Skip to content

PlayerBuildingAI

Graydon edited this page Mar 21, 2017 · 5 revisions

public class PlayerBuildingAI

Base Class: CommonBuildingAI

Fields

public MessageInfo m_onCompleteMessage
public ManualMilestone m_createPassMilestone
public int m_constructionCost
public int m_maintenanceCost
public int m_electricityConsumption
public int m_waterConsumption
public int m_sewageAccumulation
public int m_garbageAccumulation
public int m_fireHazard
public int m_fireTolerance

Methods

public Color GetColor(ushort buildingID, ref Building data, InfoMode infoMode)
protected bool ShowConsumption(ushort buildingID, ref Building data)
public int GetResourceRate(ushort buildingID, ref Building data, Resource resource)
public int GetResourceRate(ushort buildingID, ref Building data, Resource resource)
public int GetResourceRate(ushort buildingID, ref Building data, Resource resource)
public int GetElectricityRate(ushort buildingID, ref Building data)
public int GetWaterRate(ushort buildingID, ref Building data)
public int GetGarbageRate(ushort buildingID, ref Building data)
public void InitializePrefab()
public string GetLocalizedStatus(ushort buildingID, ref Building data)
protected string GetLocalizedStatusInactive(ushort buildingID, ref Building data)
protected string GetLocalizedStatusActive(ushort buildingID, ref Building data)
public void CreateBuilding(ushort buildingID, ref Building data)
public void ReleaseBuilding(ushort buildingID, ref Building data)
public void BuildingLoaded(ushort buildingID, ref Building data, uint version)
protected void BuildingCompleted(ushort buildingID, ref Building buildingData)
public void SimulationStep(ushort buildingID, ref Building buildingData, ref Frame frameData)
protected void SimulationStepActive(ushort buildingID, ref Building buildingData, ref Frame frameData)
public bool GetFireParameters(ushort buildingID, ref Building buildingData, out int fireHazard, out int fireSize, out int fireTolerance)
protected void HandleWorkAndVisitPlaces(ushort buildingID, ref Building buildingData, ref BehaviourData behaviour, ref int aliveWorkerCount, ref int totalWorkerCount, ref int workPlaceCount, ref int aliveVisitorCount, ref int totalVisitorCount, ref int visitPlaceCount)
protected void ProduceGoods(ushort buildingID, ref Building buildingData, ref Frame frameData, int productionRate, ref BehaviourData behaviour, int aliveWorkerCount, int totalWorkerCount, int workPlaceCount, int aliveVisitorCount, int totalVisitorCount, int visitPlaceCount)
public bool ClearOccupiedZoning()
public void SetProductionRate(ushort buildingID, ref Building data, byte rate)
public ToolErrors CheckBuildPosition(ushort relocateID, ref Vector3 position, ref float angle, float waterHeight, ref Segment3 connectionSegment, out int productionRate, out int constructionCost)
public static int GetProductionRate(int productionRate, int budget)
public int GetConstructionCost()
public int GetMaintenanceCost()
public int GetWaterConsumption()
public int GetElectricityConsumption()
public string GetLocalizedTooltip()
public bool CanBeRelocated(ushort buildingID, ref Building data)

Clone this wiki locally