public static Mission OpenCustomBattleMission(
            string scene,
            BasicCharacterObject character,
            CustomBattleCombatant playerParty,
            CustomBattleCombatant enemyParty,
            bool isPlayerGeneral,
            BasicCharacterObject playerSideGeneralCharacter,
            string sceneLevels  = "",
            string seasonString = "",
            float timeOfDay     = 6f)
        {
            BattleSideEnum playerSide       = playerParty.Side;
            bool           isPlayerAttacker = playerSide == BattleSideEnum.Attacker;

            IMissionTroopSupplier[]   troopSuppliers       = new IMissionTroopSupplier[2];
            CustomBattleTroopSupplier battleTroopSupplier1 = new CustomBattleTroopSupplier(playerParty, true);

            troopSuppliers[(int)playerParty.Side] = (IMissionTroopSupplier)battleTroopSupplier1;
            CustomBattleTroopSupplier battleTroopSupplier2 = new CustomBattleTroopSupplier(enemyParty, false);

            troopSuppliers[(int)enemyParty.Side] = (IMissionTroopSupplier)battleTroopSupplier2;
            bool isPlayerSergeant = !isPlayerGeneral;

            return(MissionState.OpenNew("CustomBattle", new MissionInitializerRecord(scene)
            {
                DoNotUseLoadingScreen = false,
                PlayingInCampaignMode = false,
                AtmosphereOnCampaign = BannerlordMissions.CreateAtmosphereInfoForMission(seasonString, (int)timeOfDay),
                SceneLevels = sceneLevels,
                TimeOfDay = timeOfDay
            }, (InitializeMissionBehvaioursDelegate)(missionController => (IEnumerable <MissionBehaviour>) new MissionBehaviour[20]
            {
                (MissionBehaviour) new MissionOptionsComponent(),
                (MissionBehaviour) new BattleEndLogic(),
                (MissionBehaviour) new MissionCombatantsLogic((IEnumerable <IBattleCombatant>)null, (IBattleCombatant)playerParty, !isPlayerAttacker ? (IBattleCombatant)playerParty : (IBattleCombatant)enemyParty, isPlayerAttacker ? (IBattleCombatant)playerParty : (IBattleCombatant)enemyParty, Mission.MissionTeamAITypeEnum.FieldBattle, isPlayerSergeant),
                (MissionBehaviour) new BattleObserverMissionLogic(),
                (MissionBehaviour) new CustomBattleAgentLogic(),
                (MissionBehaviour) new MissionAgentSpawnLogic(troopSuppliers, playerSide),
                (MissionBehaviour) new CustomBattleMissionSpawnHandler(!isPlayerAttacker ? playerParty : enemyParty, isPlayerAttacker ? playerParty : enemyParty),
                (MissionBehaviour) new AgentBattleAILogic(),
                (MissionBehaviour) new AgentVictoryLogic(),
                (MissionBehaviour) new MissionAgentPanicHandler(),
                (MissionBehaviour) new MissionHardBorderPlacer(),
                (MissionBehaviour) new MissionBoundaryPlacer(),
                (MissionBehaviour) new MissionBoundaryCrossingHandler(),
                (MissionBehaviour) new BattleMissionAgentInteractionLogic(),
                (MissionBehaviour) new AgentFadeOutLogic(),
                (MissionBehaviour) new AgentMoraleInteractionLogic(),
                (MissionBehaviour) new AssignPlayerRoleInTeamMissionController(isPlayerGeneral, isPlayerSergeant, false, isPlayerSergeant ? Enumerable.Repeat <string>(character.StringId, 1).ToList <string>() : new List <string>()),
                (MissionBehaviour) new CreateBodyguardMissionBehavior(isPlayerAttacker & isPlayerGeneral ? character.GetName().ToString() : (isPlayerAttacker & isPlayerSergeant ? playerSideGeneralCharacter.GetName().ToString() : (string)null), !isPlayerAttacker & isPlayerGeneral ? character.GetName().ToString() : (!isPlayerAttacker & isPlayerSergeant ? playerSideGeneralCharacter.GetName().ToString() : (string)null)),
                (MissionBehaviour) new HighlightsController(),
                (MissionBehaviour) new BattleHighlightsController()
            })));
        }
 public CustomBattleAgentOrigin(
     CustomBattleCombatant customBattleCombatant,
     BasicCharacterObject characterObject,
     CustomBattleTroopSupplier troopSupplier,
     bool isPlayerSide,
     int rank = -1,
     UniqueTroopDescriptor uniqueNo = default(UniqueTroopDescriptor))
 {
     this.CustomBattleCombatant = customBattleCombatant;
     this.Troop          = characterObject;
     this._descriptor    = !uniqueNo.IsValid ? new UniqueTroopDescriptor(Game.Current.NextUniqueTroopSeed) : uniqueNo;
     this.Rank           = rank == -1 ? MBRandom.RandomInt(10000) : rank;
     this._troopSupplier = troopSupplier;
     this._isPlayerSide  = isPlayerSide;
 }
        public static Mission OpenSiegeMissionWithDeployment(
            string scene,
            BasicCharacterObject character,
            CustomBattleCombatant playerParty,
            CustomBattleCombatant enemyParty,
            bool isPlayerGeneral,
            float[] wallHitPointPercentages,
            bool hasAnySiegeTower,
            Dictionary <SiegeEngineType, int> siegeWeaponsCountOfAttackers,
            Dictionary <SiegeEngineType, int> siegeWeaponsCountOfDefenders,
            bool isPlayerAttacker,
            int sceneUpgradeLevel    = 0,
            string seasonString      = "",
            bool isSallyOut          = false,
            bool isReliefForceAttack = false,
            float timeOfDay          = 6f)
        {
            string str1;

            switch (sceneUpgradeLevel)
            {
            case 1:
                str1 = "level_1";
                break;

            case 2:
                str1 = "level_2";
                break;

            default:
                str1 = "level_3";
                break;
            }
            string         str2       = str1 + " siege";
            BattleSideEnum playerSide = playerParty.Side;

            IMissionTroopSupplier[]   troopSuppliers       = new IMissionTroopSupplier[2];
            CustomBattleTroopSupplier battleTroopSupplier1 = new CustomBattleTroopSupplier(playerParty, true);

            troopSuppliers[(int)playerParty.Side] = (IMissionTroopSupplier)battleTroopSupplier1;
            CustomBattleTroopSupplier battleTroopSupplier2 = new CustomBattleTroopSupplier(enemyParty, false);

            troopSuppliers[(int)enemyParty.Side] = (IMissionTroopSupplier)battleTroopSupplier2;
            bool isPlayerSergeant = !isPlayerGeneral;

            return(MissionState.OpenNew("CustomSiegeBattle", new MissionInitializerRecord(scene)
            {
                PlayingInCampaignMode = false,
                AtmosphereOnCampaign = BannerlordMissions.CreateAtmosphereInfoForMission(seasonString, (int)timeOfDay),
                SceneLevels = str2,
                TimeOfDay = timeOfDay
            }, (InitializeMissionBehvaioursDelegate)(mission =>
            {
                List <MissionBehaviour> missionBehaviourList = new List <MissionBehaviour>();
                missionBehaviourList.Add((MissionBehaviour) new BattleSpawnLogic(isSallyOut ? "sally_out_set" : (isReliefForceAttack ? "relief_force_attack_set" : "battle_set")));
                missionBehaviourList.Add((MissionBehaviour) new MissionOptionsComponent());
                missionBehaviourList.Add((MissionBehaviour) new BattleEndLogic());
                missionBehaviourList.Add((MissionBehaviour) new MissionCombatantsLogic((IEnumerable <IBattleCombatant>)null, (IBattleCombatant)playerParty, !isPlayerAttacker ? (IBattleCombatant)playerParty : (IBattleCombatant)enemyParty, isPlayerAttacker ? (IBattleCombatant)playerParty : (IBattleCombatant)enemyParty, !isSallyOut ? Mission.MissionTeamAITypeEnum.Siege : Mission.MissionTeamAITypeEnum.SallyOut, isPlayerSergeant));
                missionBehaviourList.Add((MissionBehaviour) new SiegeMissionPreparationHandler(isSallyOut, isReliefForceAttack, wallHitPointPercentages, hasAnySiegeTower));
                missionBehaviourList.Add((MissionBehaviour) new MissionAgentSpawnLogic(troopSuppliers, playerSide));
                if (isSallyOut)
                {
                    missionBehaviourList.Add((MissionBehaviour) new CustomSiegeSallyOutMissionSpawnHandler(!isPlayerAttacker ? (IBattleCombatant)playerParty : (IBattleCombatant)enemyParty, isPlayerAttacker ? (IBattleCombatant)playerParty : (IBattleCombatant)enemyParty));
                }
                else
                {
                    missionBehaviourList.Add((MissionBehaviour) new CustomSiegeMissionSpawnHandler(!isPlayerAttacker ? (IBattleCombatant)playerParty : (IBattleCombatant)enemyParty, isPlayerAttacker ? (IBattleCombatant)playerParty : (IBattleCombatant)enemyParty));
                    missionBehaviourList.Add((MissionBehaviour) new AgentFadeOutLogic());
                }
                missionBehaviourList.Add((MissionBehaviour) new BattleObserverMissionLogic());
                missionBehaviourList.Add((MissionBehaviour) new CustomBattleAgentLogic());
                missionBehaviourList.Add((MissionBehaviour) new AgentBattleAILogic());
                if (!isSallyOut)
                {
                    missionBehaviourList.Add((MissionBehaviour) new AmmoSupplyLogic(new List <BattleSideEnum>()
                    {
                        BattleSideEnum.Defender
                    }));
                }
                missionBehaviourList.Add((MissionBehaviour) new AgentVictoryLogic());
                missionBehaviourList.Add((MissionBehaviour) new SiegeMissionController(BannerlordMissions.GetSiegeWeaponTypes(siegeWeaponsCountOfAttackers), BannerlordMissions.GetSiegeWeaponTypes(siegeWeaponsCountOfDefenders), isPlayerAttacker, isSallyOut));
                missionBehaviourList.Add((MissionBehaviour) new AssignPlayerRoleInTeamMissionController(isPlayerGeneral, isPlayerSergeant, false));
                SiegeDeploymentHandler deploymentHandler = new SiegeDeploymentHandler(isPlayerAttacker, isPlayerAttacker ? BannerlordMissions.GetSiegeWeaponTypes(siegeWeaponsCountOfAttackers) : BannerlordMissions.GetSiegeWeaponTypes(siegeWeaponsCountOfDefenders));
                missionBehaviourList.Add((MissionBehaviour)deploymentHandler);
                missionBehaviourList.Add((MissionBehaviour) new MissionAgentPanicHandler());
                missionBehaviourList.Add((MissionBehaviour) new MissionBoundaryPlacer());
                missionBehaviourList.Add((MissionBehaviour) new MissionBoundaryCrossingHandler());
                missionBehaviourList.Add((MissionBehaviour) new AgentMoraleInteractionLogic());
                missionBehaviourList.Add((MissionBehaviour) new HighlightsController());
                missionBehaviourList.Add((MissionBehaviour) new BattleHighlightsController());
                return (IEnumerable <MissionBehaviour>)missionBehaviourList.ToArray();
            })));
        }