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- All Implemented Interfaces:
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com.fs.starfarer.api.combat.AutofireAIPlugin
public final class TagBasedAI extends SpecificAIPluginBase
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Nested Class Summary
Nested Classes Modifier and Type Class Description public classTagBasedAI.Companion
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Field Summary
Fields Modifier and Type Field Description private List<WeaponAITagBase>tagsprivate FiringSolutionsolutionprivate final AutofireAIPluginbaseAI
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Constructor Summary
Constructors Constructor Description TagBasedAI(AutofireAIPlugin baseAI, List<WeaponAITagBase> tags)
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Method Summary
Modifier and Type Method Description final List<WeaponAITagBase>getTags()final UnitsetTags(List<WeaponAITagBase> tags)final FiringSolutiongetSolution()final UnitsetSolution(FiringSolution solution)final AutofireAIPlugingetBaseAI()FloatcomputeTargetPriority(FiringSolution solution)List<CombatEntityAPI>getRelevenEntitiesOutOfRange()List<CombatEntityAPI>getRelevantEntitiesWithinRange()BooleanisBaseAITargetValid(ShipAPI ship, MissileAPI missile)BooleanisBaseAIOverwritable()BooleanisValid()perform checks to see if this AI is compatible with the weapon if this returns false, the base AI will be used instead BooleanshouldFire()BooleanshouldConsiderNeutralsAsFriendlies()Unitadvance(Float p0)-
Methods inherited from class com.dp.advancedgunnerycontrol.weaponais.TagBasedAI
advanceBaseAI, advanceWithCustomAI, calculateFiringSolutions, compensateTargetPointShipSpeed, computeBasePriority, computeIfShouldFire, computePointCurrentlyAimedAt, computePointToAimAt, computeTimeToTravel, determineTargetLeadingAccuracy, forceOff, friendliesInDangerZone, getFriendlies, getTarget, getTargetMissile, getTargetShip, getWeapon, isFriendlyFire, isInRange, isWithinArc, isWithinArc -
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
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Constructor Detail
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TagBasedAI
TagBasedAI(AutofireAIPlugin baseAI, List<WeaponAITagBase> tags)
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Method Detail
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getTags
final List<WeaponAITagBase> getTags()
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setTags
final Unit setTags(List<WeaponAITagBase> tags)
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getSolution
final FiringSolution getSolution()
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setSolution
final Unit setSolution(FiringSolution solution)
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getBaseAI
final AutofireAIPlugin getBaseAI()
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computeTargetPriority
Float computeTargetPriority(FiringSolution solution)
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getRelevenEntitiesOutOfRange
List<CombatEntityAPI> getRelevenEntitiesOutOfRange()
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getRelevantEntitiesWithinRange
List<CombatEntityAPI> getRelevantEntitiesWithinRange()
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isBaseAITargetValid
Boolean isBaseAITargetValid(ShipAPI ship, MissileAPI missile)
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isBaseAIOverwritable
Boolean isBaseAIOverwritable()
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isValid
Boolean isValid()
perform checks to see if this AI is compatible with the weapon if this returns false, the base AI will be used instead
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shouldFire
Boolean shouldFire()
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shouldConsiderNeutralsAsFriendlies
Boolean shouldConsiderNeutralsAsFriendlies()
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