ORK Framework  2.29.3
API Documentation
ORKFramework.Group Class Reference
Inheritance diagram for ORKFramework.Group:
ORKFramework.IGUID ORKFramework.ISaveData

Public Member Functions

 Group (int factionID)
 
 Group (DataObject data)
 
void FireChanged ()
 
void Merge (Group other)
 Merges another group into this group, adding all combatants and inventory from the other group to this group. More...
 
void Tick (float time, float battleTime)
 
void ClearTargets ()
 
List< CombatantGetGroup ()
 
void GetGroup (ref List< Combatant > list)
 
List< CombatantGetBattle ()
 
void GetBattle (ref List< Combatant > list)
 
List< CombatantGetLockedBattle ()
 
void GetLockedBattle (ref List< Combatant > list)
 
List< CombatantGetNonBattle ()
 
void GetNonBattle (ref List< Combatant > list)
 
List< CombatantGetInactiveGroup ()
 
void GetInactiveGroup (ref List< Combatant > list)
 
List< CombatantGetHiddenGroup ()
 
void GetHiddenGroup (ref List< Combatant > list)
 
void GetMembers (MenuCombatantScope scope, ref List< Combatant > list)
 
bool IsPlayerControlled ()
 Checks if this group is the active player group. More...
 
bool IsPlayerGroup ()
 Checks if this group is a player group (doesn't have to be the active player group). More...
 
bool IsEnemy (Combatant combatant)
 
bool IsEnemy (int id)
 
void SetLeader (Combatant newLeader, bool moveOldBack)
 Sets a new leader. More...
 
void FindNewBattleLeader ()
 
Combatant GetSpawnedBattleLeader ()
 
int MemberCount (int id)
 
bool IsMember (int id)
 
bool IsMember (Combatant combatant)
 
bool IsBattleMember (int id)
 
bool IsBattleMember (Combatant combatant)
 
bool IsNonBattleMember (int id)
 
bool IsNonBattleMember (Combatant combatant)
 
bool IsInactive (int id)
 
bool IsInactive (Combatant combatant)
 
bool AllDeadBattle ()
 
bool AllDeadNonBattle ()
 
bool AllDead ()
 
virtual void Join (Combatant combatant, bool showNotification, bool showConsole)
 Lets a combatant join the group. More...
 
virtual void Leave (Combatant combatant, bool destroyPrefab, bool showNotification, bool showConsole)
 Lets a combatant leave the group. More...
 
virtual void Remove (Combatant combatant, bool setGroup, bool destroyPrefab, bool showNotification, bool showConsole)
 Removes a combatant from the group completely (i.e. no inactive member). More...
 
virtual void SwitchGroup (Combatant oldCombatant, Combatant newCombatant, Group otherGroup)
 Switches combatants between this group and another group. More...
 
virtual void Regenerate (bool onlyBattle, bool revive)
 Sets the 'Consumable' type status values of group members to their maximum value. More...
 
virtual void MarkHUDUpdateShortcuts ()
 
virtual void FireBeforeTargetChange ()
 
virtual void FireAfterTargetChange ()
 
void CheckMaxGroup ()
 
void SetBattleGroup (List< Combatant > list)
 Sets the battle group. More...
 
void JoinBattle (Combatant combatant)
 Lets a combatant join the battle group. More...
 
void LeaveBattle (Combatant combatant, bool destroyPrefab)
 Lets a combatant leave the battle group. More...
 
void ChangeBattle (Combatant oldCombatant, Combatant newCombatant)
 Changes a member of the battle group with another combatant currently not in the battle group. Both combatants must be members of the group. More...
 
void PlayerChangeCheck (Combatant combatant)
 
void CheckMaxBattleGroup ()
 
Combatant GetOffset (Combatant combatant, int offset, bool battleGroup)
 
Combatant GetOffsetControllable (Combatant combatant, int offset, bool battleGroup, bool notDead)
 
Combatant GetNextInLine (Combatant combatant, int offset, bool battleGroup)
 
int GetMemberIndex (Combatant combatant)
 
Combatant MemberAt (int index)
 
int GetBattleMemberIndex (Combatant combatant)
 
Combatant BattleMemberAt (int index)
 
Combatant NonBattleMemberAt (int index)
 
Combatant Get (int id)
 
Combatant GetBattle (int id)
 
Combatant GetInactive (int id)
 
Combatant GetMember (int id)
 
Combatant GetFirstAlive ()
 
void LockBattleMember (Combatant combatant, bool doLock)
 Locks or unlocks a member of the battle group. A locked battle group member can't be removed. More...
 
bool IsLockedBattleMember (Combatant combatant)
 
bool HasLockedBattleMembers ()
 
void HideMember (Combatant combatant, bool doHide)
 Hides or unhides a member of the group. A hidden combatant isn't visible in any UI (e.g. menus). More...
 
bool IsHiddenMember (Combatant combatant)
 
Combatant GetFirstNonHiddenMember ()
 
void CheckRespawn (bool force)
 
void CheckDespawn (bool force)
 
void RespawnGroup ()
 
void SpawnGroup (bool onlyBattle, bool onlyNonCreated)
 Spawns members of the group. More...
 
void DestroyInstances (bool includeLeader)
 Destroys all spawned group members. More...
 
void AggressionChangeGroup (Combatant combatant)
 
void AggressionChangeFaction (Combatant combatant)
 
int GetAbilityCount (AbilityShortcut shortcut)
 
List< CombatantGetAbilityOwners (AbilityShortcut shortcut)
 
void SortVisual (List< Combatant > list)
 
void ChangeVisualSorting (int index, int newIndex)
 
void ChangeVisualSorting (Combatant combatant, Combatant otherCombatant)
 
void RemoveFromSort (Combatant combatant)
 
void ChangeBattleSort (Combatant combatant, Combatant otherCombatant)
 Moves a combatant in front of another combatant in the battle group. Both combatants must be members of the battle group. More...
 
void ChangeMemberSort (Combatant combatant, Combatant otherCombatant)
 Moves a combatant in front of another combatant (members). Both combatants must be members of the group. More...
 
DataObject SaveGame ()
 Used to save the data - you need to add the data to a ORKFramework.DataObject. More...
 
void LoadGame (DataObject data)
 Used to load the data - you need to get the data from the ORKFramework.DataObject. More...
 
void LoadMembers (DataObject data, bool loadPositions)
 

Properties

NotifyGroup Changed
 
int FactionID [get, set]
 
string GUID [get, set]
 
int SizeLimit [get, set]
 
Inventory Inventory [get]
 
bool HasLoot [get]
 
List< IShortcutLoot [get]
 
int Size [get]
 
int BattleSize [get]
 
int NonBattleSize [get]
 
GroupAbilities Abilities [get]
 
GroupShortcuts Shortcuts [get]
 
GroupGridFormation GridFormation [get]
 
bool InFormation [get]
 
SelectedTargets SelectedTargets [get]
 
int AverageLevel [get]
 
int AverageBattleLevel [get]
 
int AverageMaxLevel [get]
 
int AverageBattleMaxLevel [get]
 
int AverageClassLevel [get]
 
int AverageBattleClassLevel [get]
 
int AverageMaxClassLevel [get]
 
int AverageBattleMaxClassLevel [get]
 
int AverageTurn [get]
 
int AverageBattleTurn [get]
 
float AverageTurnValue [get]
 
float AverageBattleTurnValue [get]
 
float AverageActionBar [get]
 
float AverageBattleActionBar [get]
 
float AverageUsedActionBar [get]
 
float AverageBattleUsedActionBar [get]
 
float AverageBattleActionTime [get]
 
float AverageActionTime [get]
 
float AverageBattleActionTimeMax [get]
 
float AverageActionTimeMax [get]
 
float AverageBattleGridMoveRange [get]
 
float AverageGridMoveRange [get]
 
float AverageBattleGridMoveRangeMax [get]
 
float AverageGridMoveRangeMax [get]
 
Combatant Leader [get]
 
Combatant FieldLeader [get]
 
Combatant BattleLeader [get]
 
BattleSystemType BattleType [get, set]
 
SpawnOrigin SpawnOrigin [get, set]
 
- Properties inherited from ORKFramework.IGUID
string GUID [get, set]
 

Member Function Documentation

◆ ChangeBattle()

void ORKFramework.Group.ChangeBattle ( Combatant  oldCombatant,
Combatant  newCombatant 
)

Changes a member of the battle group with another combatant currently not in the battle group. Both combatants must be members of the group.

Parameters
oldCombatantThe combatant currently in the battle group.
newCombatantThe combatant replacing the old combatant.

◆ ChangeBattleSort()

void ORKFramework.Group.ChangeBattleSort ( Combatant  combatant,
Combatant  otherCombatant 
)

Moves a combatant in front of another combatant in the battle group. Both combatants must be members of the battle group.

Parameters
combatantThe combatant that will be moved.
otherCombatantThe other combatant.

◆ ChangeMemberSort()

void ORKFramework.Group.ChangeMemberSort ( Combatant  combatant,
Combatant  otherCombatant 
)

Moves a combatant in front of another combatant (members). Both combatants must be members of the group.

Parameters
combatantThe first combatant.
otherCombatantThe second combatant.

◆ DestroyInstances()

void ORKFramework.Group.DestroyInstances ( bool  includeLeader)

Destroys all spawned group members.

Parameters
includeLeadertrue if the group's leader should also be destroyed.

◆ HideMember()

void ORKFramework.Group.HideMember ( Combatant  combatant,
bool  doHide 
)

Hides or unhides a member of the group. A hidden combatant isn't visible in any UI (e.g. menus).

