AIActionHelper class
AIActionHelper
Inheritance
Base: IScriptable
Derived
None.
Properties
None.
Functions
static int StartCooldown(game.Object self, CName cooldownName, float duration)staticRTTI globalstatic game.IBlackboard? GetActionBlackboard(ScriptedPuppet owner)staticRTTI globalstatic bool CheckAbility(WeakHandle<game.Object> objectt, WeakHandle<game.data.GameplayAbility_Record> ability)staticRTTI globalstatic void PreloadAllBaseAnimations(WeakHandle<ScriptedPuppet> puppet)staticRTTI globalstatic bool CheckFlatheadStatPoolRequirements(ScriptGameInstance game, string actionName)staticRTTI globalstatic bool GetDistanceRangeFromRingType(WeakHandle<game.data.AIRingType_Record> ringRecord, WeakHandle<game.data.MovementPolicy_Record> condition, Vector2 distanceRange)staticRTTI globalstatic game.DelayID QueuePullSquadSync(WeakHandle<game.Object> owner, bool postCombatStart)staticRTTI globalstatic bool PreloadBaseAnimations(WeakHandle<ScriptedPuppet> puppet, bool melee)staticRTTI globalstatic bool SetCommandCombatTarget(AIbehaviorScriptExecutionContext context, WeakHandle<game.Object> target, bool isPersistant, uint persistenceSource)staticRTTI globalstatic bool GetItemsFromWeaponSlots(WeakHandle<game.Object> owner, WeakHandle<game.ItemObject>[] items)staticRTTI globalstatic bool IsCurrentlyInCoverAttackAction(ScriptedPuppet puppet)staticRTTI globalstatic void ClearItemsToEquip(WeakHandle<ScriptedPuppet> puppet)staticRTTI globalstatic float GetCallingAlliesToCombatDelay(bool postCombatStart)staticRTTI globalstatic bool WeaponHasTriggerModes(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.WeaponItem_Record> weaponRecord, WeakHandle<game.data.TriggerMode_Record>[] triggerModes)staticRTTI globalstatic void SetFriendlyTargetAllSquadMembers(WeakHandle<game.Object> owner)staticRTTI globalstatic bool WeaponHasTriggerMode(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.WeaponItem_Record> weaponRecord, WeakHandle<game.data.TriggerMode_Record> triggerMode)staticRTTI globalstatic bool PreloadCoreAnimations(WeakHandle<ScriptedPuppet> puppet, bool melee)staticRTTI globalstatic void QueuePreloadBaseAnimationsEvent(WeakHandle<ScriptedPuppet> puppet)staticRTTI globalstatic void SendItemHandling(WeakHandle<game.Object> owner, WeakHandle<game.data.Item_Record> itemRecord, CName animFeatureName, bool equipped)staticRTTI globalstatic void SetItemsUnequipData(WeakHandle<ScriptedPuppet> puppet, NPCItemToEquip[] itemsToUnequip, bool dropItem)staticRTTI globalstatic bool HasWorkspotAICommand(WeakHandle<ScriptedPuppet> owner)staticRTTI globalstatic bool GetDistanceRangeFromRingType(WeakHandle<game.data.AIRingType_Record> ringRecord, Vector2 distanceRange)staticRTTI globalstatic bool IsCurrentlyCrouching(ScriptedPuppet puppet)staticRTTI globalstatic bool ClearWorkspotCommand(WeakHandle<ScriptedPuppet> puppet, bool doNotRepeat)staticRTTI globalstatic sense.AdditionalTraceType GetAdditionalTraceTypeValueFromTweakEnum(game.data.AIAdditionalTraceType value)staticRTTI globalstatic bool WeaponHasTriggerMode(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode triggerMode)staticRTTI globalstatic bool GetTargetSlotTransform(WeakHandle<game.Object> target, CName slotName, WorldTransform slotTransform)staticRTTI globalstatic game.data.AIRingType_Record? GetLatestActiveRingTypeRecordHelper(game.Object objectt)staticRTTI globalstatic bool IsPointInRMA(WeakHandle<ScriptedPuppet> ownerPuppet, Vector4 point)staticRTTI globalstatic bool GetDistanceAndToleranceFromRingType(WeakHandle<game.data.MovementPolicy_Record> record, float distance, float tolerance)staticRTTI globalstatic void TargetAllSquadMembers(WeakHandle<game.Object> owner)staticRTTI globalstatic game.IBlackboard? GetShootingBlackboard(ScriptedPuppet owner)staticRTTI globalstatic bool ActionDebugHelper(string actionNameCheck, string actionName)staticRTTI globalstatic void CombatQueriesInit(WeakHandle<ScriptedPuppet> ownerPuppet)staticRTTI globalstatic game.DelayID QueueNearbyCombatNotification(WeakHandle<game.Object> owner)staticRTTI globalstatic bool WeaponHasTriggerMode(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.TriggerMode_Record> triggerMode)staticRTTI globalstatic void BreakWeaponEffectLoop(game.weapon.Object weapon, CName effectName)staticRTTI globalstatic void ClearItemsUnequipped(WeakHandle<ScriptedPuppet> puppet)staticRTTI