// Reassigns some allied soldiers in order to redistribute them.
        private static void TryReassignAllArmy()
        {
            int armiesCount = UnitSystem.inst.ArmyCount();

            for (int i = 0; i < armiesCount; i++)
            {
                UnitSystem.Army army    = UnitSystem.inst.GetAmry(i);
                IMoveTarget     target  = army.moveTarget;
                Vector3         armyPos = army.GetPos();

                bool alliedSoldier = army.TeamID() == 0 && army.armyType == UnitSystem.ArmyType.Default;
                bool valid         = !army.IsInvalid();

                // Only valid allied soldiers can be reassigned.
                if (!alliedSoldier || !valid)
                {
                    continue;
                }

                IMoveTarget newTarget = GetTargetForArmy(army, settings.patrolRadius.Value);

                // If the current target enemy is not a viking, disabled through settings, or invalid (dying or getting
                // on a boat), always reassign.
                bool targetIsViking = target != null && enemyAssignments.ContainsKey(target);
                if (!targetIsViking || !TargetTypeEnabled(target) || TargetTypeInvalid(target))
                {
                    MoveArmyToTarget(army, newTarget);
                }
                else if (target != null && target is UnitSystem.Army)
                {
                    if (newTarget is UnitSystem.Army && !AtMinimumAssignment(target) &&
                        LessThanMinimumAssignment(newTarget))
                    {
                        MoveArmyToTarget(army, newTarget);
                    }
                    else if (newTarget is SiegeMonster && LessThanMinimumAssignment(newTarget))
                    {
                        // Ogres are always prioritized by always pulling soldiers away from viking squads.
                        MoveArmyToTarget(army, newTarget);
                    }
                }
                else if (target != null && target is SiegeMonster)
                {
                    if (!AtMinimumAssignment(target) && LessThanMinimumAssignment(newTarget))
                    {
                        MoveArmyToTarget(army, newTarget);
                    }
                }
            }
        }
        private static bool TargetTypeInvalid(IMoveTarget target)
        {
            UnitSystem.Army army = target as UnitSystem.Army;
            SiegeMonster    ogre = target as SiegeMonster;

            if (ogre != null)
            {
                return(ogre.IsInvalid());
            }
            if (army != null)
            {
                return(army.IsInvalid());
            }
            return(true);
        }
            public static void Prefix(IMoveableUnit moveableUnit, IMoveTarget moveTarget)
            {
                UnitSystem.Army army = moveableUnit as UnitSystem.Army;
                if (army != null && army.TeamID() == 0 && army.armyType == UnitSystem.ArmyType.Default &&
                    !army.IsInvalid())
                {
                    if (moveTarget != null && !(moveTarget is SiegeMonster) && !(moveTarget is UnitSystem.Army) &&
                        VikingInvasion())
                    {
                        originalPos[army] = moveTarget.GetPos();
                    }
                    string armyType = army.armyType.ToString();

                    RemoveAssignment(army.moveTarget);
                    RecordAssignment(moveTarget);
                }
            }
            public static void Postfix(General __instance)
            {
                UnitSystem.Army army = __instance.army;
                if (!settings.enabled.Value || army.TeamID() != 0 || army.armyType != UnitSystem.ArmyType.Default ||
                    army.IsInvalid())
                {
                    return;
                }

                if (VikingInvasion())
                {
                    try
                    {
                        if (!army.moving && ArmyIdle(army))
                        {
                            if (!originalPos.ContainsKey(army))
                            {
                                // At the beginning of an invasion, record the soldier squad's original position so it
                                // can be returned at the end.
                                originalPos[army] = army.GetPos();
                            }
                            AssignTargetToArmyAndMove(army, settings.patrolRadius.Value);
                        }
                    }
                    catch {}
                }
                else
                {
                    if (originalPos.ContainsKey(army))
                    {
                        // At the end of a viking invasion, move all soldiers back to their original position.
                        IMoveTarget target = World.inst.GetCellData(originalPos[army]);
                        if (target != null)
                        {
                            OrdersManager.inst.MoveTo(army, target);
                        }
                        originalPos.Remove(army);
                    }
                }
            }
        private static IMoveTarget GetNextViking(Vector3 pos, float range)
        {
            // Refer to SiegeMonster::ClosestMonster and UnitSystem::GetClosestDamageable.
            float       rangeSquared           = range * range;
            float       currentClosestDistance = float.MaxValue;
            int         currentLowestAssigned  = int.MaxValue;
            IMoveTarget nextViking             = null;

            foreach (IMoveTarget viking in enemyAssignments.Keys)
            {
                UnitSystem.Army army = viking as UnitSystem.Army;
                SiegeMonster    ogre = viking as SiegeMonster;
                if ((army == null && ogre == null) ||
                    (army != null && (army.IsInvalid() || !OnSameLandmass(pos, army.GetPos()))) ||
                    (ogre != null && (ogre.IsInvalid() || !OnSameLandmass(pos, ogre.GetPos()))) ||
                    !TargetTypeEnabled(viking))
                {
                    continue;
                }

                // Select the closest viking squad or ogre with the least points to obey the assignment and distribution
                // rules.
                int   assigned        = enemyAssignments[viking];
                float distanceSquared = Mathff.DistSqrdXZ(pos, viking.GetPos());

                if (distanceSquared > rangeSquared || assigned > currentLowestAssigned)
                {
                    continue;
                }

                if (nextViking == null || assigned < currentLowestAssigned ||
                    (distanceSquared < currentClosestDistance && assigned == currentLowestAssigned))
                {
                    nextViking             = viking;
                    currentClosestDistance = distanceSquared;
                    currentLowestAssigned  = assigned;
                }
            }
            return(nextViking);
        }