Reimplemented from AIAct.
Definition at line 32 of file AI_Idle.cs.
33 {
34 while (true)
35 {
37 {
39 }
41 {
43 owner.nextUse = null;
45 {
47 }
49 }
51 {
53 {
55 }
57 {
59 }
60 }
62 {
65 {
67 if (thing != null)
68 {
70 }
71 }
73 {
75 {
77 }
79 {
82 {
83 thing.isNPCProperty = true;
85 }
86 else
87 {
88 thing = null;
89 }
90 }
91 }
92 if (thing != null)
93 {
95 {
98 }
100 {
102 {
103 target = thing
104 });
105 }
106 }
107 }
109 {
111 {
114 }
116 {
118 Act actRevive =
null;
120 {
123 {
124 actRevive = act2;
125 }
126 string[] abilityType = act2.
source.abilityType;
127 if (!abilityType.IsEmpty() && (abilityType[0] == "heal" || abilityType[0] == "hot"))
128 {
130 }
131 }
133 {
134 List<Chara> list = (owner.IsPCParty ? EClass.pc.party.members :
new List<Chara> {
owner });
135 foreach (
Chara item2
in list)
136 {
138 {
141 break;
142 }
143 }
144 }
146 {
148 }
149 }
150 }
152 {
155 {
158 owner.sharedCheckTurn += (EClass.debug.enable ? 20 : 200);
159 }
160 }
162 {
165 {
167 {
169 {
170 continue;
171 }
172 for (int i = 0; i < 5; i++)
173 {
174 if (thing8.
encLV >= 0)
175 {
176 break;
177 }
182 {
183 break;
184 }
185 }
187 {
188 break;
189 }
190 }
191 }
192 }
194 {
196 {
199 {
201 {
202 shackle = traitShackle
203 });
204 }
206 }
208 {
211 {
213 {
214 target = thing3
215 });
216 }
217 }
219 {
220 List<Chara> list2 = new List<Chara>();
222 {
223 if (member.
Evalue(1227) > 0)
224 {
225 list2.Add(member);
226 }
227 }
228 if (list2.Count > 2)
229 {
233 }
234 }
236 {
244 }
246 {
248 }
250 {
252 {
254 }
255 else
256 {
258 }
259 }
261 {
263 }
265 {
268 {
270 {
272 {
273 flag = true;
274 }
275 }
276 }
277 if (flag)
278 {
279 bool flag2 = false;
281 {
283 {
284 flag2 = true;
285 break;
286 }
287 }
288 if (flag2)
289 {
291 if (num >= 20000)
292 {
293 num = 20000;
294 }
296 int num2 = num / 200;
298 {
299 if (!(value2.
source.category !=
"skill"))
300 {
304 }
305 }
309 }
310 }
311 }
312 }
314 {
317 {
319 }
321 {
323 {
325 }
328 {
330 {
332 }
334 continue;
335 }
336 }
337 }
340 {
341 break;
342 }
344 {
346 continue;
347 }
349 {
351 continue;
352 }
354 {
358 {
361 }
362 }
363 else
364 {
366 }
368 }
370 {
372 }
374 {
376 }
378 {
380 }
382 {
384 if (nearestPoint != null)
385 {
387 {
389 }
391 {
393 {
395 }
397 }
399 }
400 }
402 {
404 if (room != null)
405 {
408 {
410 }
412 {
414 }
415 if (point != null)
416 {
417 yield
return DoGoto(point);
418 }
419 }
420 }
422 {
424 {
426 {
429 }
431 }
433 {
435 {
437 }
439 {
441 string text = ((EClass.player.karma > 10) ? ((
EClass.
player.
karma < 90) ?
"" : (flag4 ?
"rumor_bad" :
"rumor_good")) : (flag4 ?
"rumor_good" :
"rumor_bad"));
442 if (!text.IsEmpty())
443 {
445 }
447 {
449 AI_PlayMusic.ignoreDamage = true;
451 AI_PlayMusic.ignoreDamage = false;
452 }
453 }
454 else
455 {
457 }
459 }
460 }
462 {
464 {
466 }
468 if (tC ==
null || tC.
pop.
items.Count == 0)
469 {
471 {
473 {
475 {
479 }
480 }
481 }
483 {
485 }
487 {
489 }
491 {
493 {
495 }
497 {
499 }
500 }
501 }
502 }
504 {
506 }
508 {
510 }
512 {
513 float mtp = 1f;
516 if (room2 != room3 && room3 != null)
517 {
518 mtp = ((room2?.
lot != room3?.
lot) ? 0.4f : 0.7f);
519 }
521 }
522 if (
EClass.
rnd(2000) == 0 && owner.IsHuman && (owner.host ==
null || owner.host.ride !=
owner))
523 {
526 {
527 thing4 = null;
528 }
531 {
532 flag5 = true;
533 }
534 if (thing4 == null && !flag5)
535 {
538 }
540 {
543 }
544 }
546 {
548 {
553 {
554 flag6 = false;
555 }
557 {
559 c.
