M&B: Bannerlord 1.1.0
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TaleWorlds.CampaignSystem.Party.MobilePartyAi Class Reference

Public Member Functions

void CheckPartyNeedsUpdate ()
 
void SetMoveModeHold ()
 
void SetMoveEngageParty (MobileParty party)
 
void SetMoveGoAroundParty (MobileParty party)
 
void SetMoveGoToSettlement (Settlement settlement)
 
void SetMoveGoToPoint (Vec2 point)
 
void SetMoveEscortParty (MobileParty mobileParty)
 
void SetMovePatrolAroundPoint (Vec2 point)
 
void SetMovePatrolAroundSettlement (Settlement settlement)
 
void SetMoveRaidSettlement (Settlement settlement)
 
void SetMoveBesiegeSettlement (Settlement settlement)
 
void SetMoveDefendSettlement (Settlement settlement)
 
void RecalculateShortTermAi ()
 
bool IsFleeing ()
 
void ResetAiBehaviorObject ()
 
void DisableForHours (int hours)
 
void DisableAi ()
 
void EnableAi ()
 
bool EnableAgainAtHourIsPast ()
 
void SetDoNotAttackMainParty (int hours)
 
void SetAsMainParty ()
 
void SetInitiative (float attackInitiative, float avoidInitiative, float hoursUntilReset)
 
void SetDoNotMakeNewDecisions (bool doNotMakeNewDecisions)
 

Public Attributes

int HourCounter
 

Static Public Attributes

const float GoAroundPartyWaitNearbyRadiusMultiplier = 1.2f
 

Properties

bool IsDisabled [get]
 
bool RethinkAtNextHourlyTick [get, set]
 
bool DoNotMakeNewDecisions [get]
 
bool IsAlerted [get]
 
MoveModeType PartyMoveMode [get]
 
MobileParty MoveTargetParty [get]
 
Vec2 NextTargetPosition [get]
 
CampaignTime DoNotAttackMainPartyUntil [get]
 
int PathBegin [get]
 
NavigationPath Path [get]
 
bool ForceAiNoPathMode [get, set]
 
AiBehavior DefaultBehavior [get]
 
bool NeedTargetReset [get]
 
int NumberOfRecentFleeingFromAParty [get]
 
PartyBase AiBehaviorPartyBase [get]
 
IMapEntity AiBehaviorMapEntity [get, set]
 

Member Function Documentation

◆ CheckPartyNeedsUpdate()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.CheckPartyNeedsUpdate ( )

◆ SetMoveModeHold()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveModeHold ( )

◆ SetMoveEngageParty()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveEngageParty ( MobileParty  party)

◆ SetMoveGoAroundParty()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveGoAroundParty ( MobileParty  party)

◆ SetMoveGoToSettlement()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveGoToSettlement ( Settlement  settlement)

◆ SetMoveGoToPoint()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveGoToPoint ( Vec2  point)

◆ SetMoveEscortParty()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveEscortParty ( MobileParty  mobileParty)

◆ SetMovePatrolAroundPoint()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMovePatrolAroundPoint ( Vec2  point)

◆ SetMovePatrolAroundSettlement()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMovePatrolAroundSettlement ( Settlement  settlement)

◆ SetMoveRaidSettlement()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveRaidSettlement ( Settlement  settlement)

◆ SetMoveBesiegeSettlement()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveBesiegeSettlement ( Settlement  settlement)

◆ SetMoveDefendSettlement()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetMoveDefendSettlement ( Settlement  settlement)

◆ RecalculateShortTermAi()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.RecalculateShortTermAi ( )

◆ IsFleeing()

bool TaleWorlds.CampaignSystem.Party.MobilePartyAi.IsFleeing ( )

◆ ResetAiBehaviorObject()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.ResetAiBehaviorObject ( )

◆ DisableForHours()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.DisableForHours ( int  hours)

◆ DisableAi()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.DisableAi ( )

◆ EnableAi()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.EnableAi ( )

◆ EnableAgainAtHourIsPast()

bool TaleWorlds.CampaignSystem.Party.MobilePartyAi.EnableAgainAtHourIsPast ( )

◆ SetDoNotAttackMainParty()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetDoNotAttackMainParty ( int  hours)

◆ SetAsMainParty()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetAsMainParty ( )

◆ SetInitiative()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetInitiative ( float  attackInitiative,
float  avoidInitiative,
float  hoursUntilReset 
)

◆ SetDoNotMakeNewDecisions()

void TaleWorlds.CampaignSystem.Party.MobilePartyAi.SetDoNotMakeNewDecisions ( bool  doNotMakeNewDecisions)

Member Data Documentation

◆ GoAroundPartyWaitNearbyRadiusMultiplier

const float TaleWorlds.CampaignSystem.Party.MobilePartyAi.GoAroundPartyWaitNearbyRadiusMultiplier = 1.2f
static

◆ HourCounter

int TaleWorlds.CampaignSystem.Party.MobilePartyAi.HourCounter

Property Documentation

◆ IsDisabled

bool TaleWorlds.CampaignSystem.Party.MobilePartyAi.IsDisabled
get

◆ RethinkAtNextHourlyTick

bool TaleWorlds.CampaignSystem.Party.MobilePartyAi.RethinkAtNextHourlyTick
getset

◆ DoNotMakeNewDecisions

bool TaleWorlds.CampaignSystem.Party.MobilePartyAi.DoNotMakeNewDecisions
get

◆ IsAlerted

bool TaleWorlds.CampaignSystem.Party.MobilePartyAi.IsAlerted
get

◆ PartyMoveMode

MoveModeType TaleWorlds.CampaignSystem.Party.MobilePartyAi.PartyMoveMode
get

◆ MoveTargetParty

MobileParty TaleWorlds.CampaignSystem.Party.MobilePartyAi.MoveTargetParty
get

◆ NextTargetPosition

Vec2 TaleWorlds.CampaignSystem.Party.MobilePartyAi.NextTargetPosition
get

◆ DoNotAttackMainPartyUntil

CampaignTime TaleWorlds.CampaignSystem.Party.MobilePartyAi.DoNotAttackMainPartyUntil
get

◆ PathBegin

int TaleWorlds.CampaignSystem.Party.MobilePartyAi.PathBegin
get

◆ Path

NavigationPath TaleWorlds.CampaignSystem.Party.MobilePartyAi.Path
get

◆ ForceAiNoPathMode

bool TaleWorlds.CampaignSystem.Party.MobilePartyAi.ForceAiNoPathMode
getset

◆ DefaultBehavior

AiBehavior TaleWorlds.CampaignSystem.Party.MobilePartyAi.DefaultBehavior
get

◆ NeedTargetReset

bool TaleWorlds.CampaignSystem.Party.MobilePartyAi.NeedTargetReset
get

◆ NumberOfRecentFleeingFromAParty

int TaleWorlds.CampaignSystem.Party.MobilePartyAi.NumberOfRecentFleeingFromAParty
get

◆ AiBehaviorPartyBase

PartyBase TaleWorlds.CampaignSystem.Party.MobilePartyAi.AiBehaviorPartyBase
get

◆ AiBehaviorMapEntity

IMapEntity TaleWorlds.CampaignSystem.Party.MobilePartyAi.AiBehaviorMapEntity
getset