Table of Contents

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

public ScavengerAI AI

Field Value

ScavengerAI

ArenaScavID

public static int ArenaScavID

Field Value

int

actOnJump

public Scavenger.JumpFinder actOnJump

Field Value

Scavenger.JumpFinder

addDelay

public int addDelay

Field Value

int

animation

public Scavenger.ScavengerAnimation animation

Field Value

Scavenger.ScavengerAnimation

armorPieces

public int 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

public int dodgeDelay

Field Value

int

dodgeSkill

public float dodgeSkill

Field Value

float

drop

public bool drop

Field Value

bool

explosionDamageCooldown

public int explosionDamageCooldown

Field Value

int

fastReflexBuildUp

public float fastReflexBuildUp

Field Value

float

flip

public float flip

Field Value

float

footingCounter

public int footingCounter

Field Value

int

ghostCounter

public int ghostCounter

Field Value

int

grabbedAttackCounter

public int grabbedAttackCounter

Field Value

int

immediatelyThrowAtChunk

public BodyChunk immediatelyThrowAtChunk

Field Value

BodyChunk

jumpCell

public PathFinder.PathingCell jumpCell

Field Value

PathFinder.PathingCell

jumpCounter

public int jumpCounter

Field Value

int

jumpFinders

public List<Scavenger.JumpFinder> jumpFinders

Field Value

List<Scavenger.JumpFinder>

kingWaiting

public bool kingWaiting

Field Value

bool

knucklePos

public Vector2? knucklePos

Field Value

Vector2?

lastInputDir

public Vector2? lastInputDir

Field Value

Vector2?

lastMovMode

public Scavenger.MovementMode lastMovMode

Field Value

Scavenger.MovementMode

lastNonSolidTile

public IntVector2 lastNonSolidTile

Field Value

IntVector2

lookPoint

public Vector2 lookPoint

Field Value

Vector2

meleeSkill

public float 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

public bool 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

public int spin

Field Value

int

stuckCounter

public int stuckCounter

Field Value

int

stuckOnShortcutCounter

public int stuckOnShortcutCounter

Field Value

int

swingArm

public int swingArm

Field Value

int

swingClimbCounter

public int swingClimbCounter

Field Value

int

swingPos

public Vector2? swingPos

Field Value

Vector2?

swingProgress

public float swingProgress

Field Value

float

swingRadius

public float swingRadius

Field Value

float

swingingForbidden

public int swingingForbidden

Field Value

int

timeSinceLastInputDir

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()

public void 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()

public void 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()

public void 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