Talk(
"drunk_counter");
561 }
562 });
563 }
565 {
568 {
570 {
571 pos = fishingPoint
572 });
573 }
574 }
577 {
579 }
581 {
583 {
585 });
587 }
589 {
591 if (chara2 != null)
592 {
594 {
595 target = chara2,
596 bitch = true
597 });
598 }
599 }
601 {
603 }
605 {
607 }
609 {
611 }
612 if (idAct ==
"janitor" &&
EClass.
rnd(5) == 0)
613 {
615 {
617 {
618 owner.Talk("snail");
619 Thing t4 = ThingGen.Create("1142");
620 ActThrow.Throw(owner, c.pos, t4);
621 }
622 });
624 }
626 {
629 {
631 {
632 shackle = traitShackle2
633 });
635 }
636 }
638 {
640 }
642 {
644 if (cleanPoint != null)
645 {
647 {
648 pos = cleanPoint
649 });
650 }
651 }
653 {
655 {
657 {
660 break;
661 }
662 }
663 }
665 {
667 if (thing5 == null)
668 {
670 {
672 if (card2 != null)
673 {
675 }
676 });
677 }
678 else
679 {
681 {
683 {
685 break;
686 }
687 }
688 }
689 }
691 {
693 }
695 {
697 }
700 {
701 owner.idleActTimer = 10 +
EClass.
rnd(50);
702 switch (idAct)
703 {
704 case "torture_snail":
706 {
712 });
713 break;
714 case "buffMage":
716 {
718 }
719 else
720 {
722 }
723 break;
724 case "buffThief":
726 break;
727 case "buffGuildWatch":
729 break;
730 case "buffHealer":
732 break;
733 case "readBook":
734 {
736 {
737 break;
738 }
741 if (list3.Count > 0)
742 {
743 thing6 = list3.RandomItem();
745 {
746 thing6 = null;
747 }
748 }
749 if (thing6 == null)
750 {
752 {
753 break;
754 }
756 thing6.isNPCProperty = true;
757 }
759 {
761 {
763 }
765 {
766 target = thing6
767 });
768 }
769 break;
770 }
771 default:
773 {
775 }
776 break;
777 }
779 }
781 {
783 }
785 {
787 {
789 }
791 }
793 {
795 }
797 {
799 {
802 {
804 }
805 else
806 {
808 if (room4 != null)
809 {
811 }
812 }
813 }
815 {
817 {
818 if (!EClass._zone.IsPCFaction)
819 {
820 owner.Teleport(owner.orgPos, silent: false, force: true);
821 }
823 });
824 }
825 }
827 {
829 if (thing7 != null)
830 {
832 }
833 }
835 {
836 for (int j = 0; j < 100; j++)
837 {
840 {
841 yield
return DoGoto(randomPoint);
842 break;
843 }
844 }
845 }
847 if (!(aiIdle == "stand") && !(aiIdle == "root"))
848 {
850 {
852 }
854 {
856 }
857 }
859 {
861 if (aI_Haul != null)
862 {
863 yield
return Do(aI_Haul);
864 }
865 }
868 {
869 for (int k = 0; k < 20; k++)
870 {
873 {
874 return randomPoint2;
875 }
876 }
877 return null;
878 }
879 }
if(item3.idFile==idFirstFile &&item3.id==idFirstTopic)
Status Do(AIAct _seq, Func< Status > _onChildFail=null)
Status DoGotoSpot(Card card, Func< Status > _onChildFail=null)
Status DoGoto(Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null)
static Point GetCleanPoint(Chara c, int r=-1, int tries=10)
static Point GetFishingPoint(Point p)
static AI_Haul TryGetAI(Chara c)
Chara DoSomethingToNearChara(Func< Chara, bool > funcPickChara, Action< Chara > action=null)
Chara DoSomethingToCharaInRadius(int radius, Func< Chara, bool > funcPickChara, Action< Chara > action=null)
void IdleActText(string id)
void TryCast(EffectId id, int power=100)
static EffectIRenderer Throw(Card c, Point p, Thing t, ThrowMethod method=ThrowMethod.Default, float failChance=0f)
BaseArea.AccessType accessType
virtual Point GetRandomPoint(bool walkable=true, bool allowChara=true)
int GetInt(int id, int? defaultInt=null)
void SetInt(int id, int value=0)
GlobalCharaList globalCharas
void Teleport(Point point, bool silent=false, bool force=false)
ElementContainerCard elements
bool IsRestrainedResident
void DamageHP(int dmg, AttackSource attackSource=AttackSource.None, Card origin=null)
bool HasElement(int ele, int req=1)
