Class Scavenger
- Namespace
- Global
- Assembly
- Assembly-CSharp.dll
public class Scavenger : AirBreatherCreature, ILookingAtCreatures, Weapon.INotifyOfFlyingWeapons
- Inheritance
-
Scavenger
- Implements
-
- Inherited Members
-
Constructors
Scavenger(AbstractCreature, World)
public Scavenger(AbstractCreature abstractCreature, World world)
Parameters
abstractCreature AbstractCreature
world World
Fields
AI
Field Value
- ScavengerAI
ArenaScavID
public static int ArenaScavID
Field Value
- int
actOnJump
public Scavenger.JumpFinder actOnJump
Field Value
- Scavenger.JumpFinder
addDelay
Field Value
- int
animation
public Scavenger.ScavengerAnimation animation
Field Value
- Scavenger.ScavengerAnimation
armorPieces
Field Value
- int
blockingSkill
public float blockingSkill
Field Value
- float
climbOrientation
public IntVector2 climbOrientation
Field Value
- IntVector2
climbingUpComing
public bool climbingUpComing
Field Value
- bool
commitToMoveCounter
public int commitToMoveCounter
Field Value
- int
commitedMoveFollowChunk
public int commitedMoveFollowChunk
Field Value
- int
commitedToMove
public MovementConnection commitedToMove
Field Value
- MovementConnection
connections
public List<MovementConnection> connections
Field Value
- List<MovementConnection>
controlledJumpFinder
public Scavenger.JumpFinder controlledJumpFinder
Field Value
- Scavenger.JumpFinder
critLooker
public CreatureLooker critLooker
Field Value
- CreatureLooker
dodgeDelay
Field Value
- int
dodgeSkill
Field Value
- float
drop
Field Value
- bool
explosionDamageCooldown
public int explosionDamageCooldown
Field Value
- int
fastReflexBuildUp
public float fastReflexBuildUp
Field Value
- float
flip
Field Value
- float
public int footingCounter
Field Value
- int
ghostCounter
Field Value
- int
grabbedAttackCounter
public int grabbedAttackCounter
Field Value
- int
public BodyChunk immediatelyThrowAtChunk
Field Value
- BodyChunk
jumpCell
public PathFinder.PathingCell jumpCell
Field Value
- PathFinder.PathingCell
jumpCounter
Field Value
- int
jumpFinders
public List<Scavenger.JumpFinder> jumpFinders
Field Value
- List<Scavenger.JumpFinder>
kingWaiting
Field Value
- bool
knucklePos
public Vector2? knucklePos
Field Value
- Vector2?
public Vector2? lastInputDir
Field Value
- Vector2?
lastMovMode
public Scavenger.MovementMode lastMovMode
Field Value
- Scavenger.MovementMode
lastNonSolidTile
public IntVector2 lastNonSolidTile
Field Value
- IntVector2
lookPoint
Field Value
- Vector2
meleeSkill
Field Value
- float
midRangeSkill
public float midRangeSkill
Field Value
- float
movMode
public Scavenger.MovementMode movMode
Field Value
- Scavenger.MovementMode
moveModeChangeCounter
public int moveModeChangeCounter
Field Value
- int
moving
Field Value
- bool
myRobot
public AncientBot myRobot
Field Value
- AncientBot
narrowVision
public float narrowVision
Field Value
- float
nextSwingPos
public Vector2? nextSwingPos
Field Value
- Vector2?
notFollowingPathToCurrentGoalCounter
public int notFollowingPathToCurrentGoalCounter
Field Value
- int
occupyTile
public IntVector2 occupyTile
Field Value
- IntVector2
pastPositions
public List<IntVector2> pastPositions
Field Value
- List<IntVector2>
pathWithExitsCounter
public int pathWithExitsCounter
Field Value
- int
pathingWithExits
public bool pathingWithExits
Field Value
- bool
reactionSkill
public float reactionSkill
Field Value
- float
readyToReleaseMask
public bool readyToReleaseMask
Field Value
- bool
reflexBuildUp
public float reflexBuildUp
Field Value
- float
shortcutComingUp
public MovementConnection shortcutComingUp
Field Value
- MovementConnection
spin
Field Value
- int
stuckCounter
Field Value
- int
stuckOnShortcutCounter
public int stuckOnShortcutCounter
Field Value
- int
swingArm
Field Value
- int
swingClimbCounter
public int swingClimbCounter
Field Value
- int
swingPos
Field Value
- Vector2?
