Elin Decompiled Documentation EA 23.130 Nightly
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AI_Fish Class Reference
Inheritance diagram for AI_Fish:
AIAct Act Element EClass

Classes

class  ProgressFish
 

Public Member Functions

override bool CanManualCancel ()
 
override bool CanPerform ()
 
override AIProgress CreateProgress ()
 
override IEnumerable< StatusRun ()
 
- Public Member Functions inherited from AIAct
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< StatusRun ()
 
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 ()
 
- Public Member Functions inherited from Act
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)
 
- Public Member Functions inherited from Element
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)
 
void AddEncNote (UINote n, Card Card, ElementContainer.NoteMode mode=ElementContainer.NoteMode.Default, Func< Element, string, string > funcText=null, Action< UINote, Element > onAddNote=null)
 
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)
 

Static Public Member Functions

static Point GetFishingPoint (Point p)
 
static Thing Makefish (Chara c)
 
- Static Public Member Functions inherited from Act
static void SetReference (Chara _cc, Card _tc=null, Point _tp=null)
 
static void SetTool (Thing t)
 
- Static Public Member Functions inherited from Element
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)
 
- Static Public Member Functions inherited from EClass
static int rndSeed (int a, int seed)
 
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)
 

Public Attributes

Point pos
 
- Public Attributes inherited from AIAct
new Chara owner
 
Status status
 
IEnumerator< StatusEnumerator
 
AIAct child
 
AIAct parent
 
byte restartCount
 
Func< StatusonChildFail
 
Func< bool > isFail
 
- Public Attributes inherited from Element
SourceElement.Row _source
 
int id
 
int vBase
 
int vExp
 
int vPotential
 
int vTempPotential
 
int vLink
 
int vSource
 
int vSourcePotential
 
ElementContainer owner
 

Static Public Attributes

static bool shouldCancel
 
- Static Public Attributes inherited from Act
static Chara CC
 
static Card TC
 
static Point TP = new Point()
 
static Thing TOOL
 
static int powerMod = 100
 
static bool forcePt
 
- Static Public Attributes inherited from Element
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.RowListElements = new List<SourceElement.Row>()
 
static List< SourceElement.RowListAttackElements = new List<SourceElement.Row>()
 
- Static Public Attributes inherited from EClass
static Core core
 

Properties

override int MaxRestart [get]
 
override TargetType TargetType [get]
 
- Properties inherited from AIAct
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]
 
- Properties inherited from Act
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]
 
- Properties inherited from Element
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]
 
- Properties inherited from EClass
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

- Public Types inherited from AIAct
enum  Status { Running , Fail , Success }
 
- Public Types inherited from Act
enum  CostType { None , MP , SP }
 

Detailed Description

Definition at line 4 of file AI_Fish.cs.

Member Function Documentation

◆ CanManualCancel()

override bool AI_Fish.CanManualCancel ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 170 of file AI_Fish.cs.

171 {
172 return true;
173 }

◆ CanPerform()

override bool AI_Fish.CanPerform ( )
inlinevirtual

Reimplemented from Act.

Definition at line 175 of file AI_Fish.cs.

176 {
178 }
Definition: ACT.cs:62
static Point TP
Definition: ACT.cs:81
bool IsTopWaterAndNoSnow
Definition: Cell.cs:712
Cell cell
Definition: Point.cs:51

References Point.cell, Cell.IsTopWaterAndNoSnow, and Act.TP.

◆ CreateProgress()

override AIProgress AI_Fish.CreateProgress ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 180 of file AI_Fish.cs.

181 {
182 return new ProgressFish
183 {
184 posWater = pos
185 };
186 }
Point pos
Definition: AI_Fish.cs:162

References pos.

◆ GetFishingPoint()

static Point AI_Fish.GetFishingPoint ( Point  p)
inlinestatic

Definition at line 272 of file AI_Fish.cs.

