Space Engineers
Public Member Functions | Protected Member Functions | List of all members
Medieval.AI.MyAnimalBotActions Class Reference
Inheritance diagram for Medieval.AI.MyAnimalBotActions:
Sandbox.Game.AI.Actions.MyAgentActions Sandbox.Game.AI.Actions.MyBotActionsBase

Public Member Functions

 MyAnimalBotActions (MyAnimalBot bot)
 

Protected Member Functions

MyBehaviorTreeState IdleDanger ()
 Changes the state to an idle state sensing danger More...
 
override void Init_Idle ()
 
override MyBehaviorTreeState Idle ()
 
override void Init_GotoTarget ()
 
MyBehaviorTreeState FindWanderLocation ([BTOut] ref MyBBMemoryTarget outTarget)
 
MyBehaviorTreeState IsHumanInArea ([BTParam] int standingRadius, [BTParam] int crouchingRadius, [BTOut] ref MyBBMemoryTarget outTarget)
 
MyBehaviorTreeState AmIBeingFollowed ([BTIn] ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState IsHumanNotInArea ([BTParam] int standingRadius, [BTParam] int crouchingRadius, [BTOut] ref MyBBMemoryTarget outTarget)
 
MyBehaviorTreeState FindRandomSafeLocation ([BTIn] ref MyBBMemoryTarget inTargetEnemy, [BTOut] ref MyBBMemoryTarget outTargetLocation)
 
void Init_RunAway ()
 
MyBehaviorTreeState RunAway ()
 
void Post_RunAway ()
 
MyBehaviorTreeState PlaySound ([BTParam] string soundtrack)
 
- Protected Member Functions inherited from Sandbox.Game.AI.Actions.MyAgentActions
 MyAgentActions (MyAgentBot bot)
 
MyBehaviorTreeState AimWithMovement ()
 
MyBehaviorTreeState GotoTarget ()
 
void Post_GotoTarget ()
 
virtual void Init_GotoTargetNoPathfinding ()
 
MyBehaviorTreeState GotoTargetNoPathfinding ([BTParam] float radius, [BTParam] bool resetStuckDetection)
 
void Init_AimAtTarget ()
 
MyBehaviorTreeState AimAtTarget ()
 
void Post_AimAtTarget ()
 
void Init_AimAtTargetCustom ()
 
MyBehaviorTreeState AimAtTargetCustom ([BTParam] float tolerance)
 
void Post_AimAtTargetCustom ()
 
MyBehaviorTreeState PlayAnimation ([BTParam] string animationName, [BTParam] bool immediate)
 
MyBehaviorTreeState IsAtTargetPosition ([BTParam] float radius)
 
MyBehaviorTreeState IsAtTargetPositionCylinder ([BTParam] float radius, [BTParam] float height)
 
MyBehaviorTreeState IsNotAtTargetPosition ([BTParam] float radius)
 
MyBehaviorTreeState IsLookingAtTarget ()
 
MyBehaviorTreeState SetTarget ([BTIn] ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState ClearTarget ([BTInOut] ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState IsTargetValid ([BTIn] ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState HasTargetArea ([BTIn] ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState HasTarget ()
 
MyBehaviorTreeState HasNoTarget ()
 
MyBehaviorTreeState Stand ()
 
MyBehaviorTreeState SwitchToWalk ()
 
MyBehaviorTreeState SwitchToRun ()
 
void Init_GotoRandomLocation ()
 
MyBehaviorTreeState GotoRandomLocation ()
 
void Post_GotoRandomLocation ()
 
void Init_GotoAndAimTarget ()
 
MyBehaviorTreeState GotoAndAimTarget ()
 
void Post_GotoAndAimTarget ()
 
MyBehaviorTreeState StopAiming ()
 
MyBehaviorTreeState GotoFailed ()
 
MyBehaviorTreeState ResetGotoFailed ()
 
MyBehaviorTreeState IsMoving ()
 
MyBehaviorTreeState FindClosestPlaceAreaInRadius ([BTParam] float radius, [BTParam] string typeName, [BTOut] ref MyBBMemoryTarget outTarget)
 
MyBehaviorTreeState IsTargetBlock ([BTIn] ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState IsTargetNonBlock ([BTIn] ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState FindClosestBlock ([BTOut] ref MyBBMemoryTarget outBlock)
 
MyBehaviorTreeState SetAndAimTarget ([BTIn] ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState SetTarget (bool aim, ref MyBBMemoryTarget inTarget)
 
MyBehaviorTreeState FindCharacterInRadius ([BTParam] int radius, [BTOut] ref MyBBMemoryTarget outCharacter)
 