swingProgress
public float swingProgress
Field Value
- float
swingRadius
Field Value
- float
swingingForbidden
public int swingingForbidden
Field Value
- int
public int timeSinceLastInputDir
Field Value
- int
visionFactor
public float visionFactor
Field Value
- float
Properties
AllowIdleMoves
public bool AllowIdleMoves { get; }
Property Value
- bool
Charging
public bool Charging { get; }
Property Value
- bool
CommitedToMoveIsDrop
public bool CommitedToMoveIsDrop { get; }
Property Value
- bool
Communicating
public bool Communicating { get; }
Property Value
- bool
Elite
public bool Elite { get; }
Property Value
- bool
EyesLookPoint
public Vector2 EyesLookPoint { get; }
Property Value
- Vector2
HeadLookDir
public Vector2 HeadLookDir { get; }
Property Value
- Vector2
HeadLookPoint
public Vector2 HeadLookPoint { get; }
Property Value
- Vector2
InStandardRunMode
public bool InStandardRunMode { get; }
Property Value
- bool
Injured
public float Injured { get; }
Property Value
- float
IsControlPointing
public bool IsControlPointing { get; }
Property Value
- bool
JoinedLookPoint
public Vector2 JoinedLookPoint { get; }
Property Value
- Vector2
King
public bool King { get; }
Property Value
- bool
LittleStuck
public float LittleStuck { get; }
Property Value
- float
MeleeRange
public float MeleeRange { get; }
Property Value
- float
MidRange
public float MidRange { get; }
Property Value
- float
MovementSpeed
public float MovementSpeed { get; }
Property Value
- float
NextTile
public IntVector2 NextTile { get; }
Property Value
- IntVector2
NoRunBehavior
public bool NoRunBehavior { get; }
Property Value
- bool
Pointing
public bool Pointing { get; }
Property Value
- bool
ReallyStuck
public float ReallyStuck { get; }
Property Value
- float
Rummaging
public bool Rummaging { get; }
Property Value
- bool
VisionPoint
public override Vector2 VisionPoint { get; }
Property Value
- Vector2
jumpToPoint
public Vector2 jumpToPoint { get; }
Property Value
- Vector2
Methods
Act()
AimPosForChunk(BodyChunk, float, float)
public Vector2 AimPosForChunk(BodyChunk chunk, float projectileGravity, float chunkGravity)
Parameters
chunk BodyChunk
projectileGravity float
chunkGravity float
Returns
- Vector2
ArrangeInventory()
public bool ArrangeInventory()
Returns
- bool
BallisticCollision(Vector2, Vector2, Vector2, float, float)
public bool BallisticCollision(Vector2 checkPos, Vector2 weaponLast, Vector2 weaponNext, float rad, float gravity)
Parameters
checkPos Vector2
weaponLast Vector2
weaponNext Vector2
rad float
gravity float
Returns
- bool
Collide(PhysicalObject, int, int)
public override void Collide(PhysicalObject otherObject, int myChunk, int otherChunk)
Parameters
otherObject PhysicalObject
myChunk int
otherChunk int
CollideWithOtherCreature(BodyChunk, CreatureRepresentation)
public void CollideWithOtherCreature(BodyChunk creatureChunk, Tracker.CreatureRepresentation rep)
Parameters
creatureChunk BodyChunk
rep Tracker.CreatureRepresentation
CombatUpdate()
public void CombatUpdate()
ControlCycleInventory()
public void ControlCycleInventory()
CreatureInterestBonus(CreatureRepresentation, float)
public float CreatureInterestBonus(Tracker.CreatureRepresentation crit, float score)
Parameters
crit Tracker.CreatureRepresentation
score float
Returns
- float
CrossHeight(float, Vector2, Vector2, float)
