIAct.cs.
Referenced by CreateProgress().
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Reimplemented in AI_Farm, AI_Fish.ProgressFish, AI_Water, Progress_Custom, TaskCraft, and TaskCut.
Definition at line 570 of file AIAct.cs.
Referenced by CreateProgress(), and AIProgress.Run().
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Reimplemented in AI_Farm, AI_Fish.ProgressFish, AI_Sleep, AI_Water, Progress_Custom, TaskBuild, TaskCraft, TaskCut, TaskDig, TaskMine, and TaskMoveInstalled.
Definition at line 574 of file AIAct.cs.
Referenced by CreateProgress(), AI_TargetCard.Run(), AIProgress.Run(), and TaskPoint.Run().
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Reimplemented in AI_Drink, and AI_Read.
Definition at line 186 of file AIAct.cs.
Referenced by SetOwner().
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Reimplemented in AI_Eat, AI_Fish.ProgressFish, AI_Idle, AI_PassTime, AI_UseCrafter, and TaskCut.
Definition at line 175 of file AIAct.cs.
Referenced by Start().
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Reimplemented in AI_UseCrafter, and Task.
Definition at line 262 of file AIAct.cs.
Referenced by Success().
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Reimplemented from Act.
Reimplemented in DynamicAIAct.
Definition at line 231 of file AIAct.cs.
References Act.CC, and Chara.SetAIImmediate().
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Definition at line 326 of file AIAct.cs.
References child, Enumerator, isFail, onChildFail, OnReset(), owner, Reset(), and restartCount.
Referenced by Cancel(), ActPlan.Item.Perform(), Reset(), Restart(), SetChild(), and Success().
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Definition at line 237 of file AIAct.cs.
References MaxRestart, owner, Reset(), restartCount, SetOwner(), status, and Success.
Referenced by AI_Fish.Run(), AI_Idle.Run(), AIWork.Run(), GoalVisitorEnemy.Run(), GoalVisitorGuest.Run(), NoGoal.Run(), TaskCraft.Run(), and AI_Goto.TryGoTo().
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Reimplemented in AI_ArmPillow, AI_AttackHome, AI_Bladder, AI_Clean, AI_Cook, AI_Craft_Snowman, AI_Dance, AI_Deconstruct, AI_Drink, AI_Eat, AI_Equip, AI_Fish, AI_Fuck, AI_Goto, AI_GotoHearth, AI_Grab< T >, AI_Haul, AI_HaulResource, AI_Idle, AI_LeaveMap, AI_Massage, AI_Offer, AI_OpenGambleChest, AI_Paint, AI_PassTime, AI_PlayMusic, AI_PracticeDummy, AI_Pray, AI_Read, AI_ReleaseHeld, AI_Shear, AI_Shopping, AI_Slaughter, AI_Steal, AI_TargetCard, AI_Torture, AI_Trolley, AI_UseCrafter, AI_Wait, AIProgress, AIWork, AIWork_Explore, DynamicAIAct, GoalCombat, GoalGraze, GoalIdle, GoalManualMove, GoalNeeds, GoalSearch, GoalSiege, GoalSleep, GoalSpot, GoalTask, GoalVisitorEnemy, GoalVisitorGuest, GoalWait, GoalWork, NoGoal, TaskClean, TaskCraft, TaskCullLife, TaskDump, TaskMoveInstalled, TaskPoint, and TaskWater.
Definition at line 393 of file AIAct.cs.
References Success.
Referenced by Start().
Definition at line 190 of file AIAct.cs.
References Cancel(), child, onChildFail, owner, Reset(), and SetOwner().
Referenced by Do(), DoGoto(), DoGotoInteraction(), DoGotoSpot(), DoGrab(), DoGrab< T >(), DoIdle(), DoProgress(), and DoWait().
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Definition at line 179 of file AIAct.cs.
References OnSetOwner(), owner, and status.
Referenced by BaseTaskHarvest.GetBestTool(), Restart(), Chara.SetAI(), and SetChild().
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Reimplemented in AI_Shear, and AI_TendAnimal.
Definition at line 134 of file AIAct.cs.
References child, and ShouldAllyAttack().
Referenced by Chara.FindNewEnemy(), GoalCombat.Run(), and ShouldAllyAttack().
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Definition at line 578 of file AIAct.cs.
References Chara.conSuspend, OnSimulateZone(), and owner.
Referenced by Zone.Simulate().
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Definition at line 202 of file AIAct.cs.
References ActionMode.Adv, Chara.DropHeld(), Act.DropHeldOnStart, Enumerator, Chara.held, Chara.IsPC, Act.LeftHand, OnStart(), owner, Chara.PickHeld(), Act.PickHeldOnStart, Act.RightHand, Run(), Chara.SetTempHand(), AM_Adv.SetTurbo(), and UseTurbo.
Referenced by Tick().
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Definition at line 252 of file AIAct.cs.
