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bool | AnyCompletedContracts< T > (Func< T, bool > where=null) |
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bool | AnyCurrentActiveContracts< T > (Func< T, bool > where=null) |
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bool | AnyCurrentContracts< T > (Func< T, bool > where=null) |
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void | ClearContractsCurrent () |
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void | ClearContractsFinished () |
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int | CountContracts (Contract.ContractPrestige difficulty) |
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Contract | GenerateContract (ref int seed, Contract.ContractPrestige difficulty) |
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Contract | GenerateContract (int seed, Contract.ContractPrestige difficulty, System.Type contractType=null) |
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bool | GenerateContracts (ref int seed, Contract.ContractPrestige difficulty, int count) |
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void | GenerateMandatoryContracts () |
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int | GetActiveContractCount () |
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T[] | GetCompletedContracts< T > (Func< T, bool > where=null) |
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Contract | GetContractByGuid (Guid guid) |
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T[] | GetCurrentActiveContracts< T > (Func< T, bool > where=null) |
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T[] | GetCurrentContracts< T > (Func< T, bool > where=null) |
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bool | HasCompletedContract (System.Type type) |
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override void | OnAwake () |
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override void | OnLoad (ConfigNode gameNode) |
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override void | OnSave (ConfigNode gameNode) |
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void | RebuildContracts () |
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bool | WithdrawSurplusContracts (Contract.ContractPrestige level, int maxAllowed) |
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void | Load (ConfigNode node) |
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void | Save (ConfigNode node) |
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static void | AdjustWeight (string name, Contract contract) |
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static void | GetContractCounts (float rep, int avgContracts, out int tier1, out int tier2, out int tier3) |
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static System.Type | GetContractType (string typeName) |
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static System.Type | GetParameterType (string typeName) |
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static System.Type | GetPredicateType (string typeName) |
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static void | ResetWeights () |
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static void | WeightAdjustment (string name, int delta, bool ignoreLimits=false) |
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static void | WeightAssignment (string name, int amount, bool ignoreLimits=false) |
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static CelestialBody | WeightedBodyChoice (IList< CelestialBody > bodies, System.Random generator=null) |
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static Type | WeightedContractChoice () |
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static void Contracts.ContractSystem.AdjustWeight |
( |
string |
name, |
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Contract |
contract |
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) |
| |
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inlinestatic |
bool Contracts.ContractSystem.AnyCompletedContracts< T > |
( |
Func< T, bool > |
where = null | ) |
|
|
inline |
bool Contracts.ContractSystem.AnyCurrentActiveContracts< T > |
( |
Func< T, bool > |
where = null | ) |
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inline |
bool Contracts.ContractSystem.AnyCurrentContracts< T > |
( |
Func< T, bool > |
where = null | ) |
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inline |
void Contracts.ContractSystem.ClearContractsCurrent |
( |
| ) |
|
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inline |
void Contracts.ContractSystem.ClearContractsFinished |
( |
| ) |
|
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inline |
< generate a contract
< something happened in contract generation, continue
< test to see if contract ID already exists in the existing active contracts
< test to see if contract ID already exists in the finished contracts, try a countback, if so null it and try again
< pick a random contract type
< generate a contract
void Contracts.ContractSystem.GenerateMandatoryContracts |
( |
| ) |
|
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inline |
int Contracts.ContractSystem.GetActiveContractCount |
( |
| ) |
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inline |
T [] Contracts.ContractSystem.GetCompletedContracts< T > |
( |
Func< T, bool > |
where = null | ) |
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inline |
Contract Contracts.ContractSystem.GetContractByGuid |
( |
Guid |
guid | ) |
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inline |
static void Contracts.ContractSystem.GetContractCounts |
( |
float |
rep, |
|
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int |
avgContracts, |
|
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out int |
tier1, |
|
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out int |
tier2, |
|
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out int |
tier3 |
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) |
| |
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inlinestatic |
static System.Type Contracts.ContractSystem.GetContractType |
( |
string |
typeName | ) |
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inlinestatic |
T [] Contracts.ContractSystem.GetCurrentActiveContracts< T > |
( |
Func< T, bool > |
where = null | ) |
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|
inline |
T [] Contracts.ContractSystem.GetCurrentContracts< T > |
( |
Func< T, bool > |
where = null | ) |
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inline |
static System.Type Contracts.ContractSystem.GetParameterType |
( |
string |
typeName | ) |
|
|
inlinestatic |
static System.Type Contracts.ContractSystem.GetPredicateType |
( |
string |
typeName | ) |
|
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inlinestatic |
bool Contracts.ContractSystem.HasCompletedContract |
( |
System.Type |
type | ) |
|
|
inline |
override void Contracts.ContractSystem.OnAwake |
( |
| ) |
|
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inlinevirtual |
override void Contracts.ContractSystem.OnLoad |
( |
ConfigNode |
gameNode | ) |
|
|
inlinevirtual |
override void Contracts.ContractSystem.OnSave |
( |
ConfigNode |
gameNode | ) |
|
|
inlinevirtual |
void Contracts.ContractSystem.RebuildContracts |
( |
| ) |
|
|
inline |
static void Contracts.ContractSystem.ResetWeights |
( |
| ) |
|
|
inlinestatic |
static void Contracts.ContractSystem.WeightAdjustment |
( |
string |
name, |
|
|
int |
delta, |
|
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bool |
ignoreLimits = false |
|
) |
| |
|
inlinestatic |
static void Contracts.ContractSystem.WeightAssignment |
( |
string |
name, |
|
|
int |
amount, |
|
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bool |
ignoreLimits = false |
|
) |
| |
|
inlinestatic |
static Type Contracts.ContractSystem.WeightedContractChoice |
( |
| ) |
|
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inlinestatic |
List<System.Type> Contracts.ContractSystem.ContractTypes = null |
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static |
Dictionary<string, int> Contracts.ContractSystem.ContractWeights = null |
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static |
int Contracts.ContractSystem.generateContractIterations = 50 |
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static |
bool Contracts.ContractSystem.loaded |
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static |
Is set to true once the contract system has completed loading its contracts.
List<System.Type> Contracts.ContractSystem.MandatoryTypes = null |
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static |
List<System.Type> Contracts.ContractSystem.ParameterTypes = null |
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static |
List<System.Type> Contracts.ContractSystem.PredicateTypes = null |
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static |
List<Contract> Contracts.ContractSystem.Contracts |
|
get |
List<Contract> Contracts.ContractSystem.ContractsFinished |
|
get |
The documentation for this class was generated from the following file: