M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
Loading...
Searching...
No Matches
TaleWorlds.MountAndBlade.HumanAIComponent Class Reference

Inherits TaleWorlds.MountAndBlade.AgentComponent.

Classes

struct  BehaviorValues
 

Public Types

enum  AISimpleBehaviorKind {
  GoToPos = 0 ,
  Melee ,
  Ranged ,
  ChargeHorseback ,
  RangedHorseback ,
  AttackEntityMelee ,
  AttackEntityRanged ,
  Count
}
 
enum  UsableObjectInterestKind {
  None ,
  MovingTo ,
  Defending ,
  Count
}
 

Public Member Functions

 HumanAIComponent (Agent agent)
 
void SetDefaultBehaviorParams ()
 
void SetBehaviorParams (AISimpleBehaviorKind behavior, float y1, float x2, float y2, float x3, float y3)
 
void SyncBehaviorParamsIfNecessary ()
 
void DisablePickUpForAgentIfNeeded ()
 
override void OnTickAsAI (float dt)
 
override void OnAgentRemoved ()
 
bool IsInImportantCombatAction ()
 
UsableMissionObject GetCurrentlyMovingGameObject ()
 
UsableMissionObject GetCurrentlyDefendingGameObject ()
 
void MoveToUsableGameObject (UsableMissionObject usedObject, IDetachment detachment, Agent.AIScriptedFrameFlags scriptedFrameFlags=Agent.AIScriptedFrameFlags.NoAttack)
 
void MoveToClear ()
 
void StartDefendingGameObject (UsableMissionObject usedObject, IDetachment detachment)
 
void StopDefendingGameObject ()
 
bool IsInterestedInAnyGameObject ()
 
bool IsInterestedInGameObject (UsableMissionObject usableMissionObject)
 
void FollowAgent (Agent agent)
 
float GetDesiredSpeedInFormation (bool isCharging)
 
void AdjustSpeedLimit (Agent agent, float desiredSpeed, bool limitIsMultiplier)
 
void UpdateFormationMovement ()
 
override void OnRetreating ()
 
override void OnDismount (Agent mount)
 
override void OnMount (Agent mount)
 
- Public Member Functions inherited from TaleWorlds.MountAndBlade.AgentComponent
virtual void Initialize ()
 
virtual void OnTickAsAI (float dt)
 
virtual float GetMoraleAddition ()
 
virtual float GetMoraleDecreaseConstant ()
 
virtual void OnItemPickup (SpawnedItemEntity item)
 
virtual void OnWeaponDrop (MissionWeapon droppedWeapon)
 
virtual void OnStopUsingGameObject ()
 
virtual void OnWeaponHPChanged (TaleWorlds.Core.ItemObject item, int hitPoints)
 
virtual void OnRetreating ()
 
virtual void OnMount (Agent mount)
 
virtual void OnDismount (Agent mount)
 
virtual void OnHit (Agent affectorAgent, int damage, in MissionWeapon affectorWeapon)
 
virtual void OnDisciplineChanged ()
 
virtual void OnAgentRemoved ()
 

Static Public Attributes

static bool FormationSpeedAdjustmentEnabled = true
 

Properties

Agent FollowedAgent [get]
 
bool ShouldCatchUpWithFormation [get]
 
bool IsDefending [get]
 

Additional Inherited Members

- Protected Member Functions inherited from TaleWorlds.MountAndBlade.AgentComponent
 AgentComponent (Agent agent)
 
- Protected Attributes inherited from TaleWorlds.MountAndBlade.AgentComponent
readonly Agent Agent
 

Member Enumeration Documentation

◆ AISimpleBehaviorKind

Enumerator
GoToPos 
Melee 
Ranged 
ChargeHorseback 
RangedHorseback 
AttackEntityMelee 
AttackEntityRanged 
Count 

◆ UsableObjectInterestKind

Enumerator
None 
MovingTo 
Defending 
Count 

Constructor & Destructor Documentation

◆ HumanAIComponent()

TaleWorlds.MountAndBlade.HumanAIComponent.HumanAIComponent ( Agent  agent)

Member Function Documentation

◆ SetDefaultBehaviorParams()

void TaleWorlds.MountAndBlade.HumanAIComponent.SetDefaultBehaviorParams ( )

◆ SetBehaviorParams()

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

◆ SyncBehaviorParamsIfNecessary()

void TaleWorlds.MountAndBlade.HumanAIComponent.SyncBehaviorParamsIfNecessary ( )

◆ DisablePickUpForAgentIfNeeded()

void TaleWorlds.MountAndBlade.HumanAIComponent.DisablePickUpForAgentIfNeeded ( )

◆ OnTickAsAI()

override void TaleWorlds.MountAndBlade.HumanAIComponent.OnTickAsAI ( float  dt)
virtual

◆ OnAgentRemoved()

override void TaleWorlds.MountAndBlade.HumanAIComponent.OnAgentRemoved ( )
virtual

◆ IsInImportantCombatAction()

bool TaleWorlds.MountAndBlade.HumanAIComponent.IsInImportantCombatAction ( )

◆ GetCurrentlyMovingGameObject()

UsableMissionObject TaleWorlds.MountAndBlade.HumanAIComponent.GetCurrentlyMovingGameObject ( )

◆ GetCurrentlyDefendingGameObject()

UsableMissionObject TaleWorlds.MountAndBlade.HumanAIComponent.GetCurrentlyDefendingGameObject ( )

◆ MoveToUsableGameObject()

void TaleWorlds.MountAndBlade.HumanAIComponent.MoveToUsableGameObject ( UsableMissionObject  usedObject,
IDetachment  detachment,
Agent::AIScriptedFrameFlags  scriptedFrameFlags = Agent::AIScriptedFrameFlags::NoAttack 
)

◆ MoveToClear()

void TaleWorlds.MountAndBlade.HumanAIComponent.MoveToClear ( )

◆ StartDefendingGameObject()

void TaleWorlds.MountAndBlade.HumanAIComponent.StartDefendingGameObject ( UsableMissionObject  usedObject,
IDetachment  detachment 
)

◆ StopDefendingGameObject()

void TaleWorlds.MountAndBlade.HumanAIComponent.StopDefendingGameObject ( )

◆ IsInterestedInAnyGameObject()

bool TaleWorlds.MountAndBlade.HumanAIComponent.IsInterestedInAnyGameObject ( )

◆ IsInterestedInGameObject()

bool TaleWorlds.MountAndBlade.HumanAIComponent.IsInterestedInGameObject ( UsableMissionObject  usableMissionObject)

◆ FollowAgent()

void TaleWorlds.MountAndBlade.HumanAIComponent.FollowAgent ( Agent  agent)

◆ GetDesiredSpeedInFormation()

float TaleWorlds.MountAndBlade.HumanAIComponent.GetDesiredSpeedInFormation ( bool  isCharging)

◆ AdjustSpeedLimit()

void TaleWorlds.MountAndBlade.HumanAIComponent.AdjustSpeedLimit ( Agent  agent,
float  desiredSpeed,
bool  limitIsMultiplier 
)

◆ UpdateFormationMovement()

void TaleWorlds.MountAndBlade.HumanAIComponent.UpdateFormationMovement ( )

◆ OnRetreating()

override void TaleWorlds.MountAndBlade.HumanAIComponent.OnRetreating ( )
virtual

◆ OnDismount()

override void TaleWorlds.MountAndBlade.HumanAIComponent.OnDismount ( Agent  mount)
virtual

◆ OnMount()

override void TaleWorlds.MountAndBlade.HumanAIComponent.OnMount ( Agent  mount)
virtual

Member Data Documentation

◆ FormationSpeedAdjustmentEnabled

bool TaleWorlds.MountAndBlade.HumanAIComponent.FormationSpeedAdjustmentEnabled = true
static

Property Documentation

◆ FollowedAgent

Agent TaleWorlds.MountAndBlade.HumanAIComponent.FollowedAgent
get

◆ ShouldCatchUpWithFormation

bool TaleWorlds.MountAndBlade.HumanAIComponent.ShouldCatchUpWithFormation
get

◆ IsDefending

bool TaleWorlds.MountAndBlade.HumanAIComponent.IsDefending
get