Table of Contents

Class HumanAIComponent

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public class HumanAIComponent : AgentComponent
Inheritance
HumanAIComponent
Inherited Members

Constructors

HumanAIComponent(Agent)

public HumanAIComponent(Agent agent)

Parameters

agent Agent

Fields

FormationSpeedAdjustmentEnabled

public static bool FormationSpeedAdjustmentEnabled

Field Value

bool

Properties

FollowedAgent

public Agent FollowedAgent { get; }

Property Value

Agent

IsDefending

public bool IsDefending { get; }

Property Value

bool

ShouldCatchUpWithFormation

public bool ShouldCatchUpWithFormation { get; }

Property Value

bool

Methods

AdjustSpeedLimit(Agent, float, bool)

public void AdjustSpeedLimit(Agent agent, float desiredSpeed, bool limitIsMultiplier)

Parameters

agent Agent
desiredSpeed float
limitIsMultiplier bool

DisablePickUpForAgentIfNeeded()

public void DisablePickUpForAgentIfNeeded()

FollowAgent(Agent)

public void FollowAgent(Agent agent)

Parameters

agent Agent

GetCurrentlyDefendingGameObject()

public UsableMissionObject GetCurrentlyDefendingGameObject()

Returns

UsableMissionObject

GetCurrentlyMovingGameObject()

public UsableMissionObject GetCurrentlyMovingGameObject()

Returns

UsableMissionObject

GetDesiredSpeedInFormation(bool)

public float GetDesiredSpeedInFormation(bool isCharging)

Parameters

isCharging bool

Returns

float

IsInImportantCombatAction()

public bool IsInImportantCombatAction()

Returns

bool

IsInterestedInAnyGameObject()

public bool IsInterestedInAnyGameObject()

Returns

bool

IsInterestedInGameObject(UsableMissionObject)

public bool IsInterestedInGameObject(UsableMissionObject usableMissionObject)

Parameters

usableMissionObject UsableMissionObject

Returns

bool

MoveToClear()

public void MoveToClear()

MoveToUsableGameObject(UsableMissionObject, IDetachment, AIScriptedFrameFlags)

public void MoveToUsableGameObject(UsableMissionObject usedObject, IDetachment detachment, Agent.AIScriptedFrameFlags scriptedFrameFlags = AIScriptedFrameFlags.NoAttack)

Parameters

usedObject UsableMissionObject
detachment IDetachment
scriptedFrameFlags Agent.AIScriptedFrameFlags

OnAgentRemoved()

public override void OnAgentRemoved()

OnComponentRemoved()

public override void OnComponentRemoved()

OnDismount(Agent)

public override void OnDismount(Agent mount)

Parameters

mount Agent

OnMount(Agent)

public override void OnMount(Agent mount)

Parameters

mount Agent

OnRetreating()

public override void OnRetreating()

OnTickAsAI(float)

public override void OnTickAsAI(float dt)

Parameters

dt float

RefreshBehaviorValues(MovementOrderEnum, ArrangementOrderEnum)

public void RefreshBehaviorValues(MovementOrder.MovementOrderEnum movementOrder, ArrangementOrder.ArrangementOrderEnum arrangementOrder)

Parameters

movementOrder MovementOrder.MovementOrderEnum
arrangementOrder ArrangementOrder.ArrangementOrderEnum

SetBehaviorParams(AISimpleBehaviorKind, float, float, float, float, float)

public void SetBehaviorParams(HumanAIComponent.AISimpleBehaviorKind behavior, float y1, float x2, float y2, float x3, float y3)

Parameters

behavior HumanAIComponent.AISimpleBehaviorKind
y1 float
x2 float
y2 float
x3 float
y3 float

SetBehaviorValueSet(BehaviorValueSet)

public void SetBehaviorValueSet(HumanAIComponent.BehaviorValueSet behaviorValueSet)

Parameters

behaviorValueSet HumanAIComponent.BehaviorValueSet

StartDefendingGameObject(UsableMissionObject, IDetachment)

public void StartDefendingGameObject(UsableMissionObject usedObject, IDetachment detachment)

Parameters

usedObject UsableMissionObject
detachment IDetachment

StopDefendingGameObject()

public void StopDefendingGameObject()

SyncBehaviorParamsIfNecessary()

public void SyncBehaviorParamsIfNecessary()

UpdateFormationMovement()

public void UpdateFormationMovement()

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).