Table of Contents

Class UsableMachine

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public abstract class UsableMachine : SynchedMissionObject, IFocusable, IOrderable, IDetachment
Inheritance
UsableMachine
Implements
Derived
Inherited Members

Constructors

UsableMachine()

protected UsableMachine()

Fields

ActiveWaitStandingPoint

protected GameEntity ActiveWaitStandingPoint

Field Value

GameEntity

AmmoPickUpTag

public string AmmoPickUpTag

Field Value

string

EnemyRangeToStopUsing

protected float EnemyRangeToStopUsing

Field Value

float

MachinePositionOffsetToStopUsingLocal

protected Vec2 MachinePositionOffsetToStopUsingLocal

Field Value

Vec2

MakeVisibilityCheck

protected bool MakeVisibilityCheck

Field Value

bool

PilotStandingPointTag

public string PilotStandingPointTag

Field Value

string

UsableMachineParentTag

public const string UsableMachineParentTag = "machine_parent"

Field Value

string

WaitStandingPointTag

public string WaitStandingPointTag

Field Value

string

_areUsableStandingPointsVacant

protected bool _areUsableStandingPointsVacant

Field Value

bool

_isDetachmentRecentlyEvaluated

protected bool _isDetachmentRecentlyEvaluated

Field Value

bool

_isDisabledForAI

protected bool _isDisabledForAI

Field Value

bool

_usableStandingPoints

protected List<(int, StandingPoint)> _usableStandingPoints

Field Value

List<(int, StandingPoint)>

_userFormations

protected MBList<Formation> _userFormations

Field Value

MBList<Formation>

Properties

Ai

public UsableMachineAIBase Ai { get; }

Property Value

UsableMachineAIBase

AmmoPickUpPoints

protected List<StandingPoint> AmmoPickUpPoints { get; }

Property Value

List<StandingPoint>

CurrentlyUsedAmmoPickUpPoint

public StandingPoint CurrentlyUsedAmmoPickUpPoint { get; set; }

Property Value

StandingPoint

DestructionComponent

public DestructableComponent DestructionComponent { get; }

Property Value

DestructableComponent

FocusableObjectType

public virtual FocusableObjectType FocusableObjectType { get; }

Property Value

FocusableObjectType

HasAIPickingUpAmmo

public bool HasAIPickingUpAmmo { get; }

Property Value

bool

HasWaitFrame

public virtual bool HasWaitFrame { get; }

Property Value

bool

IsDeactivated

public virtual bool IsDeactivated { get; }

Property Value

bool

IsDestroyed

public bool IsDestroyed { get; }

Property Value

bool

IsDestructible

public bool IsDestructible { get; }

Property Value

bool

IsLoose

public bool IsLoose { get; }

Property Value

bool

MaxUserCount

public virtual int MaxUserCount { get; }

Property Value

int

PilotAgent

public Agent PilotAgent { get; }

Property Value

Agent

PilotStandingPoint

public StandingPoint PilotStandingPoint { get; }

Property Value

StandingPoint

StandingPoints

public MBList<StandingPoint> StandingPoints { get; }

Property Value

MBList<StandingPoint>

UserCountIncludingInStruckAction

public int UserCountIncludingInStruckAction { get; }

Property Value

int

UserCountNotInStruckAction

public int UserCountNotInStruckAction { get; }

Property Value

int

UserFormations

public MBReadOnlyList<Formation> UserFormations { get; }

Property Value

MBReadOnlyList<Formation>

WaitEntity

public GameEntity WaitEntity { get; }

Property Value

GameEntity

WaitFrame

public MatrixFrame WaitFrame { get; }

Property Value

MatrixFrame

WaitStandingPoints

protected List<GameEntity> WaitStandingPoints { get; }

Property Value

List<GameEntity>

Methods

Activate()

public void Activate()

AddAgentAtSlotIndex(Agent, int)

public void AddAgentAtSlotIndex(Agent agent, int slotIndex)

Parameters

agent Agent
slotIndex int

AddComponent(UsableMissionObjectComponent)

public void AddComponent(UsableMissionObjectComponent component)

Parameters

component UsableMissionObjectComponent

AutoAttachUserToFormation(BattleSideEnum)

public virtual bool AutoAttachUserToFormation(BattleSideEnum sideEnum)

Parameters

sideEnum BattleSideEnum

Returns

bool

CreateAIBehaviorObject()

public virtual UsableMachineAIBase CreateAIBehaviorObject()

Returns

UsableMachineAIBase

Deactivate()

public void Deactivate()

DebugTick(float)

[Conditional("_RGL_KEEP_ASSERTS")]
protected virtual void DebugTick(float dt)

Parameters

dt float

Disable()

public virtual void Disable()

GetActionTextForStandingPoint(UsableMissionObject)

public abstract TextObject GetActionTextForStandingPoint(UsableMissionObject usableGameObject)

Parameters

usableGameObject UsableMissionObject

Returns

TextObject

GetBestPointAlternativeTo(StandingPoint, Agent)

public virtual StandingPoint GetBestPointAlternativeTo(StandingPoint standingPoint, Agent agent)

Parameters

standingPoint StandingPoint
agent Agent

Returns

StandingPoint

GetComponent<T>()

public T GetComponent<T>() where T : UsableMissionObjectComponent

Returns

T

Type Parameters

T

GetDescriptionText(GameEntity)

public abstract string GetDescriptionText(GameEntity gameEntity = null)

Parameters

gameEntity GameEntity

Returns

string

GetDetachmentWeightAux(BattleSideEnum)

protected virtual float GetDetachmentWeightAux(BattleSideEnum side)

