Elin Decompiled Documentation EA 23.102 Nightly
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GoalAutoCombat Class Reference
Inheritance diagram for GoalAutoCombat:
GoalCombat Goal AIAct Act Element EClass

Public Member Functions

override Color GetActPlanColor ()
 
 GoalAutoCombat (Chara e)
 
override bool TryUseRanged (int dist)
 
void GetAbilities (Func< Element, bool > func)
 
override void BuildAbilityList ()
 
override bool TryAbortCombat ()
 
- Public Member Functions inherited from GoalCombat
override bool CanManualCancel ()
 
override IEnumerable< StatusRun ()
 
bool TryMove (int dist)
 
void AddAbility (Act a, int mod=0, int chance=100, bool aiPt=false)
 
virtual bool TryUseRanged (int dist)
 
virtual bool TryThrow (int dist)
 
virtual bool TryUseAbility (int dist, bool beforeMove=false)
 
virtual void BuildAbilityList ()
 
virtual bool TryAbortCombat ()
 
- Public Member Functions inherited from Goal
Goal Duplicate ()
 
- 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

Thing renderThing
 
List< CharalistHealthy = new List<Chara>()
 
- Public Attributes inherited from GoalCombat
Chara destEnemy
 
Chara tc
 
int idleCount
 
int moveFail
 
List< ItemAbilityabilities
 
List< Characharas = new List<Chara>()
 
- 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 UseTurbo [get]
 
override Thing RenderThing [get]
 
ConfigAutoCombat config [get]
 
- Properties inherited from GoalCombat
override CursorInfo CursorIcon [get]
 
override bool CancelWhenDamaged [get]
 
override bool CancelOnAggro [get]
 
Tactics tactics [get]
 
- Properties inherited from Goal
override bool InformCancel [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 GoalAutoCombat.cs.

Constructor & Destructor Documentation

◆ GoalAutoCombat()

GoalAutoCombat.GoalAutoCombat ( Chara  e)
inline

Definition at line 31 of file GoalAutoCombat.cs.

32 {
33 destEnemy = e;
34 EClass.player.autoCombatStartHP = ((EClass.pc.Evalue(1421) > 0) ? (EClass.pc.hp + EClass.pc.mana.value) : EClass.pc.hp);
35 foreach (Chara member in EClass.pc.party.members)
36 {
37 if (!member.IsCriticallyWounded())
38 {
39 listHealthy.Add(member);
40 }
41 }
42 }
int hp
Definition: Card.cs:226
int Evalue(int ele)
Definition: Card.cs:2431
Definition: Chara.cs:10
bool IsCriticallyWounded(bool includeRide=false)
Definition: Chara.cs:986
Party party
Definition: Chara.cs:43
Stats mana
Definition: Chara.cs:963
Definition: EClass.cs:5
static Chara pc
Definition: EClass.cs:14
List< Chara > listHealthy
Chara destEnemy
Definition: GoalCombat.cs:24
List< Chara > members
Definition: Party.cs:18
virtual int value
Definition: Stats.cs:56

References GoalCombat.destEnemy, Card.Evalue(), Card.hp, Chara.IsCriticallyWounded(), listHealthy, Chara.mana, Party.members, Chara.party, EClass.pc, and Stats.value.

Member Function Documentation

◆ BuildAbilityList()

override void GoalAutoCombat.BuildAbilityList ( )
inlinevirtual

Reimplemented from GoalCombat.

Definition at line 117 of file GoalAutoCombat.cs.

118 {
119 GetAbilities((Element e) => e.source.abilityType.Length != 0);
123 }
Definition: ACT.cs:6
static ActRanged Ranged
Definition: ACT.cs:17
static ActMelee Melee
Definition: ACT.cs:15
static ActItem Item
Definition: ACT.cs:21
SourceElement.Row source
Definition: ELEMENT.cs:263
void GetAbilities(Func< Element, bool > func)
void AddAbility(Act a, int mod=0, int chance=100, bool aiPt=false)
Definition: GoalCombat.cs:408

References ACT.Item, ACT.Melee, ACT.Ranged, and Element.source.

◆ GetAbilities()

void GoalAutoCombat.GetAbilities ( Func< Element, bool >  func)
inline

Definition at line 91 of file GoalAutoCombat.cs.

92 {
94 {
95 foreach (Thing item in EClass.pc.things.Where((Thing t) => t.IsHotItem && t.trait is TraitAbility))
96 {
97 Element element = owner.elements.GetElement(item.c_idAbility);
98 if (element != null && func(element) && (element.id != 9150 || EClass.player.favAbility.Contains(element.id)))
99 {
100 AddAbility(element.act, 15);
101 }
102 }
103 }
105 {
106 return;
107 }
108 foreach (Element value in owner.elements.dict.Values)
109 {
110 if ((!config.bUseFav || EClass.player.favAbility.Contains(value.id)) && func(value) && (value.id != 9150 || EClass.player.favAbility.Contains(value.id)))
111 {
112 AddAbility(value.act);
113 }
114 }
115 }
new Chara owner
Definition: AIAct.cs:14
ElementContainerCard elements
Definition: Card.cs:37
bool IsHotItem
Definition: Card.cs:115
Trait trait
Definition: Card.cs:49
ThingContainer things
Definition: Card.cs:34
static Player player
Definition: EClass.cs:12
Dictionary< int, Element > dict
Element GetElement(string alias)
int id
Definition: ELEMENT.cs:240
Act act
Definition: ELEMENT.cs:384
ConfigAutoCombat config
HashSet< int > favAbility
Definition: Player.cs:868
Definition: Thing.cs:8

References Element.act, Player.favAbility, Element.id, Card.IsHotItem, item, EClass.pc, EClass.player, Card.things, and Card.trait.