273 {
274 Point point = new Point();
276 {
277 return Point.Invalid;
278 }
279 for (int i = p.x - 1; i <= p.x + 1; i++)
280 {
281 for (int j = p.z - 1; j <= p.z + 1; j++)
282 {
283 point.Set(i, j);
284 if (point.IsValid && point.cell.IsTopWaterAndNoSnow)
285 {
286 return point;
287 }
288 }
289 }
290 return Point.Invalid;
291 }
Definition: Point.cs:9
static Point Invalid
Definition: Point.cs:28
Point Set(int _x, int _z)
Definition: Point.cs:491
int x
Definition: Point.cs:36
int z
Definition: Point.cs:39
bool IsValid
Definition: Point.cs:88

References Point.cell, Point.Invalid, Cell.IsTopWaterAndNoSnow, Point.IsValid, Point.Set(), Point.x, and Point.z.

Referenced by AI_Idle.Run().

◆ Makefish()

static Thing AI_Fish.Makefish ( Chara  c)
inlinestatic

Definition at line 293 of file AI_Fish.cs.

294 {
295 bool hqFever = c.IsPC && c.Evalue(1659) > 0 && EClass.player.fished < 5;
296 int num = c.Evalue(245);
297 if (!hqFever && EClass.rnd(3 + num) == 0)
298 {
299 return null;
300 }
301 if (hqFever)
302 {
303 c.PlayEffect("revive");
304 c.Say("fishingFever");
305 }
306 int[] array = new int[18]
307 {
308 233, 235, 236, 236, 236, 1170, 1143, 1144, 727, 728,
309 237, 869, 1178, 1179, 1180, 1243, 1244, 1245
310 };
311 Thing thing = null;
312 int num2 = 1;
313 string text = "";
314 if (c.IsPC || EClass.rnd(20) == 0)
315 {
316 if (EClass.rnd(30) == 0)
317 {
318 text = "book_ancient";
319 }
320 if (EClass.rnd(35) == 0)
321 {
322 text = "plat";
323 if (EClass.rnd(2) == 0)
324 {
325 text = "scratchcard";
326 }
327 if (EClass.rnd(3) == 0)
328 {
329 text = "casino_coin";
330 }
331 if (EClass.rnd(3) == 0)
332 {
333 text = "gacha_coin";
334 }
335 if (EClass.rnd(50) == 0)
336 {
337 text = new string[7] { "659", "758", "759", "806", "828", "1190", "1191" }.RandomItem();
338 }
339 }
340 if (EClass.rnd(40) == 0 && EClass.rnd(40) < num / 3 + 10)
341 {
342 text = "medal";
343 }
344 }
345 if (!hqFever && text != "")
346 {
347 thing = ThingGen.Create(text, -1, EClass._zone.ContentLv);
348 }
349 else if (!hqFever && EClass.rnd(5 + num / 3) == 0)
350 {
351 thing = ThingGen.Create(array.RandomItem().ToString() ?? "");
352 }
353 else
354 {
355 SetFeverSeed();
356 int lv = EClass.rnd(num * 2) + 1;
357 int num3 = 0;
358 if (EClass.rnd(EClass.debug.enable ? 1 : (c.IsPC ? 5 : (c.IsPCFaction ? 250 : 2500))) == 0)
359 {
360 num3 = Mathf.Min(EClass.rnd(EClass.rnd(EClass.rnd(EClass.curve(num, 100, 50, 70) + 50))) / 50, 3);
361 }
362 if (hqFever && ((EClass.pc.Evalue(1659) >= 2 && EClass.player.fished == 0) || EClass.rnd(5) == 0))
363 {
364 num3++;
365 }
366 if (num3 > 3)
367 {
368 num3 = 3;
369 }
370 SetFeverSeed();
371 thing = ThingGen.Create("fish", -1, lv);
372 SetFeverSeed();
373 int num4 = Mathf.Max(1, num / (thing.source.LV * 2 + 10));
374 int num5 = 5;
375 if (EClass.Branch != null)
376 {
