class PluginTransmissionAgentsSource
PluginTransmissionAgents › PluginBase
All members, including inherited
Plugin interface for controlling of agent pool system - access to specific agent attributes - various transmission operations
Constructors 1
void PluginTransmissionAgents()Members 3
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, GetAgentDieOffSpeedEx(), GetAgentDigestibility(), GetAgentDigestibilityEx(), GetAgentInvasibility(), GetAgentInvasibilityEx(), GetAgentList(), GetAgentMaxCount(), GetAgentPotencyEx(), GetAgentSpecificDrugResistance(), GetAgentTransferabilityAirOut(), GetAgentTransferabilityIn(), GetAgentTransferabilityOut(), GetDieOffSpeed(), GetNameByID(), GetPotency(), GrowDuringAntibioticsAttack(), GrowDuringMedicalDrugsAttack(), and RegisterAgent()simple <eAgents, agentName> pair
bool m_IsConstructed = falseMethods 35
void RegisterAgent(AgentBase agent)Registers new agent into system
agent- New agent class
void ConstructSimpleAgentList()Builds simplified list of agents in <id, name> format
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, AgentBase.GetName(), map.Insert(), m_AgentList, and m_SimpleAgentListReturns map of all registered agent classes
Returns: map<int, ref AgentBase> map of agent classes
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, PlayerAgentPool.SpawnAgents()Returns map of all registered agents in simplified format(for non-gameplay purposas mainly)
Returns: map<int, ref AgentBase> map of agent classes
Returns agent's name from given id
agent_id- Id of agent (see eAgents enum)
Returns: Agent name
void RemoveAllAgents(EntityAI target)Removes all agents from given entity
target- Entity to remove agents from
Removes given agent from given entity
target- Entity to remove agents from
agent_id- Id of agent (see eAgents enum)
Returns transferabilityIn attribute for given agent
agent_id- Id of agent (see eAgents enum)
Returns: AgentBase::m_TransferabilityIn
bool GrowDuringMedicalDrugsAttack(int agentId, EMedicalDrugsType drugType, PlayerBase player)Returns dieOfSpeed attribute for given agent (see GetDieOffSpeedEx())
float GetAgentDieOffSpeedEx(int agent_id, PlayerBase player)Returns dieOfSpeed attribute for given agent
agent_id- Id of agent (see eAgents enum)
player- Actual player reference
Returns: AgentBase::m_DieOffSpeed
EStatLevels GetPotency(int agent_id)Returns potency attribute for given agent (see GetAgentPotencyEx())
EStatLevels GetAgentPotencyEx(int agent_id, PlayerBase player)Returns potency attribute for given agent
agent_id- Id of agent (see eAgents enum)
player- Actual player reference
Returns: AgentBase::m_Potency
float GetAgentInvasibilityEx(int agent_id, PlayerBase player)Returns invasibility attribute for given agent
agent_id- Id of agent (see eAgents enum)
player- Actual player reference
Returns: AgentBase::m_Invasibility
int GetAgentSpecificDrugResistance(int agent_id, EMedicalDrugsType drugType, PlayerBase player)Returns the resistance to the specific drug
Returns antibiotics resistance attribute for given agent see GetAgentAntiboticsResistanceEx()
float GetAgentAntiboticsResistanceEx(int agent_id, PlayerBase player)Returns antibiotics resistance attribute for given agent
agent_id- Id of agent (see eAgents enum)
player- Actual player reference
Returns: AgentBase::m_AntibioticsResistance
Returns transferabilityOut attribute for given agent
agent_id- Id of agent (see eAgents enum)
Returns: AgentBase::m_TransferabilityOut
Returns transferabilitAiryOut attribute for given agent
agent_id- Id of agent (see eAgents enum)
Returns: AgentBase::m_TransferabilityAirOut
Returns invasibility attribute for given agent
agent_id- Id of agent (see eAgents enum)
Returns: AgentBase::m_Invasibility
Returns stomach digetibility attribute for given agent (see GetAgentDigestibilityEx())
float GetAgentDigestibilityEx(int agent_id, PlayerBase player)Returns stomach digetibility attribute for given agent
agent_id- Id of agent (see eAgents enum)
player- Actual player reference
Returns: AgentBase::m_Digestibility
Returns max count attribute for given agent
agent_id- Id of agent (see eAgents enum)
Returns: AgentBase::m_MaxCount
float TransmitAgentsEx(EntityAI source, EntityAI target, int pathway, int dose_size = 1000, int agents = 0)Process transmission of agents between entities (for specified transmission type)
source- Entity to transfer agents from
target- Entity to transfer agents to
pathway- Type of transmission used
dose_size- Number of agents to be transmitted
agents- Bit mask specifing agents to transmit
Returns: count Number of transmitted agents
Process transmission of agents between entities (for specified transmission type) (see TransmitAgentsEx()))
Injects specified agents directly to target
target- Entity to inject agents to
agents- Bit mask with information about agents
protected void InjectAgentsWithPlayer(EntityAI target, int agents, float protection, int dose_size, int inject_type)Injects agents to a given target, using chance of transmission and full dose size if chance succeeds
target- Entity to inject agents to
agents- Bit mask with information about agents
protection- Protection size used for chance generation <0.0; 1.0>
dose_size- Number of agents to be transmitted
inject_type- Type of transmission
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, EntityAI.InsertAgent(), EntityAI.IsEntityAI(), and Math.Pow()protected void InjectAgentsWithPlayerCount(EntityAI target, int agents, float protection, int dose_size, int inject_type)Injects agents to a given target, with no probability, but the dose size is modified by m_TransferabilityOut of the agent
target- Entity to inject agents to
agents- Bit mask with information about agents
protection- Protection size used for chance generation <0.0; 1.0>
dose_size- Number of agents to be transmitted
inject_type- Type of transmission
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, EntityAI.InsertAgent(), EntityAI.IsEntityAI(), and Math.Pow()protected float InjectAgentWithPlayerDose(EntityAI target, int agent, float protection, float dose_size, int inject_type)Injects agent to a given target
target- Entity to inject agents to
agents- Bit mask with information about agents
protection- Protection size used for chance generation <0.0; 1.0>
dose_size- Number of agents to be transmitted
inject_type- Type of transmission
Returns: count Number of injected agents (dose_size might be shrinked by chance from protection)
static float GetProtectionLevelEx(int type, int slot, Man player, bool consider_filter = true, int system = 0)Protection level of an attachment against enviromental hazard (mask/filters for example)
type- Type of protection (see DEF_BIOLOGICAL in constants.c for example)
slot- Inventory slot id
player- Player reference
consider_filter- (unused parameter for now)
system- (unused parameter for now)
Returns: Attachment protechtion level
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, ItemBase.GetProtectionLevel()Protection level of an attachment against enviromental hazard (mask/filters for example) (see GetProtectionLevelEx())
protected float CalculateAgentsToTransmit(int agent_id, float protection, int dose_size, int inject_type)Calculates number of agents that can be transmitted (based on given dose_size)
agent_id- Id of agent (see eAgents enum)
protection- Protection size used for chance generation <0.0; 1.0>
dose_size- Number of agents to be transmitted
inject_type- Type of transmission
Returns: Number of agents that will be transmitted based on the processing of attributes
Agent transmission chance processing
agent_id- Id of agent (see eAgents enum)
protection- Protection size used for chance generation <0.0; 1.0>
inject_type- Type of transmission
Returns: true if there is a chance to transmit agent
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, Math.RandomFloat01()bool GrowDuringAntibioticsAttack(int agent_id, PlayerBase player)DEPRECATED