public float CrossHeight(float xPos, Vector2 weaponLast, Vector2 weaponNext, float gravity)
Parameters
xPos float
weaponLast Vector2
weaponNext Vector2
gravity float
Returns
- float
CycleItemIntoPrimaryHand()
public void CycleItemIntoPrimaryHand()
FastReactionCheck()
public bool FastReactionCheck()
Returns
- bool
FlyingWeapon(Weapon)
public void FlyingWeapon(Weapon weapon)
Parameters
weapon Weapon
FollowPath(WorldCoordinate, bool)
public MovementConnection FollowPath(WorldCoordinate origin, bool actuallyFollowingThisPath)
Parameters
origin WorldCoordinate
actuallyFollowingThisPath bool
Returns
- MovementConnection
ForcedLookCreature()
public Tracker.CreatureRepresentation ForcedLookCreature()
Returns
- Tracker.CreatureRepresentation
GetUnstuckRoutine()
public void GetUnstuckRoutine()
GiveWeaponToOther(Scavenger)
public void GiveWeaponToOther(Scavenger other)
Parameters
other Scavenger
Grab(PhysicalObject, int, int, Shareability, float, bool, bool)
public override bool Grab(PhysicalObject obj, int graspUsed, int chunkGrabbed, Creature.Grasp.Shareability shareability, float dominance, bool overrideEquallyDominant, bool pacifying)
Parameters
obj PhysicalObject
graspUsed int
chunkGrabbed int
shareability Creature.Grasp.Shareability
dominance float
overrideEquallyDominant bool
pacifying bool
Returns
- bool
GrabbedObjectSnatched(PhysicalObject, Creature)
public override void GrabbedObjectSnatched(PhysicalObject grabbedObject, Creature thief)
Parameters
grabbedObject PhysicalObject
thief Creature
GraphicsModuleUpdated(bool, bool)
public override void GraphicsModuleUpdated(bool actuallyViewed, bool eu)
Parameters
actuallyViewed bool
eu bool
HeavyStun(int)
public void HeavyStun(int st)
Parameters
st int
InitiateGraphicsModule()
public override void InitiateGraphicsModule()
InitiateJump(JumpFinder)
public void InitiateJump(Scavenger.JumpFinder jump)
Parameters
jump Scavenger.JumpFinder
Jump()
JumpLogicUpdate()
public void JumpLogicUpdate()
JumpingUpdate()
public void JumpingUpdate()
KnucklePosLegal(Vector2?)
public bool KnucklePosLegal(Vector2? testPos)
Parameters
testPos Vector2?
Returns
- bool
LookAtNothing()
public void LookAtNothing()
LookForAndMoveToUnstuckTile()
public void LookForAndMoveToUnstuckTile()
LookForItemsToPickUp()
public void LookForItemsToPickUp()
MeleeGetFree(Creature, bool)
public void MeleeGetFree(Creature target, bool eu)
Parameters
target Creature
eu bool
MidRangeUpdate()
public void MidRangeUpdate()
MoveItemBetweenGrasps(PhysicalObject, int, int)
public void MoveItemBetweenGrasps(PhysicalObject obj, int fromGrasp, int toGrasp)
Parameters
obj PhysicalObject
fromGrasp int
toGrasp int
NewRoom(Room)
public override void NewRoom(Room newRoom)
Parameters
newRoom Room
NewTile()
public override void NewTile()
OutOfDanger(Vector2, Vector2, Vector2[], float, float)
public bool OutOfDanger(Vector2 weaponLast, Vector2 weaponNext, Vector2[] tryPositions, float weaponRad, float gravity)
Parameters
weaponLast Vector2
weaponNext Vector2
tryPositions Vector2[]
weaponRad float
gravity float
Returns
- bool
PickUpAndPlaceInInventory(PhysicalObject)
public void PickUpAndPlaceInInventory(PhysicalObject obj)
Parameters
obj PhysicalObject
PlaceAllGrabbedObjectsInCorrectContainers()
public void PlaceAllGrabbedObjectsInCorrectContainers()
PlaceInRoom(Room)
public override void PlaceInRoom(Room placeRoom)
Parameters
placeRoom Room