377 num5 += EClass.Branch.Evalue(3604) * 20 + EClass.Branch.Evalue(3605) * 20 + EClass.Branch.Evalue(3706) * 25;
378 }
379 if (EClass._zone is Zone_Kapul)
380 {
381 num5 = 35;
382 }
383 bool num6 = num5 >= EClass.rnd(100);
384 if (num6)
385 {
386 c.Say("bigCatch", c);
387 }
388 num2 = (num6 ? num4 : EClass.rnd(num4)) / (num3 + 1) + 1;
389 if (num3 != 0)
390 {
391 thing.SetTier(num3);
392 }
393 Rand.SetSeed();
394 }
395 if (thing != null)
396 {
398 {
399 num2 = 1;
400 }
401 if (num2 > 1)
402 {
403 thing.SetNum(num2);
404 }
405 thing.SetBlessedState(BlessedState.Normal);
406 }
407 if (c.IsPC)
408 {
410 }
411 return thing;
412 void SetFeverSeed()
413 {
414 if (hqFever)
415 {
417 }
418 }
419 }
BlessedState
Definition: BlessedState.cs:2
void SetTier(int a, bool setTraits=true)
Definition: Card.cs:3616
bool IsPCFactionOrMinion
Definition: Card.cs:2172
Thing SetNum(int a)
Definition: Card.cs:3286
virtual void SetBlessedState(BlessedState s)
Definition: Card.cs:3642
Effect PlayEffect(string id, bool useRenderPos=true, float range=0f, Vector3 fix=default(Vector3))
Definition: Card.cs:5619
int Evalue(int ele)
Definition: Card.cs:2471
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6232
override bool IsPC
Definition: Chara.cs:602
override bool IsPCFaction
Definition: Chara.cs:661
bool enable
Definition: CoreDebug.cs:285
Definition: EClass.cs:5
static int curve(int a, int start, int step, int rate=75)
Definition: EClass.cs:63
static int rnd(int a)
Definition: EClass.cs:58
static Zone _zone
Definition: EClass.cs:20
static FactionBranch Branch
Definition: EClass.cs:22
static Player player
Definition: EClass.cs:12
static Chara pc
Definition: EClass.cs:14
static CoreDebug debug
Definition: EClass.cs:48
int Evalue(int ele)
int days
Definition: Player.cs:68
Stats stats
Definition: Player.cs:832
int fished
Definition: Player.cs:784
Definition: Rand.cs:4
static void SetSeed(int a=-1)
Definition: Rand.cs:37
static Thing Create(string id, int idMat=-1, int lv=-1)
Definition: ThingGen.cs:53
Definition: Thing.cs:8
SourceThing.Row source
Definition: Thing.cs:11
override int ContentLv
Definition: Zone.cs:95
virtual bool IsUserZone
Definition: Zone.cs:264

References EClass._zone, EClass.Branch, Zone.ContentLv, ThingGen.Create(), EClass.curve(), Player.Stats.days, EClass.debug, CoreDebug.enable, Card.Evalue(), FactionBranch.Evalue(), Player.fished, Chara.IsPC, Chara.IsPCFaction, Card.IsPCFactionOrMinion, Zone.IsUserZone, EClass.pc, Card.PlayEffect(), EClass.player, EClass.rnd(), Card.Say(), Card.SetBlessedState(), Card.SetNum(), Rand.SetSeed(), Card.SetTier(), Thing.source, and Player.stats.

Referenced by AI_Fish.ProgressFish.OnProgressComplete().

◆ Run()

override IEnumerable< Status > AI_Fish.Run ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 188 of file AI_Fish.cs.