MyBehaviorTreeState IsCharacterInRadius ([BTParam] int radius)
 
MyBehaviorTreeState IsNoCharacterInRadius ([BTParam] int radius)
 
MyCharacter FindCharacterInRadius (int radius, bool ignoreReachability=false)
 
MyBehaviorTreeState HasCharacter ()
 
MyBehaviorTreeState CallMoveAndRotate ()
 
MyBehaviorTreeState ClearUnreachableEntities ()
 
- Protected Member Functions inherited from Sandbox.Game.AI.Actions.MyBotActionsBase
MyBehaviorTreeState DummyRunningNode ()
 
MyBehaviorTreeState DummySucceedingNode ()
 
MyBehaviorTreeState DummyFailingNode ()
 
MyBehaviorTreeState IsSurvivalGame ()
 
MyBehaviorTreeState IsCreativeGame ()
 
MyBehaviorTreeState SetBoolean ([BTOut] ref MyBBMemoryBool variable, [BTParam] bool value)
 
MyBehaviorTreeState IsTrue ([BTIn] ref MyBBMemoryBool variable)
 
MyBehaviorTreeState IsFalse ([BTIn] ref MyBBMemoryBool variable)
 
MyBehaviorTreeState SetInt ([BTOut] ref MyBBMemoryInt variable, [BTParam] int value)
 
MyBehaviorTreeState IsIntLargerThan ([BTIn] ref MyBBMemoryInt variable, [BTParam] int value)
 
MyBehaviorTreeState Increment ([BTInOut] ref MyBBMemoryInt variable)
 

Additional Inherited Members

- Properties inherited from Sandbox.Game.AI.Actions.MyAgentActions
MyAgentBot Bot [get]
 
MyAiTargetBase AiTargetBase [get]
 

Detailed Description

Definition at line 20 of file MyAnimalBotActions.cs.

Constructor & Destructor Documentation

Medieval.AI.MyAnimalBotActions.MyAnimalBotActions ( MyAnimalBot  bot)
inline

Definition at line 33 of file MyAnimalBotActions.cs.

Member Function Documentation

MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.AmIBeingFollowed ( [BTIn] ref MyBBMemoryTarget  inTarget)
inlineprotected

Definition at line 116 of file MyAnimalBotActions.cs.

MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.FindRandomSafeLocation ( [BTIn] ref MyBBMemoryTarget  inTargetEnemy,
[BTOut] ref MyBBMemoryTarget  outTargetLocation 
)
inlineprotected

Definition at line 187 of file MyAnimalBotActions.cs.

MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.FindWanderLocation ( [BTOut] ref MyBBMemoryTarget  outTarget)
inlineprotected

Definition at line 95 of file MyAnimalBotActions.cs.

override MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.Idle ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.AI.Actions.MyBotActionsBase.

Definition at line 68 of file MyAnimalBotActions.cs.

MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.IdleDanger ( )
inlineprotected

Changes the state to an idle state sensing danger

Definition at line 44 of file MyAnimalBotActions.cs.

override void Medieval.AI.MyAnimalBotActions.Init_GotoTarget ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.AI.Actions.MyAgentActions.

Definition at line 85 of file MyAnimalBotActions.cs.

override void Medieval.AI.MyAnimalBotActions.Init_Idle ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.AI.Actions.MyBotActionsBase.

Definition at line 51 of file MyAnimalBotActions.cs.

void Medieval.AI.MyAnimalBotActions.Init_RunAway ( )
inlineprotected

Definition at line 214 of file MyAnimalBotActions.cs.

MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.IsHumanInArea ( [BTParam] int  standingRadius,
[BTParam] int  crouchingRadius,
[BTOut] ref MyBBMemoryTarget  outTarget 
)
inlineprotected

Definition at line 101 of file MyAnimalBotActions.cs.

MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.IsHumanNotInArea ( [BTParam] int  standingRadius,
[BTParam] int  crouchingRadius,
[BTOut] ref MyBBMemoryTarget  outTarget 
)
inlineprotected

Definition at line 125 of file MyAnimalBotActions.cs.

MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.PlaySound ( [BTParam] string  soundtrack)
inlineprotected

Definition at line 260 of file MyAnimalBotActions.cs.

void Medieval.AI.MyAnimalBotActions.Post_RunAway ( )
inlineprotected

Definition at line 252 of file MyAnimalBotActions.cs.

MyBehaviorTreeState Medieval.AI.MyAnimalBotActions.RunAway ( )
inlineprotected

Definition at line 222 of file MyAnimalBotActions.cs.


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