Riwmorld
Verse.AI Namespace Reference

Namespaces

Classes

class  AttackTargetFinder
 
class  AttackTargetReservationManager
 
class  AttackTargetsCache
 
class  AvoidGridMaker
 
class  AvoidGridTunings
 
class  CastPositionFinder
 
struct  CastPositionRequest
 
class  DutyDef
 
class  GenAI
 
class  GenPath
 
class  HaulAIUtility
 
interface  IAttackTarget
 
interface  IJobEndable
 
class  Job
 
class  JobDriver
 
class  JobDriver_AttackMelee
 
class  JobDriver_AttackStatic
 
class  JobDriver_CastVerbOnce
 
class  JobDriver_DoBill
 
class  JobDriver_Equip
 
class  JobDriver_Goto
 
class  JobDriver_HaulToCell
 
class  JobDriver_HaulToContainer
 
class  JobDriver_Kill
 
class  JobDriver_ReleasePrisoner
 
class  JobDriver_TakeInventory
 
class  JobDriver_Wait
 
class  JobFailReason
 
class  JobGiver_ExitMap
 
class  JobGiver_ExitMapBest
 
class  JobGiver_ExitMapPanic
 
class  JobGiver_ExitMapRandom
 
class  JobGiver_ForcedGoto
 
class  JobGiver_Idle
 
class  JobGiver_IdleError
 
class  JobGiver_IdleForever
 
class  JobGiver_JobQueue
 
class  JobGiver_Orders
 
class  JobGiver_RunRandom
 
class  JobGiver_Wander
 
class  JobGiver_WanderAnywhere
 
class  JobGiver_WanderCurrentRoom
 
class  JobGiver_WanderHerd
 
class  JobGiver_WanderMapEdge
 
class  JobGiver_WanderNearDutyLocation
 
class  JobGiver_WanderNearFallbackLocation
 
class  JobGiver_WanderNearMaster
 
class  JobGiver_WanderOwnRoom
 
class  JobQueue
 
class  JobQueueUtility
 
class  MentalState
 
class  MentalState_Berserk
 
class  MentalState_Binging
 
class  MentalState_BingingDrug
 
class  MentalState_FireStartingSpree
 
class  MentalState_GiveUpExit
 
class  MentalState_Manhunter
 
class  MentalState_PanicFlee
 
class  MentalState_SocialFighting
 
class  MentalState_WanderConfused
 
class  MentalState_WanderOwnRoom
 
class  MentalState_WanderPsychotic
 
class  MentalState_WanderSad
 
class  MentalStateHandler
 
class  PathFinder
 
class  PathGrid
 
class  Pawn_JobTracker
 
class  Pawn_MindState
 
class  Pawn_PathFollower
 
class  Pawn_Thinker
 
class  PawnDuty
 
class  PawnLocalAwareness
 
class  PawnPath
 
class  PawnPathPool
 
class  PawnPathUtility
 
class  Reservation
 
class  ReservationManager
 
class  ReservationUtility
 
class  ThinkNode
 
class  ThinkNode_ChancePerHour
 
class  ThinkNode_ChancePerHour_Constant
 
class  ThinkNode_ChancePerHour_Lovin
 
class  ThinkNode_ChancePerHour_Mate
 
class  ThinkNode_ChancePerHour_Nuzzle
 
class  ThinkNode_ConditionalFunc
 
class  ThinkNode_ConditionalHasFallbackLocation
 
class  ThinkNode_ConditionalMentalState
 
class  ThinkNode_ConditionalMentalStates
 
class  ThinkNode_ConditionalNoTarget
 
class  ThinkNode_FilterFlagDistance
 
class  ThinkNode_FilterPriority
 
class  ThinkNode_JobGiver
 
class  ThinkNode_Priority
 
class  ThinkNode_PrioritySorter
 
class  ThinkNode_Random
 
class  ThinkNode_Subtree
 
class  ThinkNode_SubtreesByTag
 
class  ThinkNode_Tagger
 
class  ThinkNodePriority
 
struct  ThinkResult
 
class  Toil
 
class  ToilEffects
 
class  ToilFailConditions
 
class  ToilJumpConditions
 
class  Toils_Combat
 
class  Toils_Effects
 
class  Toils_General
 
class  Toils_Goto
 
class  Toils_Haul
 
class  Toils_Interact
 
class  Toils_JobTransforms
 
class  Toils_Jump
 
class  Toils_Recipe
 
class  Toils_Reserve
 
class  Toils_ReserveAttackTarget
 
class  WanderUtility
 

Enumerations

enum  HaulMode : byte { Undefined, ToCellStorage, ToCellNonStorage, ToContainer }
 
enum  JobCondition : byte {
  None, Ongoing, Succeeded, Incompletable,
  InterruptOptional, InterruptForced, Errored, ErroredPather
}
 
enum  JobTag : byte { NoTag, Idle, AllCaravanItemsGathered }
 
enum  LocomotionUrgency : byte {
  None, Amble, Walk, Jog,
  Sprint
}
 
enum  PathEndMode : byte {
  None, OnCell, Touch, ClosestTouch,
  InteractionCell
}
 
enum  TargetIndex : byte { None, A, B, C }
 
enum  TargetScanFlags : byte {
  None = 0, NeedLOSToPawns = 1, NeedLOSToNonPawns = 2, NeedLOSToAll = 3,
  NeedReachable = 4, NeedNonBurning = 8, NeedThreat = 16
}
 
enum  ThinkTreeDutyHook { None, HighPriority, MediumPriority }
 
enum  ToilCompleteMode : byte {
  Undefined, Instant, PatherArrival, Delay,
  FinishedBusy, Never
}