◆ GetActPlanColor()

override Color GoalAutoCombat.GetActPlanColor ( )
inlinevirtual

Reimplemented from Act.

Definition at line 18 of file GoalAutoCombat.cs.

19 {
21 {
23 {
24 return EClass.Colors.colorAct;
25 }
27 }
29 }
Color colorActWarnning
Color colorActCriticalWarning
static ColorProfile Colors
Definition: EClass.cs:38
bool IsCriticallyWounded(bool includePc=false)
Definition: Party.cs:138

References ColorProfile.colorAct, ColorProfile.colorActCriticalWarning, ColorProfile.colorActWarnning, EClass.Colors, Party.IsCriticallyWounded(), Chara.IsCriticallyWounded(), Chara.party, and EClass.pc.

◆ TryAbortCombat()

override bool GoalAutoCombat.TryAbortCombat ( )
inlinevirtual

Reimplemented from GoalCombat.

Definition at line 125 of file GoalAutoCombat.cs.

126 {
127 if (idleCount >= 2)
128 {
129 Msg.Say("abort_idle");
130 return true;
131 }
132 return false;
133 }
int idleCount
Definition: GoalCombat.cs:28
Definition: Msg.cs:5
static string Say(string idLang, string ref1, string ref2=null, string ref3=null, string ref4=null)
Definition: Msg.cs:58

References Msg.Say().

◆ TryUseRanged()

override bool GoalAutoCombat.TryUseRanged ( int  dist)
inlinevirtual

Reimplemented from GoalCombat.

Definition at line 44 of file GoalAutoCombat.cs.

45 {
46 Thing ranged = owner.ranged;
47 owner.ranged = null;
49 {
50 FindRanged(hotbar: true);
51 }
52 if (owner.ranged != null && ACT.Ranged.Perform(owner, tc))
53 {
54 if (owner == null)
55 {
56 return true;
57 }
59 if (owner.ranged != ranged)
60 {
61 owner.ranged = ranged;
62 }
63 return true;
64 }
65 return false;
66 void FindRanged(bool hotbar)
67 {
68 owner.things.Foreach(delegate(Thing t)
69 {
70 if (t.IsHotItem)
71 {
72 if (!hotbar)
73 {
74 return false;
75 }
76 }
77 else if (hotbar)
78 {
79 return false;
80 }
81 if (t.IsRangedWeapon && (t.trait is TraitToolRangeCane || t.c_ammo > 0 || EClass.pc.FindAmmo(t) != null) && owner.CanEquipRanged(t))
82 {
83 owner.ranged = t;
84 return true;
85 }
86 return false;
87 });
88 }
89 }
override bool Perform()
Definition: ActRanged.cs:65
int c_ammo
Definition: Card.cs:1385
bool IsRangedWeapon
Definition: Card.cs:2103
Thing FindAmmo(Thing weapon)
Definition: Chara.cs:7051
Thing ranged
Definition: Chara.cs:95
bool CanEquipRanged(Thing t)
Definition: Chara.cs:7000
Chara tc
Definition: GoalCombat.cs:26
void Foreach(Action< Thing > action, bool onlyAccessible=true)

References ConfigAutoCombat.bUseHotBar, Card.c_ammo, Chara.CanEquipRanged(), config, Chara.FindAmmo(), ThingContainer.Foreach(), Card.IsHotItem, Card.IsRangedWeapon, AIAct.owner, EClass.pc, ActRanged.Perform(), ACT.Ranged, Chara.ranged, renderThing, GoalCombat.tc, Card.things, and Card.trait.

Member Data Documentation

◆ listHealthy

List<Chara> GoalAutoCombat.listHealthy = new List<Chara>()

Definition at line 10 of file GoalAutoCombat.cs.

Referenced by GoalAutoCombat().

◆ renderThing

Thing GoalAutoCombat.renderThing

Definition at line 8 of file GoalAutoCombat.cs.

Referenced by TryUseRanged().

Property Documentation

◆ config

ConfigAutoCombat GoalAutoCombat.config
get

Definition at line 16 of file GoalAutoCombat.cs.

Referenced by TryUseRanged().

◆ RenderThing

override Thing GoalAutoCombat.RenderThing
get

Definition at line 14 of file GoalAutoCombat.cs.

◆ UseTurbo

override bool GoalAutoCombat.UseTurbo
get

Definition at line 12 of file GoalAutoCombat.cs.


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