References OnCancelOrSuccess(), OnSuccess(), Reset(), and status.
Referenced by InvOwnerDraglet.OnClick().
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Definition at line 352 of file AIAct.cs.
References Cancel(), child, Enumerator, IsChildRunning, isFail, onChildFail, owner, Start(), status, Success, and Tick().
Referenced by Chara.ChooseNewGoal(), Tick(), Chara.Tick(), and TickChild().
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Definition at line 398 of file AIAct.cs.
References child, Debug, onChildFail, Tick(), and ToString().
Referenced by Do(), DoGoto(), DoGotoInteraction(), DoGotoSpot(), DoGrab(), DoGrab< T >(), DoIdle(), DoProgress(), and DoWait().
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Definition at line 124 of file AIAct.cs.
Referenced by Card.DamageHP(), Chara.GetHoverText2(), UIQueue.OnAdd(), TickChild(), Chara.ToString(), GoalCombat.TryUseAbility(), and WidgetDebug.UpdateText().
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Definition at line 266 of file AIAct.cs.
References Cancel(), Enumerator, InformCancel, Chara.IsPC, IsRunning, owner, and Card.Say().
Referenced by Card.DamageHP(), and Chara.MoveByForce().
AIAct AIAct.child |
Definition at line 20 of file AIAct.cs.
Referenced by CanManualCancel(), TaskPoint.CanManualCancel(), GetCurrentActionText(), GetDestination(), GetProgress(), GetStateIcon(), Reset(), SetChild(), ShouldAllyAttack(), Tick(), and TickChild().
IEnumerator<Status> AIAct.Enumerator |
Func<bool> AIAct.isFail |
Definition at line 28 of file AIAct.cs.
Referenced by AI_PracticeDummy.CreateProgress(), AI_Torture.CreateProgress(), Reset(), AI_ArmPillow.Run(), AI_Fuck.Run(), AI_Massage.Run(), AI_PracticeDummy.Run(), AI_TargetCard.Run(), AI_Torture.Run(), and Tick().
Func<Status> AIAct.onChildFail |
Definition at line 26 of file AIAct.cs.
Referenced by Reset(), SetChild(), Tick(), and TickChild().
new Chara AIAct.owner |
Definition at line 14 of file AIAct.cs.
Referenced by AIWork.AddDeliverable(), Recipe.Build(), RecipeCard.Build(), GoalCombat.BuildAbilityList(), Cancel(), TaskPoint.CanPerform(), AI_TargetCard.CanProgress(), TaskChopWood.CanProgress(), TaskHarvest.CanProgress(), AI_OpenLock.CreateProgress(), AI_PracticeDummy.CreateProgress(), AI_Torture.CreateProgress(), DoGoto(), DoGotoSpot(), DoGotoSpot< T >(), DoGrab(), TaskBuild.DrawMarker(), AI_Fish.ProgressFish.Fail(), GoalWork.FindWork(), AI_Fuck.Finish(), GetDestination(), TaskMine.GetHitResult(), GoalGraze.GetPos(), BaseTaskHarvest.GetText(), GoalHobby.GetWorks(), GoalWork.GetWorks(), TaskHarvest.HarvestThing(), AI_HaulResource.HoldingResource(), AI_Goto.IsDestinationReached(), IsToolValid(), AI_OpenGambleChest.IsValid(), AI_Eat.IsValidTarget(), AI_PassTime.OnCancel(), AIWork_Lumberjack.OnCreateProgress(), AIWork_Research.OnCreateProgress(), TaskChopWood.OnCreateProgress(), TaskDig.OnCreateProgress(), TaskDrawWater.OnCreateProgress(), TaskHarvest.OnCreateProgress(), TaskMine.OnCreateProgress(), TaskPlow.OnCreateProgress(), TaskPourWater.OnCreateProgress(), AI_Farm.OnProgress(), AI_Fish.ProgressFish.OnProgress(), AI_Water.OnProgress(), TaskCraft.OnProgress(), TaskCut.OnProgress(), AI_Fish.ProgressFish.OnProgressComplete(), AI_Sleep.OnProgressComplete(), AI_Water.OnProgressComplete(), TaskCraft.OnProgressComplete(), TaskDig.OnProgressComplete(), TaskMine.OnProgressComplete(), TaskMoveInstalled.OnProgressComplete(), AI_Bladder.OnReset(), AI_Drink.OnSetOwner(), AI_Read.OnSetOwner(), GoalGraze.OnSimulatePosition(), GoalSleep.OnSimulatePosition(), GoalWork.OnSimulatePosition(), AI_Fish.ProgressFish.OnStart(), AI_Idle.OnStart(), AI_UseCrafter.OnStart(), TaskCut.OnStart(), Reset(), Restart(), AI_ArmPillow.Run(), AI_AttackHome.Run(), AI_Bladder.Run(), AI_Clean.Run(), AI_Cook.Run(), AI_Craft_Snowman.Run(), AI_Dance.Run(), AI_Deconstruct.Run(), AI_Drink.Run(), AI_Eat.Run(), AI_Equip.Run(), AI_Fish.Run(), AI_Fuck.Run(), AI_Goto.Run(), AI_GotoHearth.Run(), AI_Grab< T >.Run(), AI_Haul.Run(), AI_HaulResource.Run(), AI_Idle.Run(), AI_Massage.Run(), AI_Offer.Run(), AI_OpenGambleChest.Run(), AI_Paint.Run(), AI_PassTime.Run(), AI_PlayMusic.Run(), AI_Pray.Run(), AI_Read.Run(), AI_ReleaseHeld.Run(), AI_Shear.Run(), AI_Shopping.Run(), AI_Slaughter.Run(), AI_Steal.Run(), AI_TargetCard.Run(), AI_Torture.Run(), AI_Trolley.Run(), AI_UseCrafter.Run(), AIProgress.Run(), AIWork.Run(), DynamicAIAct.Run(), GoalCombat.Run(), GoalIdle.Run(), GoalNeeds.Run(), GoalSiege.Run(), GoalSleep.Run(), GoalSpot.Run(), GoalVisitorGuest.Run(), GoalWait.Run(), GoalWork.Run(), NoGoal.Run(), TaskClean.Run(), TaskCullLife.Run(), TaskMoveInstalled.Run(), TaskPoint.Run(), TaskWater.Run(), SetChild(), AIWork.SetDestination(), SetOwner(), SimulateZone(), Start(), AI_Trolley.Stop(), Tick(), GoalTask.TryAssignAreaTask(), GoalTask.TryAssignTask(), TryCancel(), AI_Goto.TryGoTo(), GoalCombat.TryMove(), TraitBaseSpellbook.TryProgress(), TaskManager.Designations.TryRemoveDesignation(), GoalCombat.TryThrow(), GoalCombat.TryUseAbility(), GoalAutoCombat.TryUseRanged(), GoalCombat.TryUseRanged(), GoalWork.TryWork(), and GoalWork.ValidateHobby().
byte AIAct.restartCount |
Status AIAct.status |
Definition at line 16 of file AIAct.cs.
Referenced by Cancel(), Task.Destroy(), UIQueue.OnAdd(), Restart(), AI_Fish.Run(), AIProgress.Run(), SetOwner(), Success(), Tick(), and WidgetDebug.UpdateText().
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Definition at line 80 of file AIAct.cs.
Referenced by Chara.Tick().
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Definition at line 94 of file AIAct.cs.
Referenced by Card.DamageHP().
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Definition at line 96 of file AIAct.cs.
Referenced by Chara.MoveByForce().
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Definition at line 102 of file AIAct.cs.
Referenced by Chara._Move(), Card.DamageHP(), and Chara.MoveByForce().
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Definition at line 98 of file AIAct.cs.
Referenced by TryCancel().
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Definition at line 76 of file AIAct.cs.
Referenced by UIAutoTurn._Update().
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Definition at line 42 of file AIAct.cs.
Referenced by CanManualCancel(), GetCurrentActionText(), GetDestination(), GetProgress(), and Tick().
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Definition at line 54 of file AIAct.cs.
Referenced by Chara.TryPush().
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Definition at line 74 of file AIAct.cs.
Referenced by ActRanged.Perform(), WidgetSearch.RefreshList(), Chara.SetAI(), and ButtonAbility.Use().
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Definition at line 30 of file AIAct.cs.
Referenced by AM_Adv._OnUpdateInput(), Card.CanReserve(), Card.DamageHP(), Chara.GetDestination(), InvOwnerDraglet.OnClick(), LayerDragGrid.OnKill(), HotItemHeld.OnRenderTile(), ActPlan.Item.Perform(), Chara.SetAI(), Chara.Tick(), Task.ToggleSuspend(), TryCancel(), AM_Adv.TryCancelInteraction(), UIDragGridIngredients.Update(), and UIQueue.Update().
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Definition at line 84 of file AIAct.cs.
Referenced by UIAutoTurn._Update().
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Definition at line 68 of file AIAct.cs.
Referenced by TaskDesignation.GetTextOrbit(), TaskChopWood.OnCreateProgress(), TaskDrawWater.OnCreateProgress(), TaskPlow.OnCreateProgress(), TaskPourWater.OnCreateProgress(), InspectGroupBlock.OnSetActions(), InspectGroupObj.OnSetActions(), InspectGroupTask.OnSetActions(), AI_PassTime.Run(), and TaskPoint.WriteNote().
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Definition at line 82 of file AIAct.cs.
Referenced by Chara._Move().
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Definition at line 92 of file AIAct.cs.
Referenced by BaseTileSelector.OnUpdate().
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Definition at line 88 of file AIAct.cs.
Referenced by ActPlan.Item.Perform(), and Start().