PlacedGrabbedObjectInCorrectContainer(PhysicalObject, int)
public void PlacedGrabbedObjectInCorrectContainer(PhysicalObject obj, int grasp)
Parameters
obj PhysicalObject
grasp int
PlayerHasImmunity(Player)
public bool PlayerHasImmunity(Player player)
Parameters
player Player
Returns
- bool
ReactionCheck()
public bool ReactionCheck()
Returns
- bool
RecreateSticksFromAbstract()
public override void RecreateSticksFromAbstract()
ReleaseGrasp(int)
public override void ReleaseGrasp(int grasp)
Parameters
grasp int
RunningUpdate()
public void RunningUpdate()
SetUpCombatSkills()
public void SetUpCombatSkills()
ShortCutColor()
public override Color ShortCutColor()
Returns
- Color
SpearStick(Weapon, float, BodyChunk, Pos, Vector2)
public override bool SpearStick(Weapon source, float dmg, BodyChunk chunk, PhysicalObject.Appendage.Pos onAppendagePos, Vector2 direction)
Parameters
source Weapon
dmg float
chunk BodyChunk
onAppendagePos PhysicalObject.Appendage.Pos
direction Vector2
Returns
- bool
SpitOutOfShortCut(IntVector2, Room, bool)
public override void SpitOutOfShortCut(IntVector2 pos, Room newRoom, bool spitOutAllSticks)
Parameters
pos IntVector2
newRoom Room
spitOutAllSticks bool
Stun(int)
public override void Stun(int st)
Parameters
st int
SwimTile(IntVector2)
public bool SwimTile(IntVector2 tl)
Parameters
tl IntVector2
Returns
- bool
Swing()
TakeDownIncomingWeapon(Weapon)
public bool TakeDownIncomingWeapon(Weapon weapon)
Parameters
weapon Weapon
Returns
- bool
TerrainImpact(int, IntVector2, float, bool)
public override void TerrainImpact(int chunk, IntVector2 direction, float speed, bool firstContact)
Parameters
chunk int
direction IntVector2
speed float
firstContact bool
Throw(Vector2)
public void Throw(Vector2 throwDir)
Parameters
throwDir Vector2
TightClimbing(MovementConnection, bool)
public void TightClimbing(MovementConnection followConnection, bool anyNarrow)
Parameters
followConnection MovementConnection
anyNarrow bool
TileLegalForSwinging(IntVector2)
public bool TileLegalForSwinging(IntVector2 testPos)
Parameters
testPos IntVector2
Returns
- bool
TileViableForNextSwingPos(IntVector2)
public bool TileViableForNextSwingPos(IntVector2 testPos)
Parameters
testPos IntVector2
Returns
- bool
TryThrow(BodyChunk, ViolenceType)
public void TryThrow(BodyChunk aimChunk, ScavengerAI.ViolenceType violenceType)
Parameters
aimChunk BodyChunk
violenceType ScavengerAI.ViolenceType
TryThrow(BodyChunk, ViolenceType, Vector2?)
public void TryThrow(BodyChunk aimChunk, ScavengerAI.ViolenceType violenceType, Vector2? aimPosition)
Parameters
aimChunk BodyChunk
violenceType ScavengerAI.ViolenceType
aimPosition Vector2?
TryToMeleeCreature()
public void TryToMeleeCreature()
Update(bool)
public override void Update(bool eu)
Parameters
eu bool
Violence(BodyChunk, Vector2?, BodyChunk, Pos, DamageType, float, float)
public override void Violence(BodyChunk source, Vector2? directionAndMomentum, BodyChunk hitChunk, PhysicalObject.Appendage.Pos hitAppendage, Creature.DamageType type, float damage, float stunBonus)
Parameters
source BodyChunk
directionAndMomentum Vector2?
hitChunk BodyChunk
hitAppendage PhysicalObject.Appendage.Pos
type Creature.DamageType
damage float
stunBonus float
WantToLethallyAttack(CreatureRepresentation)
public bool WantToLethallyAttack(Tracker.CreatureRepresentation rep)
Parameters
rep Tracker.CreatureRepresentation
Returns
- bool