Parameters

side BattleSideEnum

Returns

float

GetInfoTextForBeingNotInteractable(Agent)

public virtual TextObject GetInfoTextForBeingNotInteractable(Agent userAgent)

Parameters

userAgent Agent

Returns

TextObject

GetNumberOfUsableSlots()

public int GetNumberOfUsableSlots()

Returns

int

GetOrder(BattleSideEnum)

public virtual OrderType GetOrder(BattleSideEnum side)

Parameters

side BattleSideEnum

Returns

OrderType

GetSuitableStandingPointFor(BattleSideEnum, Agent, List<Agent>, List<(Agent, float)>)

protected virtual StandingPoint GetSuitableStandingPointFor(BattleSideEnum side, Agent agent = null, List<Agent> agents = null, List<(Agent, float)> agentValuePairs = null)

Parameters

side BattleSideEnum
agent Agent
agents List<Agent>
agentValuePairs List<(Agent, float)>

Returns

StandingPoint

GetTargetStandingPointOfAIAgent(Agent)

public StandingPoint GetTargetStandingPointOfAIAgent(Agent agent)

Parameters

agent Agent

Returns

StandingPoint

GetTickRequirement()

public override ScriptComponentBehavior.TickRequirement GetTickRequirement()

Returns

ScriptComponentBehavior.TickRequirement

GetVacantStandingPointForAI(Agent)

public StandingPoint GetVacantStandingPointForAI(Agent agent)

Parameters

agent Agent

Returns

StandingPoint

GetValidStandingPointForAgent(Agent)

public GameEntity GetValidStandingPointForAgent(Agent agent)

Parameters

agent Agent

Returns

GameEntity

GetValidStandingPointForAgentWithoutDistanceCheck(Agent)

public GameEntity GetValidStandingPointForAgentWithoutDistanceCheck(Agent agent)

Parameters

agent Agent

Returns

GameEntity

GetWeightOfStandingPoint(StandingPoint)

protected virtual float GetWeightOfStandingPoint(StandingPoint sp)

Parameters

sp StandingPoint

Returns

float

HasToBeDefendedByUser(BattleSideEnum)

public virtual bool HasToBeDefendedByUser(BattleSideEnum sideEnum)

Parameters

sideEnum BattleSideEnum

Returns

bool

IsAgentOnInconvenientNavmesh(Agent, StandingPoint)

protected virtual bool IsAgentOnInconvenientNavmesh(Agent agent, StandingPoint standingPoint)

Parameters

agent Agent
standingPoint StandingPoint

Returns

bool

IsDisabledDueToEnemyInRange(BattleSideEnum)

protected bool IsDisabledDueToEnemyInRange(BattleSideEnum sideEnum)

Parameters

sideEnum BattleSideEnum

Returns

bool

IsDisabledForBattleSide(BattleSideEnum)

public virtual bool IsDisabledForBattleSide(BattleSideEnum sideEnum)

Parameters

sideEnum BattleSideEnum

Returns

bool

IsDisabledForBattleSideAI(BattleSideEnum)

public virtual bool IsDisabledForBattleSideAI(BattleSideEnum sideEnum)

Parameters

sideEnum BattleSideEnum

Returns

bool

IsInRangeToCheckAlternativePoints(Agent)

public virtual bool IsInRangeToCheckAlternativePoints(Agent agent)

Parameters

agent Agent

Returns

bool

IsStandingPointAvailableForAgent(Agent)

public bool IsStandingPointAvailableForAgent(Agent agent)

Parameters

agent Agent

Returns

bool

IsStandingPointNotUsedOnAccountOfBeingAmmoLoad(StandingPoint)

protected virtual bool IsStandingPointNotUsedOnAccountOfBeingAmmoLoad(StandingPoint standingPoint)

Parameters

standingPoint StandingPoint

Returns

bool

IsUsedByFormation(Formation)

public bool IsUsedByFormation(Formation formation)

Parameters

formation Formation

Returns

bool

OnEditorInit()

protected override void OnEditorInit()

OnEditorTick(float)

protected override void OnEditorTick(float dt)

Parameters

dt float

OnEditorValidate()

protected override void OnEditorValidate()

OnFocusGain(Agent)

public virtual void OnFocusGain(Agent userAgent)

Parameters

userAgent Agent

OnFocusLose(Agent)

public virtual void OnFocusLose(Agent userAgent)

Parameters

userAgent Agent

OnInit()

protected override void OnInit()

OnMissionEnded()

public override void OnMissionEnded()

OnMissionReset()

protected override void OnMissionReset()

OnRemoved(int)

protected override void OnRemoved(int removeReason)

Parameters

removeReason int

OnTick(float)

protected override void OnTick(float dt)

Parameters

dt float

RemoveComponent(UsableMissionObjectComponent)

public void RemoveComponent(UsableMissionObjectComponent component)

Parameters

component UsableMissionObjectComponent

SetPhysicsStateSynched(bool, bool)

public override void SetPhysicsStateSynched(bool value, bool setChildren = true)

Parameters

value bool
setChildren bool

SetVisibleSynched(bool, bool)

public override void SetVisibleSynched(bool value, bool forceChildrenVisible = false)

Parameters

value bool
forceChildrenVisible bool

ShouldAutoLeaveDetachmentWhenDisabled(BattleSideEnum)

public virtual bool ShouldAutoLeaveDetachmentWhenDisabled(BattleSideEnum sideEnum)

Parameters

sideEnum BattleSideEnum

Returns

bool

ToString()

public override string ToString()

Returns

string

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