BaseAI
(ctor) BaseAI( BaseCreature m )
ActionType Action( get; set; )
bool CanDetectHidden( get; )
long NextMove( get; set; )
virtual bool AcquireFocusMob( int iRange, FightMode acqType, bool bPlayerOnly, bool bFacFriend, bool bFacFoe )
virtual void Activate()
virtual void BeginPickTarget( Mobile from, OrderType order )
virtual bool CheckFlee()
virtual bool CheckHerding()
virtual bool CheckMove()
virtual void Deactivate()
virtual void DetectHidden()
virtual bool DoActionBackoff()
virtual bool DoActionCombat()
virtual bool DoActionFlee()
virtual bool DoActionGuard()
virtual bool DoActionInteract()
virtual bool DoActionWander()
virtual bool DoBardPacified()
virtual bool DoBardProvoked()
virtual bool DoMove( Direction d )
virtual bool DoMove( Direction d, bool badStateOk )
virtual MoveResult DoMoveImpl( Direction d )
virtual bool DoOrderAttack()
virtual bool DoOrderCome()
virtual bool DoOrderDrop()
virtual bool DoOrderFollow()
virtual bool DoOrderFriend()
virtual bool DoOrderGuard()
virtual bool DoOrderNone()
virtual bool DoOrderPatrol()
virtual bool DoOrderRelease()
virtual bool DoOrderStay()
virtual bool DoOrderStop()
virtual bool DoOrderTransfer()
virtual bool DoOrderUnfriend()
virtual void EndPickTarget( Mobile from, Mobile target, OrderType order )
virtual void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
virtual bool HandlesOnSpeech( Mobile from )
bool IsHostile( Mobile from )
virtual bool MoveTo( Mobile m, bool run, int range )
virtual bool Obey()
virtual void OnActionChanged()
virtual void OnAggressiveAction( Mobile aggressor )
virtual bool OnAtWayPoint()
virtual void OnCurrentOrderChanged()
virtual void OnCurrentSpeedChanged()
virtual void OnSpeech( SpeechEventArgs e )
virtual void OnTeleported()
void ReturnToHome()
virtual bool Think()
double TransformMoveDelay( double delay )
virtual bool WalkMobileRange( Mobile m, int iSteps, bool bRun, int iWantDistMin, int iWantDistMax )
virtual void WalkRandom( int iChanceToNotMove, int iChanceToDir, int iSteps )
virtual void WalkRandomInHome( int iChanceToNotMove, int iChanceToDir, int iSteps )
virtual bool WasNamed( string speech )