189 {
190 if (!owner.IsPC)
191 {
193 }
194 if (pos != null)
195 {
197 {
198 yield return Cancel();
199 }
200 yield return DoGoto(pos, 1);
202 if (owner.IsPC)
203 {
205 if (EClass.player.eqBait == null)
206 {
207 Msg.Say("noBait");
208 yield return Cancel();
209 }
210 }
212 {
213 yield return Cancel();
214 }
216 if (shouldCancel)
217 {
218 shouldCancel = false;
219 yield return Cancel();
220 }
221 if (status == Status.Running)
222 {
223 yield return Status.Running;
224 }
225 if (owner == EClass.pc)
226 {
227 yield return Restart();
228 }
229 yield return DoWait(2);
230 if (owner != null)
231 {
232 if (!owner.IsPC)
233 {
235 }
237 {
239 }
240 }
241 yield return Success();
242 }
243 if (owner.fov == null)
244 {
245 yield return Cancel();
246 }
247 List<Point> list = owner.fov.ListPoints();
248 foreach (Point p in list)
249 {
251 {
252 continue;
253 }
254 for (int _x = p.x - 1; _x <= p.x + 1; _x++)
255 {
256 for (int _z = p.z - 1; _z <= p.z + 1; _z++)
257 {
258 Point.shared.Set(_x, _z);
260 {
261 Point dest = Point.shared.Copy();
262 yield return DoGoto(dest);
263 owner.LookAt(dest);
264 yield return DoProgress();
265 yield return Status.Success;
266 }
267 }
268 }
269 }
270 }
ClearInventoryType
virtual Status Cancel()
Definition: AIAct.cs:291
Status status
Definition: AIAct.cs:16
new Chara owner
Definition: AIAct.cs:14
Status
Definition: AIAct.cs:8
Status DoWait(int count=1)
Definition: AIAct.cs:532
Status DoProgress()
Definition: AIAct.cs:517
Status DoGoto(Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null)
Definition: AIAct.cs:432
Status Restart()
Definition: AIAct.cs:237
static bool shouldCancel
Definition: AI_Fish.cs:164
Fov fov
Definition: Card.cs:53
int Dist(Card c)
Definition: Card.cs:7025
void TryPickGroundItem()
Definition: Chara.cs:4058
override bool IsPCParty
Definition: Chara.cs:605
void ClearInventory(ClearInventoryType type)
Definition: Chara.cs:7866
override void LookAt(Card c)
Definition: Chara.cs:3238
List< Point > ListPoints()
Definition: Fov.cs:114
Definition: Msg.cs:5
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
Definition: Msg.cs:58
void TryEquipBait()
Definition: Player.cs:2076
Thing eqBait
Definition: Player.cs:922
static Point shared
Definition: Point.cs:20
Point Copy()
Definition: Point.cs:479

References AIAct.Cancel(), Point.cell, Chara.ClearInventory(), Point.Copy(), Card.Dist(), AIAct.DoGoto(), AIAct.DoProgress(), AIAct.DoWait(), Player.eqBait, Card.fov, Chara.IsPC, Chara.IsPCFaction, Chara.IsPCParty, Cell.IsTopWaterAndNoSnow, Point.IsValid, Fov.ListPoints(), Chara.LookAt(), AIAct.owner, EClass.pc, EClass.player, pos, AIAct.Restart(), Msg.Say(), Point.Set(), Point.shared, shouldCancel, AIAct.status, AIAct.Success, Player.TryEquipBait(), Chara.TryPickGroundItem(), Point.x, and Point.z.

Member Data Documentation

◆ pos

Point AI_Fish.pos

Definition at line 162 of file AI_Fish.cs.

Referenced by CreateProgress(), and Run().

◆ shouldCancel

bool AI_Fish.shouldCancel
static

Property Documentation

◆ MaxRestart

override int AI_Fish.MaxRestart
get

Definition at line 166 of file AI_Fish.cs.

◆ TargetType

override TargetType AI_Fish.TargetType
get

Definition at line 168 of file AI_Fish.cs.


The documentation for this class was generated from the following file: