Elin Decompiled Documentation EA 23.102 Nightly
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AI_Fish.ProgressFish Class Reference
Inheritance diagram for AI_Fish.ProgressFish:
AIProgress AIAct Act Element EClass

Public Member Functions

override void OnStart ()
 
override void OnProgress ()
 
void Ripple ()
 
override void OnProgressComplete ()
 
void Fail ()
 
- Public Member Functions inherited from AIProgress
override IEnumerable< StatusRun ()
 
virtual void OnProgressBegin ()
 
void CompleteProgress ()
 
- 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)
 
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

int hit = -1
 
Point posWater
 
- Public Attributes inherited from AIProgress
int progress
 
- 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
 

Properties

override bool ShowProgress [get]
 
override int MaxProgress [get]
 
override int LeftHand [get]
 
override int RightHand [get]
 
- Properties inherited from AIProgress
override bool IsAutoTurn [get]
 
override int MaxProgress [get]
 
override int CurrentProgress [get]
 
virtual int Interval [get]
 
virtual string TextOrbit [get]
 
virtual string TextHint [get]
 
override bool CancelWhenMoved [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 }
 
- 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 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)
 
- 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
 

Detailed Description

Definition at line 6 of file AI_Fish.cs.

Member Function Documentation

◆ Fail()

void AI_Fish.ProgressFish.Fail ( )
inline

Definition at line 143 of file AI_Fish.cs.

144 {
145 if (owner.IsPC)
146 {
147 owner.Say("fish_miss", owner);
148 }
149 owner.stamina.Mod(-1);
150 }
new Chara owner
Definition: AIAct.cs:14
void Say(string lang, string ref1=null, string ref2=null)
Definition: Card.cs:6046
override bool IsPC
Definition: Chara.cs:597
Stats stamina
Definition: Chara.cs:955
virtual void Mod(int a)
Definition: Stats.cs:135

References Chara.IsPC, Stats.Mod(), AIAct.owner, Card.Say(), and Chara.stamina.

Referenced by AI_Fish.ProgressFish.OnProgressComplete().

◆ OnProgress()

override void AI_Fish.ProgressFish.OnProgress ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 36 of file AI_Fish.cs.

37 {
38 if (owner.IsPC && (owner.Tool == null || !owner.Tool.HasElement(245)))
39 {
40 Cancel();
41 }
42 else if (hit >= 0)
43 {
45 owner.PlaySound("fish_fight");
46 Ripple();
47 int a = Mathf.Clamp(10 - EClass.rnd(owner.Evalue(245) + 1) / 10, 5, 10);
48 if (hit > EClass.rnd(a))
49 {
50 hit = 100;
52 }
53 hit++;
54 }
55 else
56 {
57 if (EClass.rnd(Mathf.Clamp(10 - EClass.rnd(owner.Evalue(245) + 1) / 5, 2, 10)) == 0 && progress >= 10)
58 {
59 hit = 0;
60 }
61 if (progress == 2 || (progress >= 8 && progress % 6 == 0 && EClass.rnd(3) == 0))
62 {
64 Ripple();
65 }
66 }
67 }
AnimeID
Definition: AnimeID.cs:2
virtual Status Cancel()
Definition: AIAct.cs:291
int progress
Definition: AIProgress.cs:5
override int MaxProgress
Definition: AI_Fish.cs:14
void PlayAnime(AnimeID id, bool force)
bool HasElement(int ele, int req=1)
Definition: Card.cs:5214
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
Definition: Card.cs:5404
Thing Tool
Definition: Card.cs:2270
int Evalue(int ele)
Definition: Card.cs:2431
CardRenderer renderer
Definition: Card.cs:57
Definition: EClass.cs:5
static int rnd(int a)
Definition: EClass.cs:50

References AIAct.Cancel(), Card.Evalue(), Card.HasElement(), AI_Fish.ProgressFish.hit, Chara.IsPC, AI_Fish.ProgressFish.MaxProgress, AIAct.owner, CardRenderer.PlayAnime(), Card.PlaySound(), AIProgress.progress, Card.renderer, AI_Fish.ProgressFish.Ripple(), EClass.rnd(), and Card.Tool.

◆ OnProgressComplete()

override void AI_Fish.ProgressFish.OnProgressComplete ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 78 of file AI_Fish.cs.

