Elin Decompiled Documentation EA 23.315 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 ()
 
GetChild< T > ()
 
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, bool ignoreConnection=false, 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 ()
 
bool Perform (Chara _cc, Card _tc=null, Point _tp=null)
 
virtual bool ValidatePerform (Chara _cc, Card _tc, Point _tp)
 
virtual bool CanPerform ()
 
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 long GetSourceValue (long 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, bool shorten=false)
 
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, bool useWeight=true)
 
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 long GetResistDamage (long dmg, int v, int power=0)
 
- Static Public Member Functions inherited from EClass
static int rndSeed (int a, int seed)
 
static int rnd (long a)
 
static int rnd (int a)
 
static int curve (long _a, int start, int step, int rate=75)
 
static int sqrt (int a)
 
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 Act CurrentAct
 
- 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 ShouldEndMimicry [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]
 
- 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 189 of file AI_Fish.cs.

190 {
191 return true;
192 }

◆ CanPerform()

override bool AI_Fish.CanPerform ( )
inlinevirtual

Reimplemented from Act.

Definition at line 194 of file AI_Fish.cs.

195 {
197 {
199 }
200 return true;
201 }
Definition: ACT.cs:62
static Point TP
Definition: ACT.cs:81
bool IsTopWaterAndNoSnow
Definition: Cell.cs:720
Definition: EClass.cs:6
static Zone _zone
Definition: EClass.cs:21
Cell cell
Definition: Point.cs:51
virtual bool IsUnderwater
Definition: Zone.cs:273

References EClass._zone, Point.cell, Cell.IsTopWaterAndNoSnow, Zone.IsUnderwater, and Act.TP.

◆ CreateProgress()

override AIProgress AI_Fish.CreateProgress ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 203 of file AI_Fish.cs.

204 {
205 return new ProgressFish
206 {
207 posWater = pos
208 };
209 }
Point pos
Definition: AI_Fish.cs:181

References pos.

◆ GetFishingPoint()

static Point AI_Fish.GetFishingPoint ( Point  p)
inlinestatic

Definition at line 289 of file AI_Fish.cs.

290 {
291 Point point = new Point();
293 {
294 return Point.Invalid;
295 }
296 for (int i = p.x - 1; i <= p.x + 1; i++)
297 {
298 for (int j = p.z - 1; j <= p.z + 1; j++)
299 {
300 point.Set(i, j);
302 {
303 return point;
304 }
305 }
306 }
307 return Point.Invalid;
308 }
Definition: Point.cs:9
static Point Invalid
Definition: Point.cs:28
Point Set(int _x, int _z)
Definition: Point.cs:503
int x
Definition: Point.cs:36
int z
Definition: Point.cs:39
bool IsValid
Definition: Point.cs:88

References EClass._zone, Point.cell, Point.Invalid, Cell.IsTopWaterAndNoSnow, Zone.IsUnderwater, 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 310 of file AI_Fish.cs.

311 {
312 bool hqFever = c.IsPC && c.Evalue(1659) > 0 && EClass.player.fished < 5;
313 int num = c.Evalue(245);
314 if (!hqFever && EClass.rnd(3 + num) == 0)
315 {
316 return null;
317 }
318 if (hqFever)
319 {
320 c.PlayEffect("revive");
321 c.Say("fishingFever");
322 }
323 int[] array = new int[18]
324 {
325 233, 235, 236, 236, 236, 1170, 1143, 1144, 727, 728,
326 237, 869, 1178, 1179, 1180, 1243, 1244, 1245
327 };
328 Thing thing = null;
329 int num2 = 1;
330 string text = "";
331 int num3 = 0;
332 if (c.IsPC || EClass.rnd(20) == 0)
333 {
334 if (EClass.rnd(30) == 0)
335 {
336 text = "book_ancient";
337 }
338 if (EClass.rnd(40) == 0 && EClass.rnd(40) < num / 3 + 10)
339 {
340 text = "medal";
341 }
342 if (EClass.rnd(35) == 0)
343 {
344 text = "plat";
345 if (EClass.rnd(2) == 0)
346 {
347 text = "scratchcard";
348 }
349 if (EClass.rnd(3) == 0)
350 {
351 text = "casino_coin";
352 }
353 if (EClass.rnd(3) == 0)
354 {
355 text = "gacha_coin";
356 }
357 if (EClass.rnd(50) == 0)
358 {
359 text = new string[7] { "659", "758", "759", "806", "828", "1190", "1191" }.RandomItem();
360 if (!c.IsPC)
361 {
362 num3 = 10;
363 }
364 }
365 }
366 if (!c.IsPC)
367 {
368 if (text == "plat" || text == "medal")
369 {
370 num3 = 1;
371 }
372 if (num3 != 0)
373 {
374 if (EClass.rnd(EClass.player.fishArtifact + 1) <= 0)
375 {
376 EClass.player.fishArtifact += num3;
377 }
378 else
379 {
380 text = "";
381 }
382 }
383 }
384 }
385 if (!hqFever && text != "")
386 {
387 thing = ThingGen.Create(text, -1, EClass._zone.ContentLv);
388 }
389 else if (!hqFever && EClass.rnd(5 + num / 3) == 0)
390 {
391 thing = ThingGen.Create(array.RandomItem().ToString() ?? "");
392 }
393 else
394 {
395 SetFeverSeed();
396 int lv = EClass.rnd(num * 2) + 1;
397 int num4 = 0;
398 if (EClass.rnd(EClass.debug.enable ? 1 : (c.IsPC ? 5 : (c.IsPCFaction ? 250 : 2500))) == 0)
399 {
400 num4 = Mathf.Min(EClass.rnd(EClass.rnd(EClass.rnd(EClass.curve(num, 100, 50, 70) + 50))) / 50, 3);
401 }
402 if (hqFever && ((EClass.pc.Evalue(1659) >= 2 && EClass.player.fished == 0) || EClass.rnd(5) == 0))
403 {
404 num4++;
405 }
406 if (num4 > 3)
407 {
408 num4 = 3;
409 }
410 SetFeverSeed();
411 string text2 = "fish";
412 if (EClass._zone.id == "startVillage2")
413 {
414 text2 = "65";
415 }
416 thing = ThingGen.Create(text2, -1, lv);
417 SetFeverSeed();
418 int num5 = Mathf.Max(1, num / (thing.source.LV * 2 + 10));
419 int num6 = 5;
420 if (EClass.Branch != null)
421 {
422 num6 += EClass.Branch.Evalue(3604) * 20 + EClass.Branch.Evalue(3605) * 20 + EClass.Branch.Evalue(3606) * 20 + EClass.Branch.Evalue(3706) * 25;
423 }
424 if (EClass._zone is Zone_Kapul)
425 {
426 num6 = 35;
427 }
428 bool num7 = num6 >= EClass.rnd(100);
429 if (num7)
430 {
431 c.Say("bigCatch", c);
432 }
433 num2 = (num7 ? num5 : EClass.rnd(num5)) / (num4 + 1) + 1;
434 if (thing.id == "65" && EClass.rnd(EClass.debug.enable ? 2 : (c.IsPCParty ? 8192 : 819200)) == 0)
435 {
436 thing = ThingGen.Create("65_gold", -1, lv);
437 num2 = 1;
438 }
439 if (num4 != 0)
440 {
441 thing.SetTier(num4);
442 }
443 Rand.SetSeed();
444 }
445 if (thing != null)
446 {
448 {
449 num2 = 1;
450 }
451 if (num2 > 1)
452 {
453 thing.SetNum(num2);
454 }
455 thing.SetBlessedState(BlessedState.Normal);
456 }
457 if (c.IsPC)
458 {
460 }
461 return thing;
462 void SetFeverSeed()
463 {
464 if (hqFever)
465 {
467 }
468 }
469 }
BlessedState
Definition: BlessedState.cs:2
void SetTier(int a, bool setTraits=true)
Definition: Card.cs:4027
bool IsPCFactionOrMinion
Definition: Card.cs:2326
string id
Definition: Card.cs:36
Thing SetNum(int a)
Definition: Card.cs:3653
virtual void SetBlessedState(BlessedState s)
Definition: Card.cs:4053
Effect PlayEffect(string id, bool useRenderPos=true, float range=0f, Vector3 fix=default(Vector3))
Definition: Card.cs:6577
int Evalue(int ele)
Definition: Card.cs:2688
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:7221
override bool IsPC
Definition: Chara.cs:630
override bool IsPCParty
Definition: Chara.cs:633
override bool IsPCFaction
Definition: Chara.cs:689
bool enable
Definition: CoreDebug.cs:301
static int curve(long _a, int start, int step, int rate=75)
Definition: EClass.cs:69
static int rnd(long a)
Definition: EClass.cs:59
static FactionBranch Branch
Definition: EClass.cs:23
static Player player
Definition: EClass.cs:13
static Chara pc
Definition: EClass.cs:15
static CoreDebug debug
Definition: EClass.cs:49
int Evalue(int ele)
int days
Definition: Player.cs:75
int fishArtifact
Definition: Player.cs:1035
Stats stats
Definition: Player.cs:1083
int fished
Definition: Player.cs:1032
Definition: Rand.cs:4
static void SetSeed(int a=-1)
Definition: Rand.cs:44
string id
Definition: Spatial.cs:13
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:100
virtual bool IsUserZone
Definition: Zone.cs:275

References EClass._zone, EClass.Branch, Zone.ContentLv, ThingGen.Create(), EClass.curve(), Player.Stats.days, EClass.debug, CoreDebug.enable, Card.Evalue(), FactionBranch.Evalue(), Player.fishArtifact, Player.fished, Card.id, Spatial.id, Chara.IsPC, Chara.IsPCFaction, Card.IsPCFactionOrMinion, Chara.IsPCParty, 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 211 of file AI_Fish.cs.

212 {
213 if (!owner.IsPC)
214 {
215 owner.TryPickGroundItem((Card t) => t.category.IsChildOf("fish") || t.SelfWeight <= 1000);
216 }
217 if (pos != null)
218 {
220 {
221 yield return Cancel();
222 }
223 yield return DoGoto(pos, 1);
225 if (owner.IsPC)
226 {
228 if (EClass.player.eqBait == null)
229 {
230 Msg.Say("noBait");
231 yield return Cancel();
232 }
233 }
235 {
236 yield return Cancel();
237 }
239 if (shouldCancel)
240 {
241 shouldCancel = false;
242 yield return Cancel();
243 }
244 if (status == Status.Running)
245 {
246 yield return Status.Running;
247 }
248 if (owner == EClass.pc)
249 {
250 yield return Restart();
251 }
252 yield return DoWait(2);
253 if (owner != null && !owner.IsPC)
254 {
255 owner.TryPickGroundItem((Card t) => t.category.IsChildOf("fish") || t.SelfWeight <= 1000);
257 }
258 yield return Success();
259 }
260 if (owner.fov == null)
261 {
262 yield return Cancel();
263 }
264 List<Point> list = owner.fov.ListPoints();
265 foreach (Point p in list)
266 {
268 {
269 continue;
270 }
271 for (int _x = p.x - 1; _x <= p.x + 1; _x++)
272 {
273 for (int _z = p.z - 1; _z <= p.z + 1; _z++)
274 {
275 Point.shared.Set(_x, _z);
277 {
278 Point dest = Point.shared.Copy();
279 yield return DoGoto(dest);
280 owner.LookAt(dest);
281 yield return DoProgress();
282 yield return Status.Success;
283 }
284 }
285 }
286 }
287 }
virtual Status Cancel()
Definition: AIAct.cs:305
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:546
Status DoProgress()
Definition: AIAct.cs:531
Status DoGoto(Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null)
Definition: AIAct.cs:446
Status Restart()
Definition: AIAct.cs:251
static bool shouldCancel
Definition: AI_Fish.cs:183
Definition: Card.cs:11
virtual int SelfWeight
Definition: Card.cs:2097
Fov fov
Definition: Card.cs:58
int Dist(Card c)
Definition: Card.cs:8096
SourceCategory.Row category
Definition: Card.cs:2101
void TryPickGroundItem(Func< Card, bool > func=null)
Definition: Chara.cs:4578
void TryClearInventory()
Definition: Chara.cs:8871
override void LookAt(Card c)
Definition: Chara.cs:3670
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:2354
Thing eqBait
Definition: Player.cs:1173
static Point shared
Definition: Point.cs:20
Point Copy()
Definition: Point.cs:491

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

Member Data Documentation

◆ pos

Point AI_Fish.pos

Definition at line 181 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 185 of file AI_Fish.cs.

◆ TargetType

override TargetType AI_Fish.TargetType
get

Definition at line 187 of file AI_Fish.cs.


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