Package com.fs.starfarer.api.campaign.ai
Class FleetAIFlags
java.lang.Object
com.fs.starfarer.api.campaign.ai.FleetAIFlags
Variables set in memory that indicate certain decisions or behaviors
of the AI. Used to communicate between otherwise-disconnected modules, such
as ability AI and other fleet AI modules.
Mods replacing parts of the fleet AI should try to use these if possible/appropriate.
Mods replacing fleet AI entirely (i.e. all modules, and all ability AI) are free
to either use these or devise their own system.
- Author:
- Alex Mosolov Copyright 2015 Fractal Softworks, LLC
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final String
Float, days spent pursuing a target that's no longer visible.static final String
static final String
static final String
static final String
Boolean, whether the fleet has an ability-induced speed penalty.static final String
static final String
static final String
Float, direction the target was going when last seen.static final String
Vector2f, last location where the target was seen.static final String
Vector2f, Where it's actually going (due to avoiding enemies/terrain/etc).static final String
SectorEntityToken, nearest enemy.static final String
SectorEntityToken, nearest enemy the AI is trying to avoid.static final String
Does not get reset when the target changes.static final String
SectorEntityToken, set if actively pursuing something.static final String
static final String
Vector2f, Where it wants to go.static final String
static final String
static final String
Boolean, whether the AI wants to keep the transponder on. -
Constructor Summary
Constructors -
Method Summary
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Field Details
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USE_EB_FOR_TRAVEL
- See Also:
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PURSUIT_TARGET
SectorEntityToken, set if actively pursuing something.- See Also:
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NEAREST_FLEEING_FROM
SectorEntityToken, nearest enemy the AI is trying to avoid.- See Also:
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NEAREST_ENEMY
SectorEntityToken, nearest enemy. May or may not be trying to avoid.- See Also:
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TRAVEL_DEST
Vector2f, Where it wants to go.- See Also:
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MOVE_DEST
Vector2f, Where it's actually going (due to avoiding enemies/terrain/etc). Not set while orbiting.- See Also:
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WANTS_TRANSPONDER_ON
Boolean, whether the AI wants to keep the transponder on.- See Also:
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DAYS_TARGET_UNSEEN
Float, days spent pursuing a target that's no longer visible.- See Also:
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LAST_SEEN_TARGET_LOC
Vector2f, last location where the target was seen.- See Also:
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PLACE_TO_LOOK_FOR_TARGET
Does not get reset when the target changes. Used for an outside script to indicate where the fleet should start looking for a target it's trying to intercept.- See Also:
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SEEN_TARGET_JUMPING_FROM
- See Also:
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LAST_SEEN_TARGET_HEADING
Float, direction the target was going when last seen.- See Also:
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HAS_SPEED_PENALTY
Boolean, whether the fleet has an ability-induced speed penalty.- See Also:
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USED_INTERDICTION_PULSE
- See Also:
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HAS_VISION_PENALTY
- See Also:
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HAS_SPEED_BONUS
- See Also:
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HAS_VISION_BONUS
- See Also:
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HAS_LOWER_DETECTABILITY
- See Also:
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HAS_HIGHER_DETECTABILITY
- See Also:
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Constructor Details
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FleetAIFlags
public FleetAIFlags()
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