Parameters
combatantThe combatant that will be hidden/unhidden
doHidetrue if the combatant will be hidden.

◆ IsPlayerControlled()

bool ORKFramework.Group.IsPlayerControlled ( )

Checks if this group is the active player group.

Returns
true if the group is the active player group.

◆ IsPlayerGroup()

bool ORKFramework.Group.IsPlayerGroup ( )

Checks if this group is a player group (doesn't have to be the active player group).

Returns
true if the group is a player group.

◆ Join()

virtual void ORKFramework.Group.Join ( Combatant  combatant,
bool  showNotification,
bool  showConsole 
)
virtual

Lets a combatant join the group.

Parameters
combatantThe combatant that will join.
showNotificationtrue if a notification should be displayed (player groups only).
showConsoletrue if a console line should be added (player groups only).

◆ JoinBattle()

void ORKFramework.Group.JoinBattle ( Combatant  combatant)

Lets a combatant join the battle group.

Parameters
combatantThe combatant that will join the battle group.

◆ Leave()

virtual void ORKFramework.Group.Leave ( Combatant  combatant,
bool  destroyPrefab,
bool  showNotification,
bool  showConsole 
)
virtual

Lets a combatant leave the group.

Parameters
combatantThe combatant that will leave.
destroyPrefabtrue if the combatant's spawned prefab should be destroyed
showNotificationtrue if a notification should be displayed (player groups only).
showConsoletrue if a console line should be added (player groups only).

◆ LeaveBattle()

void ORKFramework.Group.LeaveBattle ( Combatant  combatant,
bool  destroyPrefab 
)

Lets a combatant leave the battle group.

Parameters
combatantThe combatant that will leave the battle group.
destroyPrefabtrue if the combatant's spawned prefab should be destroyed.

◆ LoadGame()

void ORKFramework.Group.LoadGame ( DataObject  data)

Used to load the data - you need to get the data from the ORKFramework.DataObject.

Parameters
dataA ORKFramework.DataObject containing the data.

Implements ORKFramework.ISaveData.

◆ LockBattleMember()

void ORKFramework.Group.LockBattleMember ( Combatant  combatant,
bool  doLock 
)

Locks or unlocks a member of the battle group. A locked battle group member can't be removed.

Parameters
combatantThe combatant that will be locked/unlocked
doLocktrue if the combatant will be locked.

◆ Merge()

void ORKFramework.Group.Merge ( Group  other)

Merges another group into this group, adding all combatants and inventory from the other group to this group.

Parameters
otherThe other group that will be joined to this group.

◆ Regenerate()

virtual void ORKFramework.Group.Regenerate ( bool  onlyBattle,
bool  revive 
)
virtual

Sets the 'Consumable' type status values of group members to their maximum value.

Parameters
onlyBattletrue if only members of the battle group should be used.
revivetrue if dead combatants should be revived.

◆ Remove()

virtual void ORKFramework.Group.Remove ( Combatant  combatant,
bool  setGroup,
bool  destroyPrefab,
bool  showNotification,
bool  showConsole 
)
virtual

Removes a combatant from the group completely (i.e. no inactive member).

Parameters
combatantThe combatant that will be removed.
setGrouptrue if the combatant's group should be cleared.
destroyPrefabtrue if the combatant's spawned prefab should be destroyed
showNotificationtrue if a notification should be displayed (player groups only).
showConsoletrue if a console line should be added (player groups only).

◆ SaveGame()

DataObject ORKFramework.Group.SaveGame ( )

Used to save the data - you need to add the data to a ORKFramework.DataObject.

Returns
A ORKFramework.DataObject containing the data.

Implements ORKFramework.ISaveData.

◆ SetBattleGroup()

void ORKFramework.Group.SetBattleGroup ( List< Combatant list)

Sets the battle group.

Parameters
listThe combatants that will be used as battle group.

◆ SetLeader()

void ORKFramework.Group.SetLeader ( Combatant  newLeader,
bool  moveOldBack 
)

Sets a new leader.

Parameters
newLeaderThe new leader combatant.
moveOldBacktrue if the old leader should be moved to the back of the group.

◆ SpawnGroup()

void ORKFramework.Group.SpawnGroup ( bool  onlyBattle,
bool  onlyNonCreated 
)

Spawns members of the group.

Parameters
onlyBattletrue if only battle group members should be spawned.
onlyNonCreatedtrue if only not yet spawned members should be spawned.

◆ SwitchGroup()

virtual void ORKFramework.Group.SwitchGroup ( Combatant  oldCombatant,
Combatant  newCombatant,
Group  otherGroup 
)
virtual

Switches combatants between this group and another group.

Parameters
oldCombatantThe combatant from this group. If null, only the 'newCombatant' will be transfered to this group.
newCombatantThe combatant from the other group. If null, only the 'oldCombatant' will be transfered to the other group.
otherGroupThe other group.