CardRenderer HostRenderer
Thing AddThing(string id, int lv=-1)
void Talk(string idTopic, string ref1=null, string ref2=null, bool forceSync=false)
int GetCurrency(string id="money")
bool IsInMutterDistance(int d=10)
void ModCurrency(int a, string id="money")
bool HasEditorTag(EditorTag tag)
void PlayAnime(AnimeID id, bool force=false)
SourceCategory.Row category
void ModNum(int a, bool notify=true)
bool UseAbility(string idAct, Card tc=null, Point pos=null, bool pt=false)
override bool IsAliveInCurrentZone
Thing FindBestFoodToEat()
void Cuddle(Chara c, bool headpat=false)
void InstantEat(Thing t=null, bool sound=true)
Condition AddCondition(string id, int p=100, bool force=false)
Chara GetNearbyCatToSniff()
bool CanSeeLos(Card c, int dist=-1)
void PickHeld(bool msg=false)
bool HasCondition(string alias)
void TryPutSharedItems(IEnumerable< Thing > containers, bool msg=true)
override bool IsPCFaction
bool CanEat(Thing t, bool shouldEat=false)
void ClearInventory(ClearInventoryType type)
FactionMemberType memberType
string TalkTopic(string topic="calm")
bool MoveNeighborDefinitely()
MoveResult TryMoveTowards(Point p)
Chara SetEnemy(Chara c=null)
void DoHostileAction(Card _tg, bool immediate=false)
void TryTakeSharedItems(bool msg=true)
Thing Pick(Thing t, bool msg=true, bool tryStack=true)
int AllyDistance(Chara c)
int GetRaw(int offsetHours=0)
static FactionBranch Branch
static int rndHalf(int a)
static SoundManager Sound
Dictionary< int, Element > dict
Element ModTempPotential(int ele, int v, int threshMsg=0)
Element ModBase(int ele, int v)
static bool Has(string id)
static string _currency(object a, string IDCurrency)
static bool IsVisible(Point p1, Point p2, Action< Point, bool > _onVisit=null)
Point GetRandomPoint(Point center, int radius, int tries=100, bool mustBeWalkable=true, bool requireLos=true)
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
ref Vector3 Position(int height)
void ForeachNeighbor(Action< Point > action, bool diagonal=true)
bool Equals(int _x, int _z)
Thing FindThing(Func< Thing, bool > func)
Point GetNearestPoint(bool allowBlock=false, bool allowChara=true, bool allowInstalled=true, bool ignoreCenter=false)
Point GetRandomPoint(int radius, bool requireLos=true, bool allowChara=true, bool allowBlocked=false, int tries=100)
bool IsActive(int id, int days=-1)
List< Thing > List(Func< Thing, bool > func, bool onlyAccessible=false)
static Thing CreateFromCategory(string idCat, int lv=-1)
static Thing Create(string id, int idMat=-1, int lv=-1)
virtual AI_Idle.Behaviour IdleBehaviour
virtual string IdAmbience
virtual bool AllowTraining
virtual bool CanRead(Chara c)
virtual bool CanEat(Chara c)
virtual bool CanDrink(Chara c)
virtual bool IsUnderwater
References Lang._currency(), EClass._map, EClass._zone, Chara.ability, AreaData.accessType, Element.act, Chara.AddCondition(), Card.AddThing(), Chara.ai, TraitShackle.AllowTraining, ConfigTactics.AllyDistance(), Zone.Boss, EClass.Branch, Zone.branch, Card.c_isImportant, Card.c_uidMaster, AIAct.Cancel(), Trait.CanDrink(), Trait.CanEat(), Chara.CanEat(), TraitChara.CanFish, Trait.CanRead(), Chara.CanSee(), Chara.CanSeeLos(), card, Game.cards, Card.category, Card.Cell, Point.cell, Map.charas, Chara.ClearInventory(), Game.config, ThingGen.Create(), ThingGen.CreateFromCategory(), Chara.Cuddle(), Card.DamageHP(), BaseArea.data, World.date, EClass.debug, ElementContainer.dict, Card.Dist(), Point.Distance(), AIAct.Do(), AIAct.DoGoto(), AIAct.DoGotoSpot(), Chara.DoHostileAction(), DoSomethingToCharaInRadius(), DoSomethingToNearChara(), Chara.Drink(), Card.elements, CoreDebug.enable, Card.encLV, Chara.enemy, Point.Equals(), Card.Evalue(), Card.ExistsOnMap, Chara.faction, Props.Find(), ThingContainer.Find(), Chara.FindBed(), Chara.FindBestFoodToEat(), Chara.FindMaster(), Chara.FindRoom(), Point.FindThing(), Point.ForeachNeighbor(), EClass.game, AI_Clean.GetCleanPoint(), Card.GetCurrency(), Chara.GetDestination(), AI_Fish.GetFishingPoint(), BaseCard.GetInt(), FactionBranch.GetMeal(), Chara.GetNearbyCatToSniff(), Point.GetNearestPoint(), Stats.GetPhase(), BaseArea.GetRandomPoint(), Date.GetRaw(), CardRenderer.GetTC(), CardManager.globalCharas, CharaAbility.Has(), LangGame.Has(), Chara.HasAccess(), Point.HasChara, Chara.HasCondition(), Card.HasEditorTag(), Party.HasElement(), Card.HasElement(), Cell.HasFire, Chara.held, Chara.homeBranch, Chara.host, Chara.hostility, Card.HostRenderer, Card.hp, Chara.hunger, Card.id, Element.id, TraitChara.IdAmbience, TraitChara.IdleAct(), IdleActText(), Chara.idleActTimer, TraitChara.IdleBehaviour, if(), Map.Installed, PropsManager.installed, Chara.InstantEat(), PolicyManager.IsActive(), Chara.IsAliveInCurrentZone, Point.IsBlocked, Card.isDestroyed, Chara.isDrunk, Card.IsEquipment, ThingContainer.IsFull(), Card.isGifted, Chara.IsGuest(), Chara.IsHostile(), Point.IsHotSpring, Chara.IsHuman, Chara.IsIdle, Point.IsInBounds, Chara.IsInCombat, Card.IsInMutterDistance(), Card.IsInstalled, Chara.IsMofuable, Zone.IsNefia, Date.IsNight, Chara.IsPC, Chara.IsPCC, Chara.IsPCFaction, Zone.IsPCFaction, Card.IsPCFactionOrMinion, Chara.IsPCParty, Spatial.IsRegion, Card.isRestrained, Card.IsRestrainedResident, Thing.IsSharedContainer, Cell.IsSnowTile, Chara.isSynced, Cell.IsTopWaterAndNoSnow, Zone.IsTown, Point.IsValid, Los.IsVisible(), item, ActList.items, PopManager.items, Player.karma, AIAct.KeepRunning(), Party.leader, CharaAbility.list, ThingContainer.List(), Point.ListCharasInRadius(), Room.lot, Chara.mana, Chara.master, Stats.max, Chara.MaxHP, FactionBranch.members, Party.members, Chara.memberType, Stats.Mod(), ElementContainer.ModBase(), Card.ModCurrency(), Card.ModEncLv(), Card.ModNum(), ElementContainer.ModTempPotential(), moveFailCount, Chara.MoveNeighborDefinitely(), Chara.nextUse, Card.noMove, Card.Num, Zone.okaerinko, Chara.OnInsulted(), Chara.orgPos, AIAct.owner, Chara.parasite, Card.parent, Chara.party, EClass.pc, Chara.pccData, Zone.PetFollow, Chara.Pick(), Chara.PickHeld(), Card.PlayAnime(), EClass.player, Card.PlaySound(), FactionBranch.policies, TCText.pop, Card.pos, Point.Position(), Map.props, Chara.race, AIAct.Restart(), TraitManager.restSpots, EClass.rnd(), EClass.rndHalf(), Cell.room, Msg.Say(), Card.Say(), Chara.SetAI(), Chara.SetEnemy(), BaseCard.SetInt(), Chara.sharedCheckTurn, Chara.Sniff(), EClass.Sound, Chara.source, Element.source, Chara.stamina, Player.stats, AIAct.Success, Game.Config.tactics, Card.Talk(), Chara.TalkTopic(), Card.Teleport(), Card.Thing, Card.things, Point.Things, ActThrow.Throw(), Card.trait, Chara.trait, Props.traits, Chara.TryAssignBed(), TryCast(), Chara.TryMoveTowards(), TryPerformIdleUse(), Chara.TryPutSharedItems(), AI_Shopping.TryRestock(), AI_Shopping.TryShop(), Chara.TryTakeSharedItems(), Chara.TryUse(), Chara.turnLastSeen, Player.Stats.turns, Chara.UseAbility(), Stats.value, Element.ValueWithoutLink, Element.vTempPotential, and EClass.world.