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CatchingContextTraps.c File Reference

Data Structures

class  CatchingContextTrapsBase
 
class  CatchingContextTrapFishLarge
 

Functions

CatchingContextTrapsBase CatchingContextBase InitCatchMethodMask ()
 
override protected void DeserializeData (Param par)
 
override protected void CreateResultDataStructure ()
 
override protected void ClearCatchingItemData ()
 
override protected void InitItemValues (EntityAI item)
 override to init context-specific values
 
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)
 updates base probability when catching the specific item (some context subclasses only)
 
override bool ModifySignalProbability (inout float probability)
 
void RemoveBait ()
 
void ReduceBaitQty (float qtyNorm)
 

Variables

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
 

Function Documentation

◆ AdjustBaitItemChance()

float AdjustBaitItemChance ( EntityAI  item)

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

◆ ClearCatchingItemData()

override protected void ClearCatchingItemData ( )

◆ CreateResultDataStructure()

override protected void CreateResultDataStructure ( )

◆ DeserializeData()

override protected void DeserializeData ( Param  par)

◆ Init()

override protected void Init ( Param  par)

◆ InitCatchEnviroMask()

override protected void InitCatchEnviroMask ( )

◆ InitCatchMethodMask()

◆ InitItemValues()

override protected void InitItemValues ( EntityAI  item)

override to init context-specific values

Referenced by InitCatchingItemData().

◆ ModifySignalProbability()

override bool ModifySignalProbability ( inout float  probability)

◆ ReduceBaitQty()

void ReduceBaitQty ( float  qtyNorm)

◆ RemoveBait()

void RemoveBait ( )

◆ SetTrapEnviroMask()

void SetTrapEnviroMask ( int  value)

Referenced by ItemBase::SetActive().

◆ SetupInitialTypes()

override protected void SetupInitialTypes ( )

◆ UpdateBaseProbability()

override void UpdateBaseProbability ( YieldItemBase  yItem)

updates base probability when catching the specific item (some context subclasses only)

Referenced by GenerateResult().

◆ UpdateDataAndMasks()

void UpdateDataAndMasks ( )

◆ UpdateTrapEnviroMask()

int UpdateTrapEnviroMask ( )

◆ UpdateUsedBait()

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)

Variable Documentation

◆ m_AttemptsCount

protected int m_AttemptsCount

◆ m_Bait

protected ItemBase m_Bait

◆ m_CumulativeTrappingSuccess

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.