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CatchingContextTrapsBase Class Reference

Private Member Functions

override protected void DeserializeData (Param par)
 
override protected void CreateResultDataStructure ()
 
override protected void ClearCatchingItemData ()
 
override protected void InitItemValues (EntityAI item)
 
float AdjustBaitItemChance (EntityAI item)
 Allows for adjustment of all catch probabilities from item qualities (damage, qty...)
 
override protected void InitCatchEnviroMask ()
 
override protected void Init (Param par)
 
override protected void SetupInitialTypes ()
 
void UpdateDataAndMasks ()
 
int UpdateTrapEnviroMask ()
 
void SetTrapEnviroMask (int value)
 
void UpdateUsedBait (ECatchingBaitCategories type)
 if non-empty bait type is used, some 'Bait' attachment is picked as an active bait (currently no direct link between item and sensitivity-weighted target probability)
 
override void UpdateBaseProbability (YieldItemBase yItem)
 
override bool ModifySignalProbability (inout float probability)
 
void RemoveBait ()
 
void ReduceBaitQty (float qtyNorm)
 

Private Attributes

protected float m_CumulativeTrappingSuccess
 after N attempts, the chance to catch should be this. Only highest one applies. @NOTE: Take care, only way to achieve guaranteed 1.0 chance at the end is to have EVERY chance at 1.0.
 
protected int m_AttemptsCount
 
protected ItemBase m_Bait
 

Member Function Documentation

◆ AdjustBaitItemChance()

float AdjustBaitItemChance ( EntityAI  item)
inlineprivate

Allows for adjustment of all catch probabilities from item qualities (damage, qty...)

References Class::CastTo().

Referenced by InitItemValues().

◆ ClearCatchingItemData()

override protected void ClearCatchingItemData ( )
inlineprivate

◆ CreateResultDataStructure()

override protected void CreateResultDataStructure ( )
inlineprivate

References m_MainItem, and m_Result.

◆ DeserializeData()

override protected void DeserializeData ( Param  par)
inlineprivate

◆ Init()

override protected void Init ( Param  par)
inlineprivate

References GenerateResult().

◆ InitCatchEnviroMask()

◆ InitItemValues()

◆ ModifySignalProbability()

override bool ModifySignalProbability ( inout float  probability)
inlineprivate

◆ ReduceBaitQty()

void ReduceBaitQty ( float  qtyNorm)
inlineprivate

References m_Bait.

◆ RemoveBait()

void RemoveBait ( )
inlineprivate

References m_Bait.

◆ SetTrapEnviroMask()

void SetTrapEnviroMask ( int  value)
inlineprivate

References m_EnviroMask.

◆ SetupInitialTypes()

override protected void SetupInitialTypes ( )
inlineprivate

References IsCLIParam(), and Print().

Referenced by UpdateDataAndMasks().

◆ UpdateBaseProbability()

◆ UpdateDataAndMasks()

void UpdateDataAndMasks ( )
inlineprivate

◆ UpdateTrapEnviroMask()

int UpdateTrapEnviroMask ( )
inlineprivate

◆ UpdateUsedBait()

void UpdateUsedBait ( ECatchingBaitCategories  type)
inlineprivate

if non-empty bait type is used, some 'Bait' attachment is picked as an active bait (currently no direct link between item and sensitivity-weighted target probability)

References ErrorEx, IsCLIParam(), m_Bait, m_BaitCompatibilityMap, m_MainItem, BaitData::m_Owner, and Print().

Referenced by UpdateBaseProbability().

Field Documentation

◆ m_AttemptsCount

protected int m_AttemptsCount
private

◆ m_Bait

protected ItemBase m_Bait
private

◆ m_CumulativeTrappingSuccess

m_CumulativeTrappingSuccess
private

after N attempts, the chance to catch should be this. Only highest one applies. @NOTE: Take care, only way to achieve guaranteed 1.0 chance at the end is to have EVERY chance at 1.0.

Referenced by ClearCatchingItemData(), ModifySignalProbability(), and UpdateBaseProbability().


The documentation for this class was generated from the following file: