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

Public Member Functions

virtual List< HobbyGetWorks ()
 
override IEnumerable< StatusRun ()
 
void ValidateHobby (Chara c)
 
bool FindWork (Chara c, bool setAI=true)
 
bool TryWork (BaseArea destArea, bool setAI=true)
 
bool TryWork (BaseArea destArea, Hobby h, bool setAI)
 
override void OnSimulatePosition ()
 
- 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)
 

Properties

virtual bool IsHobby [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)
 
- 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 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 3 of file GoalWork.cs.

Member Function Documentation

◆ FindWork()

bool GoalWork.FindWork ( Chara  c,
bool  setAI = true 
)
inline

Definition at line 55 of file GoalWork.cs.

56 {
57 owner = c;
58 WorkSummary workSummary = owner.GetWorkSummary();
59 if (IsHobby)
60 {
61 workSummary.hobbies.Clear();
62 }
63 else
64 {
65 workSummary.work = null;
66 }
67 Room room = owner.FindRoom();
68 if (room != null)
69 {
70 if (TryWork(room, setAI))
71 {
72 return true;
73 }
74 Lot lot = room.lot;
75 foreach (Room item in EClass._map.rooms.listRoom)
76 {
77 if (item.lot == lot && item != room && !item.IsPrivate && TryWork(item, setAI))
78 {
79 return true;
80 }
81 }
82 }
83 if (TryWork(null, setAI))
84 {
85 return true;
86 }
87 return false;
88 }
new Chara owner
Definition: AIAct.cs:14
WorkSummary GetWorkSummary()
Definition: Chara.cs:8308
Room FindRoom()
Definition: Chara.cs:7161
Definition: EClass.cs:5
static Map _map
Definition: EClass.cs:18
bool TryWork(BaseArea destArea, bool setAI=true)
Definition: GoalWork.cs:90
virtual bool IsHobby
Definition: GoalWork.cs:5
Definition: Lot.cs:5
RoomManager rooms
Definition: Map.cs:31
List< Room > listRoom
Definition: RoomManager.cs:13
Definition: Room.cs:4
Lot lot
Definition: Room.cs:21
List< WorkSession > hobbies
Definition: WorkSummary.cs:13

References EClass._map, Chara.FindRoom(), Chara.GetWorkSummary(), WorkSummary.hobbies, IsHobby, item, RoomManager.listRoom, Room.lot, AIAct.owner, Map.rooms, and TryWork().

Referenced by Run(), and Chara.ValidateWorks().

◆ GetWorks()

virtual List< Hobby > GoalWork.GetWorks ( )
inlinevirtual

Reimplemented in GoalHobby.

Definition at line 7 of file GoalWork.cs.

8 {
9 return owner.ListWorks();
10 }
List< Hobby > ListWorks(bool useMemberType=true)
Definition: Chara.cs:8109

References Chara.ListWorks(), and AIAct.owner.

Referenced by TryWork().

◆ OnSimulatePosition()

override void GoalWork.OnSimulatePosition ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 136 of file GoalWork.cs.

137 {
138 Room room = owner.FindRoom();
139 if (room != null)
140 {
142 }
143 }
Point GetRandomFreePos()
Definition: BaseArea.cs:60
void MoveImmediate(Point p, bool focus=true, bool cancelAI=true)
Definition: Card.cs:5127

References Chara.FindRoom(), BaseArea.GetRandomFreePos(), Card.MoveImmediate(), and AIAct.owner.

◆ Run()

override IEnumerable< Status > GoalWork.Run ( )
inlinevirtual

Reimplemented from AIAct.

Definition at line 12 of file GoalWork.cs.

13 {
14 if (FindWork(owner))
15 {
16 yield return Success();
17 }
18 yield return DoIdle();
19 }
Status DoIdle(int repeat=3)
Definition: AIAct.cs:523
bool FindWork(Chara c, bool setAI=true)
Definition: GoalWork.cs:55

References AIAct.DoIdle(), FindWork(), AIAct.owner, and AIAct.Success.

◆ TryWork() [1/2]

bool GoalWork.TryWork ( BaseArea  destArea,
bool  setAI = true 
)
inline

Definition at line 90 of file GoalWork.cs.

91 {
92 List<Hobby> works = GetWorks();
93 if (IsHobby)
94 {
95 Hobby h = works.RandomItem();
96 if (TryWork(destArea, h, setAI))
97 {
98 return true;
99 }
100 return false;
101 }
102 foreach (Hobby item in works)
103 {
104 if (TryWork(destArea, item, setAI))
105 {
106 return true;
107 }
108 }
109 return false;
110 }
virtual List< Hobby > GetWorks()
Definition: GoalWork.cs:7
Definition: Hobby.cs:4

References GetWorks(), IsHobby, item, and TryWork().

Referenced by FindWork(), TryWork(), and ValidateHobby().

◆ TryWork() [2/2]

bool GoalWork.TryWork ( BaseArea  destArea,
Hobby  h,
bool  setAI 
)
inline

Definition at line 112 of file GoalWork.cs.

113 {
114 AIWork aI = h.GetAI(owner);
115 aI.destArea = destArea;
116 if (aI.SetDestination())
117 {
118 WorkSummary workSummary = owner.GetWorkSummary();
119 if (IsHobby)
120 {
121 workSummary.hobbies.Add(aI.GetSession());
122 }
123 else
124 {
125 workSummary.work = aI.GetSession();
126 }
127 if (setAI)
128 {
129 owner.SetAI(aI);
130 }
131 return true;
132 }
133 return false;
134 }
Definition: AIWork.cs:5
bool SetDestination()
Definition: AIWork.cs:55
virtual WorkSession GetSession()
Definition: AIWork.cs:117
AIAct SetAI(AIAct g)
Definition: Chara.cs:8045
AIWork GetAI(Chara c)
Definition: Hobby.cs:11

References Hobby.GetAI(), AIWork.GetSession(), Chara.GetWorkSummary(), WorkSummary.hobbies, IsHobby, AIAct.owner, Chara.SetAI(), and AIWork.SetDestination().

◆ ValidateHobby()

void GoalWork.ValidateHobby ( Chara  c)
inline

Definition at line 21 of file GoalWork.cs.

22 {
23 owner = c;
24 WorkSummary workSummary = owner.GetWorkSummary();
25 List<Hobby> list = owner.ListHobbies();
26 workSummary.hobbies.Clear();
27 Room room = owner.FindRoom();
28 for (int i = 0; i < list.Count; i++)
29 {
30 if (room != null)
31 {
32 Lot lot = room.lot;
33 if (TryWork(room, list[i], setAI: false))
34 {
35 continue;
36 }
37 bool flag = false;
38 foreach (Room item in EClass._map.rooms.listRoom)
39 {
40 if (item.lot == lot && item != room && TryWork(item, list[i], setAI: false))
41 {
42 flag = true;
43 break;
44 }
45 }
46 if (flag)
47 {
48 continue;
49 }
50 }
51 TryWork(null, list[i], setAI: false);
52 }
53 }
List< Hobby > ListHobbies(bool useMemberType=true)
Definition: Chara.cs:8136

References EClass._map, Chara.FindRoom(), Chara.GetWorkSummary(), WorkSummary.hobbies, item, Chara.ListHobbies(), RoomManager.listRoom, Room.lot, AIAct.owner, Map.rooms, and TryWork().

Referenced by Chara.ValidateWorks().

Property Documentation

◆ IsHobby

virtual bool GoalWork.IsHobby
get

Definition at line 5 of file GoalWork.cs.

Referenced by FindWork(), and TryWork().


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