globalstatic bool GetDistanceRangeFromRingType(WeakHandle<game.data.AIRingType_Record> ringRecord, WeakHandle<game.data.AIOptimalDistanceCond_Record> condition, Vector2 distanceRange)staticRTTI globalstatic int StartCooldown(game.Object self, WeakHandle<game.data.AIActionCooldown_Record> record)staticRTTI globalstatic CName GetCurrentStrongArmsTrailEffect(game.ItemObject weapon)staticRTTI globalstatic void QueueSecuritySystemCombatNotification(WeakHandle<game.Object> owner, bool postCombatStart)staticRTTI globalstatic void KillWeaponEffect(game.weapon.Object weapon, CName effectName)staticRTTI globalstatic bool IsCommandCombatTargetValid(AIbehaviorScriptExecutionContext context, CName commandName)staticRTTI globalstatic bool HasLostTarget(ScriptedPuppet owner, game.Object target)staticRTTI globalstatic bool HasCombatAICommand(WeakHandle<ScriptedPuppet> owner)staticRTTI globalstatic bool GetActiveTopHostilePuppetThreat(ScriptedPuppet puppet, AITrackedLocation threat)staticRTTI globalstatic bool IsInWorkspot(WeakHandle<game.Object> owner)staticRTTI globalstatic void ClearItemsForceUnequipped(WeakHandle<ScriptedPuppet> puppet)staticRTTI globalstatic void QueuePreloadCoreAnimationsEvent(WeakHandle<ScriptedPuppet> puppet)staticRTTI globalstatic void SetActionExclusivity(game.Object owner, bool active)staticRTTI globalstatic void PlayWeaponEffect(game.weapon.Object weapon, CName effectName)staticRTTI globalstatic bool IsCooldownActive(game.Object self, WeakHandle<game.data.AIActionCooldown_Record> record)staticRTTI globalstatic void UpdateLinkedStatusEffects(WeakHandle<game.Object> owner, LinkedStatusEffect linkedStatusEffect)staticRTTI globalstatic bool GetTargetSlotPosition(WeakHandle<game.Object> target, CName slotName, Vector4 slotPosition)staticRTTI globalstatic bool WeaponHasTriggerMode(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.WeaponItem_Record> weaponRecord, game.data.TriggerMode triggerMode)staticRTTI globalstatic game.data.TriggerMode GetLastRequestedTriggerMode(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic game.data.AIRingType_Record? GetLatestActiveRingTypeRecord(WeakHandle<ScriptedPuppet> puppet)staticRTTI globalstatic bool HasEquippedWeaponWithTag(WeakHandle<game.Object> owner, CName tag)staticRTTI globalstatic CName GetAnimWrapperNameBasedOnItemID(game.ItemID itemID)staticRTTI globalstatic bool GetTargetPositionFromPast(WeakHandle<game.Object> target, float delay, Vector4 position)staticRTTI globalstatic void AnimationsLoadedSignal(WeakHandle<ScriptedPuppet> ownerPuppet)staticRTTI globalstatic bool IsPointInRestrictedMovementArea(WeakHandle<ScriptedPuppet> ownerPuppet, Vector4 point)staticRTTI globalstatic bool IsMoveCommand(CName commandName)staticRTTI globalstatic bool GetBaseShootingPatternPackages(WeakHandle<game.data.AIPatternsPackage_Record>[] patternPackages)staticRTTI globalstatic void ClearCommandCombatTarget(AIbehaviorScriptExecutionContext context, uint persistenceSource, bool ignoreCombatTargetCommand)staticRTTI globalstatic bool PreloadAnimations(WeakHandle<ScriptedPuppet> puppet, CName streamingContextName, bool highPriority)staticRTTI globalstatic bool IsCurrentlyExposedInCover(ScriptedPuppet puppet)staticRTTI globalstatic void ClearItemsToUnequip(WeakHandle<ScriptedPuppet> puppet)staticRTTI globalstatic CName GetAnimWrapperNameBasedOnItemTag(game.ItemID itemID)staticRTTI globalstatic bool ShouldShootDirectlyAtTarget(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, Vector4 targetPosition)staticRTTI globalstatic void SetItemsEquipData(WeakHandle<ScriptedPuppet> puppet, NPCItemToEquip[] itemsToEquip)staticRTTI globalstatic void ChangeAttitudeToFriendlyAllSquad(WeakHandle<game.Object> owner, ent.EntityID[] squadMembers)staticRTTI globalstatic bool HasFollowerCombatAICommand(WeakHandle<ScriptedPuppet> owner)staticRTTI globalstatic bool TryChangingAttitudeToHostile(ScriptedPuppet owner, game.Object target)staticRTTI globalstatic bool ActionDebugHelper(string actionNameCheck, WeakHandle<ent.Entity> entity, string actionName)staticRTTI globalstatic bool ActionDebugHelper(WeakHandle<ent.Entity> entity, string actionName)staticRTTI globalstatic bool TryStartCombatWithTarget(ScriptedPuppet owner, game.Object target)staticRTTI globalstatic string GetReactionPresetGroup(WeakHandle<ScriptedPuppet> puppet)staticRTTI global