private float ComputeDestroyInterest(CreepingNode target, AIEntity_Empire entityEmpire, Army army)
    {
        float             normalizedScore = 0.1f;
        AILayer_Diplomacy layer           = entityEmpire.GetLayer <AILayer_Diplomacy>();

        if (layer != null)
        {
            float num  = layer.GetWantWarScore(target.Empire);
            float num2 = layer.GetAllyScore(target.Empire);
            if (num2 > 0.5f || num < 0.25f || layer.GetPeaceWish(target.Empire.Index))
            {
                return(-1f);
            }
            num  = (num - 0.25f) / 0.75f;
            num2 = (num2 - 0.5f) / 0.5f;
            float boostFactor = 0.2f * (num - num2);
            normalizedScore = AILayer.Boost(normalizedScore, boostFactor);
        }
        float propertyValue = army.Empire.GetPropertyValue(SimulationProperties.MilitaryPower);
        float num3          = target.Empire.GetPropertyValue(SimulationProperties.MilitaryPower);

        if (num3 == 0f)
        {
            num3 = 1f;
        }
        float num4 = propertyValue / num3;

        if (num4 < 1f)
        {
            return(-1f);
        }
        float boostFactor2 = Mathf.Clamp01(num4 / 2f) * 0.2f;

        return(AILayer.Boost(normalizedScore, boostFactor2));
    }
    private float ComputePillageInterest(PointOfInterest target, AIEntity_Empire entityEmpire, Army army)
    {
        float             normalizedScore = 0.1f;
        AILayer_Diplomacy layer           = entityEmpire.GetLayer <AILayer_Diplomacy>();

        if (layer != null)
        {
            if (layer.GetPeaceWish(target.Region.City.Empire.Index))
            {
                return(-1f);
            }
            float num  = layer.GetWantWarScore(target.Region.City.Empire);
            float num2 = layer.GetAllyScore(target.Region.City.Empire);
            if (num2 > 0.5f || num < 0.25f)
            {
                return(-1f);
            }
            num  = (num - 0.25f) / 0.75f;
            num2 = (num2 - 0.5f) / 0.5f;
            float boostFactor = 0.2f * (num - num2);
            normalizedScore = AILayer.Boost(normalizedScore, boostFactor);
        }
        float propertyValue = army.Empire.GetPropertyValue(SimulationProperties.MilitaryPower);
        float num3          = target.Region.City.Empire.GetPropertyValue(SimulationProperties.MilitaryPower);

        if (num3 == 0f)
        {
            num3 = 1f;
        }
        float num4 = propertyValue / num3;

        if (num4 < 1f)
        {
            return(-1f);
        }
        float boostFactor2 = Mathf.Clamp01(num4 / 2f) * 0.2f;

        normalizedScore = AILayer.Boost(normalizedScore, boostFactor2);
        string a = target.Type;
        float  boostFactor3;

        if (a == "ResourceDeposit")
        {
            boostFactor3 = 0.2f;
        }
        else if (a == "WatchTower")
        {
            boostFactor3 = 0.2f;
        }
        else
        {
            boostFactor3 = 0.2f;
        }
        normalizedScore = AILayer.Boost(normalizedScore, boostFactor3);
        return(AILayer.Boost(normalizedScore, this.ComputeInfluence(army, target) * 0.5f));
    }