public static void Helper_GetForeAndAftZoneEntities(ArcenSparseLookup <GameEntity, ArcenPoint> entitiesToPlace, out List <GameEntity> foreZoneEntities, out List <GameEntity> aftZoneEntities)
        {
            foreZoneEntities = new List <GameEntity>();
            for (int i = 0; i < entitiesToPlace.GetPairCount(); i++)
            {
                ArcenSparseLookupPair <GameEntity, ArcenPoint> pair = entitiesToPlace.GetPairByIndex(i);
                if (pair.Value != ArcenPoint.OutOfRange)
                {
                    continue;
                }
                foreZoneEntities.Add(pair.Key);
            }

            // sorting these so that the first one we want to place is at the end, and working back from there
            foreZoneEntities.Sort(delegate(GameEntity Left, GameEntity Right)
            {
                int val;

                int leftRange = 0;
                for (int i = 0; i < Left.Systems.Count; i++)
                {
                    leftRange = Math.Max(leftRange, Left.Systems[i].BalanceStats.Range);
                }

                int rightRange = 0;
                for (int i = 0; i < Right.Systems.Count; i++)
                {
                    rightRange = Math.Max(rightRange, Right.Systems[i].BalanceStats.Range);
                }

                val = leftRange.CompareTo(rightRange);
                if (val != 0)
                {
                    return(val);
                }

                val = Right.TypeData.Radius.CompareTo(Left.TypeData.Radius);
                if (val != 0)
                {
                    return(val);
                }

                val = Right.TypeData.BalanceStats.StrengthPerSquad.CompareTo(Left.TypeData.BalanceStats.StrengthPerSquad);
                if (val != 0)
                {
                    return(val);
                }

                return(Left.PrimaryKeyID.CompareTo(Right.PrimaryKeyID));
            });

            aftZoneEntities = new List <GameEntity>();
            int entitiesToLeaveInFore = foreZoneEntities.Count / 2;

            for (int i = foreZoneEntities.Count - 1; i > entitiesToLeaveInFore; i--)
            {
                aftZoneEntities.Add(foreZoneEntities[i]);
                foreZoneEntities.RemoveAt(i);
            }
        }
 public static void Helper_ActuallyIssueMoveOrders(bool isQueuedCommand, ArcenSparseLookup <GameEntity, ArcenPoint> entitiesToPlace)
 {
     for (int i = 0; i < entitiesToPlace.GetPairCount(); i++)
     {
         ArcenSparseLookupPair <GameEntity, ArcenPoint> pair = entitiesToPlace.GetPairByIndex(i);
         if (pair.Value == ArcenPoint.OutOfRange)
         {
             continue;
         }
         UtilityFunctions_Formation.Helper_SendMoveCommand(pair.Key, pair.Value, isQueuedCommand);
     }
 }
        public void DoLongRangePlanning(WorldSide side, ArcenLongTermPlanningContext Context)
        {
            ArcenSparseLookup <Planet, List <GameEntity> > unassignedThreatShipsByPlanet = new ArcenSparseLookup <Planet, List <GameEntity> >();

            side.Entities.DoForEntities(GameEntityCategory.Ship, delegate(GameEntity entity)
            {
                if (entity.LongRangePlanningData == null)
                {
                    return(DelReturn.Continue); // if created after the start of this planning cycle, skip
                }
                Planet planet = World_AIW2.Instance.GetPlanetByIndex(entity.LongRangePlanningData.CurrentPlanetIndex);
                if (entity.TypeData.GetHasTag(DYSON_SPHERE_TAG))
                {
                    // the sphere itself
                }
                else
                {
                    // something the sphere spawned

                    if (entity.LongRangePlanningData.FinalDestinationPlanetIndex != -1 &&
                        entity.LongRangePlanningData.FinalDestinationPlanetIndex != entity.LongRangePlanningData.CurrentPlanetIndex)
                    {
                        return(DelReturn.Continue); // if heading somewhere else, skip
                    }
                    if (!unassignedThreatShipsByPlanet.GetHasKey(planet))
                    {
                        unassignedThreatShipsByPlanet[planet] = new List <GameEntity>();
                    }
                    unassignedThreatShipsByPlanet[planet].Add(entity);
                }
                return(DelReturn.Continue);
            });

            int pairCount = unassignedThreatShipsByPlanet.GetPairCount();

            for (int i = 0; i < pairCount; i++)
            {
                ArcenSparseLookupPair <Planet, List <GameEntity> > pair = unassignedThreatShipsByPlanet.GetPairByIndex(i);

                FactionUtilityMethods.Helper_SendThreatOnRaid(pair.Value, side, World_AIW2.Instance.SetOfGalaxies.Galaxies[0], pair.Key, false, Context);
            }
        }
        public static void Helper_RotatePointsAccordingToAngleFromCoreUnit(ArcenPoint MoveOrderPoint, bool isQueuedCommand, ArcenSparseLookup <GameEntity, ArcenPoint> entitiesToPlace, GameEntity coreUnit)
        {
            // rotate points according to angle from first unit to target
            Vector2 originPoint = coreUnit.WorldLocation.ToVector2();

            if (isQueuedCommand)
            {
                for (int i = 0; i < coreUnit.EntitySpecificOrders.QueuedOrders.Count; i++)
                {
                    EntityOrder order = coreUnit.EntitySpecificOrders.QueuedOrders[i];
                    if (order.TypeData.Type != EntityOrderType.Move)
                    {
                        continue;
                    }
                    originPoint = order.RelatedPoint.ToVector2();
                }
            }

            Vector2 moveOrderVectorPoint = MoveOrderPoint.ToVector2();

            NonSimAngleDegrees angle         = originPoint.GetAngleToDegrees(moveOrderVectorPoint);
            NonSimAngleDegrees baseAngle     = NonSimAngleDegrees.Create(0);
            NonSimAngleDegrees rotationAngle = angle.Add(baseAngle);

            for (int i = 0; i < entitiesToPlace.GetPairCount(); i++)
            {
                ArcenSparseLookupPair <GameEntity, ArcenPoint> pair = entitiesToPlace.GetPairByIndex(i);
                Vector2            destinationPoint = pair.Value.ToVector2();
                NonSimAngleDegrees subAngle         = moveOrderVectorPoint.GetAngleToDegrees(destinationPoint);
                Vector2            movementVector   = destinationPoint - moveOrderVectorPoint;
                float distance = movementVector.magnitude;//involves sqrt, is awful, but in interface code of this kind it's probably fine
                NonSimAngleDegrees finalAngle   = rotationAngle.Add(subAngle);
                Vector2            rotatedPoint = moveOrderVectorPoint;
                rotatedPoint.x           += (float)(distance * finalAngle.Cos());
                rotatedPoint.y           += (float)(distance * finalAngle.Sin());
                entitiesToPlace[pair.Key] = rotatedPoint.ToArcenPoint();
            }
        }