79 {
81 if (hit < 100)
82 {
83 Fail();
84 return;
85 }
87 {
89 {
90 Msg.Say("noBait");
91 return;
92 }
94 }
95 Thing thing = Makefish(owner);
96 if (thing == null)
97 {
98 Fail();
99 return;
100 }
101 int num = thing.Num;
102 EClass._zone.AddCard(thing, owner.pos);
103 thing.renderer.PlayAnime(AnimeID.Jump);
104 owner.Say("fish_get", owner, thing);
105 owner.PlaySound("fish_get");
106 owner.elements.ModExp(245, 100);
107 if (thing.id == "medal")
108 {
109 thing.isHidden = false;
110 }
111 if (owner.IsPC)
112 {
114 {
116 {
117 EClass.pc.Say("tooHeavy", thing);
118 shouldCancel = true;
119 }
120 else
121 {
122 owner.Pick(thing);
123 }
124 }
125 }
126 else
127 {
128 foreach (Thing item in owner.things.List((Thing t) => t.source._origin == "fish"))
129 {
130 item.Destroy();
131 }
132 if (owner.things.IsFull())
133 {
134 thing.Destroy();
135 }
136 }
137 if (EClass.rnd(2) == 0 || num > 1)
138 {
139 owner.stamina.Mod(-1 * num);
140 }
141 }
static bool shouldCancel
Definition: AI_Fish.cs:155
static Thing Makefish(Chara c)
Definition: AI_Fish.cs:284
bool isDestroyed
Definition: Card.cs:71
ElementContainerCard elements
Definition: Card.cs:37
string id
Definition: Card.cs:31
int ChildrenWeight
Definition: Card.cs:1889
Point pos
Definition: Card.cs:55
void Destroy()
Definition: Card.cs:4538
ThingContainer things
Definition: Card.cs:34
int ChildrenAndSelfWeight
Definition: Card.cs:1917
int Num
Definition: Card.cs:154
void ModNum(int a, bool notify=true)
Definition: Card.cs:3262
override int WeightLimit
Definition: Chara.cs:695
Thing Pick(Thing t, bool msg=true, bool tryStack=true)
Definition: Chara.cs:3920
bool enable
Definition: CoreDebug.cs:285
static Game game
Definition: EClass.cs:8
static Zone _zone
Definition: EClass.cs:20
static Player player
Definition: EClass.cs:12
static Chara pc
Definition: EClass.cs:14
static CoreDebug debug
Definition: EClass.cs:48
void ModExp(int ele, int a, bool chain=false)
ConfigPreference preference
Definition: Game.cs:96
Config config
Definition: Game.cs:215
Definition: Msg.cs:5
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
Definition: Msg.cs:58
Thing eqBait
Definition: Player.cs:907
override int GetPhase()
Definition: StatsBurden.cs:17
List< Thing > List(Func< Thing, bool > func, bool onlyAccessible=false)
bool IsFull(int y=0)
Definition: Thing.cs:8
SourceThing.Row source
Definition: Thing.cs:11
Card AddCard(Card t, Point point)
Definition: Zone.cs:1893

References EClass._zone, Zone.AddCard(), Card.ChildrenAndSelfWeight, Card.ChildrenWeight, Game.config, EClass.debug, Card.Destroy(), Card.elements, CoreDebug.enable, Player.eqBait, AI_Fish.ProgressFish.Fail(), EClass.game, StatsBurden.GetPhase(), AI_Fish.ProgressFish.hit, Card.id, Card.isDestroyed, ThingContainer.IsFull(), Chara.IsPC, item, ThingContainer.List(), AI_Fish.Makefish(), Stats.Mod(), ElementContainer.ModExp(), Card.ModNum(), Card.Num, AIAct.owner, EClass.pc, Chara.Pick(), ConfigPreference.pickFish, CardRenderer.PlayAnime(), EClass.player, Card.PlaySound(), Card.pos, Game.Config.preference, Card.renderer, EClass.rnd(), Msg.Say(), Card.Say(), AI_Fish.shouldCancel, Thing.source, Chara.stamina, Card.things, and Chara.WeightLimit.

◆ OnStart()

override void AI_Fish.ProgressFish.OnStart ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 20 of file AI_Fish.cs.

21 {
22 if (!shouldCancel)
23 {
24 owner.PlaySound("fish_cast");
25 if (owner.Tool != null)
26 {
27 owner.Say("fish_start", owner, owner.Tool);
28 }
29 else
30 {
31 owner.Say("fish_start2", owner);
32 }
33 }
34 }

References AIAct.owner, Card.PlaySound(), Card.Say(), AI_Fish.shouldCancel, and Card.Tool.

◆ Ripple()

void AI_Fish.ProgressFish.Ripple ( )
inline

Definition at line 69 of file AI_Fish.cs.

70 {
71 if (posWater != null)
72 {
73 Effect.Get("ripple").Play(posWater, -0.04f);
74 posWater.PlaySound("fish_splash");
75 }
76 }
Definition: Effect.cs:7
static Effect Get(Effect original)
Definition: Effect.cs:85
void Play(float delay, Point from, float fixY=0f, Point to=null, Sprite sprite=null)
Definition: Effect.cs:100
SoundSource PlaySound(string id, bool synced=true, float v=1f, bool spatial=true)
Definition: Point.cs:1217

References Effect.Get(), Effect.Play(), Point.PlaySound(), and AI_Fish.ProgressFish.posWater.

Referenced by AI_Fish.ProgressFish.OnProgress().

Member Data Documentation

◆ hit

int AI_Fish.ProgressFish.hit = -1

◆ posWater

Point AI_Fish.ProgressFish.posWater

Definition at line 10 of file AI_Fish.cs.

Referenced by AI_Fish.ProgressFish.Ripple().

Property Documentation

◆ LeftHand

override int AI_Fish.ProgressFish.LeftHand
get

Definition at line 16 of file AI_Fish.cs.

◆ MaxProgress

override int AI_Fish.ProgressFish.MaxProgress
get

Definition at line 14 of file AI_Fish.cs.

Referenced by AI_Fish.ProgressFish.OnProgress().

◆ RightHand

override int AI_Fish.ProgressFish.RightHand
get

Definition at line 18 of file AI_Fish.cs.

◆ ShowProgress

override bool AI_Fish.ProgressFish.ShowProgress
get

Definition at line 12 of file AI_Fish.cs.


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