protected override bool TryComputeArmyMissionParameter() { if (this.RegionTarget == null || base.AIDataArmyGUID == GameEntityGUID.Zero) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } base.ArmyMissionParameters.Clear(); Army army = this.aiDataRepository.GetAIData <AIData_Army>(base.AIDataArmyGUID).Army; if (army == null || !army.GUID.IsValid) { return(false); } if (this.game.Turn == 0 && army.StandardUnits != null && army.StandardUnits.Count > 1 && army.GetPropertyValue(SimulationProperties.Movement) > 1f) { List <Unit> list = army.StandardUnits.ToList <Unit>().FindAll((Unit U) => !U.IsSettler); if (list != null) { IGameService service = Services.GetService <IGameService>(); IPathfindingService service2 = service.Game.Services.GetService <IPathfindingService>(); IWorldPositionningService service3 = service.Game.Services.GetService <IWorldPositionningService>(); WorldPosition validArmySpawningPosition = AILayer_ArmyRecruitment.GetValidArmySpawningPosition(army, service3, service2); if (validArmySpawningPosition.IsValid) { OrderTransferGarrisonToNewArmy order = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, army.GUID, list.ConvertAll <GameEntityGUID>((Unit unit) => unit.GUID).ToArray(), validArmySpawningPosition, StaticString.Empty, false, true, true); Ticket ticket; base.Commander.Empire.PlayerControllers.Server.PostOrder(order, out ticket, new EventHandler <TicketRaisedEventArgs>(this.OrderSplitUnit)); return(false); } } } if (this.RegionTarget == null || this.RegionTarget.IsRegionColonized() || !army.IsSettler) { return(base.TryCreateArmyMission("MajorFactionRoaming", new List <object> { this.RegionTarget.Index, false })); } if (base.AIDataArmyGUID == GameEntityGUID.Zero || this.PositionIndex >= this.ListOfPosition.Length) { return(false); } if (base.Commander.Empire.GetAgency <DepartmentOfTheInterior>().Cities.Count == 0) { return(base.TryCreateArmyMission("ColonizeAtImmediatly", new List <object> { this.ListOfPosition[this.PositionIndex] })); } return(base.TryCreateArmyMission("ColonizeAt", new List <object> { this.ListOfPosition[this.PositionIndex] })); }
protected override bool TryComputeArmyMissionParameter() { base.ArmyMissionParameters.Clear(); if (base.AIDataArmyGUID == GameEntityGUID.Zero) { return(false); } if (this.POI == null) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } Army army = this.aiDataRepository.GetAIData <AIData_Army>(base.AIDataArmyGUID).Army; if (army.Hero != null) { OrderChangeHeroAssignment orderChangeHeroAssignment = new OrderChangeHeroAssignment(base.Commander.Empire.Index, army.Hero.GUID, GameEntityGUID.Zero); orderChangeHeroAssignment.IgnoreCooldown = true; base.Commander.Empire.PlayerControllers.AI.PostOrder(orderChangeHeroAssignment); return(true); } if (army.StandardUnits.Count((Unit x) => x.UnitDesign.UnitBodyDefinition.SubCategory == "SubCategoryFlying" && x.GetPropertyValue(SimulationProperties.LevelDisplayed) >= 4f) == 0) { this.Success(); } if (army.StandardUnits.Count <= 1) { return(base.TryCreateArmyMission("VisitQuestRuin", new List <object> { this.RegionTarget.Index, this.POI })); } Unit item = army.StandardUnits.First((Unit x) => x.UnitDesign.UnitBodyDefinition.SubCategory == "SubCategoryFlying" && x.GetPropertyValue(SimulationProperties.LevelDisplayed) >= 4f); List <Unit> second = new List <Unit> { item }; List <Unit> list = army.StandardUnits.Except(second).ToList <Unit>(); WorldPosition validArmySpawningPosition = AILayer_ArmyRecruitment.GetValidArmySpawningPosition(army, this.worldPositionningService, this.pathfindingService); if (!validArmySpawningPosition.IsValid || list.Count == 0) { return(base.TryCreateArmyMission("MajorFactionRoaming", new List <object> { this.RegionTarget.Index, true })); } OrderTransferGarrisonToNewArmy order = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, army.GUID, list.ConvertAll <GameEntityGUID>((Unit unit) => unit.GUID).ToArray(), validArmySpawningPosition, StaticString.Empty, false, true, true); base.Commander.Empire.PlayerControllers.Server.PostOrder(order); return(true); }
protected override bool TryComputeArmyMissionParameter() { if (this.RegionTarget == null) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } base.ArmyMissionParameters.Clear(); if (base.AIDataArmyGUID == GameEntityGUID.Zero) { return(false); } this.POI = this.SelectPOI(); if (this.POI == null) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } AICommander_Victory comm = base.Commander as AICommander_Victory; if (comm == null) { return(false); } Army army = this.aiDataRepository.GetAIData <AIData_Army>(base.AIDataArmyGUID).Army; int num = army.StandardUnits.Count((Unit x) => x.UnitDesign.Name.ToString().Contains(comm.VictoryDesign)); float propertyValue = army.GetPropertyValue(SimulationProperties.Movement); if (propertyValue <= 0.01f) { base.State = TickableState.NoTick; return(false); } if (num > 5 || this.worldPositionningService.IsWaterTile(army.WorldPosition)) { return(base.TryCreateArmyMission("VisitQuestRuinFinal", new List <object> { this.RegionTarget.Index, this.POI })); } if (num == 0) { return(base.TryCreateArmyMission("MajorFactionWarRoaming", new List <object> { this.RegionTarget.Index, true })); } if (num <= 0 || army.StandardUnits.Count - num <= 0) { List <AICommanderMission> list = comm.Missions.FindAll((AICommanderMission x) => x is AICommanderMission_VictoryRuinFinal && x.AIDataArmyGUID.IsValid); List <Army> list2 = new List <Army>(); Func <Unit, bool> < > 9__4; foreach (AICommanderMission aicommanderMission in list) { Army army2 = this.aiDataRepository.GetAIData <AIData_Army>(aicommanderMission.AIDataArmyGUID).Army; if (army2 != army) { IEnumerable <Unit> standardUnits = army2.StandardUnits; Func <Unit, bool> selector; if ((selector = < > 9__4) == null) { selector = (< > 9__4 = ((Unit y) => y.UnitDesign.Name.ToString().Contains(comm.VictoryDesign))); } int num2 = standardUnits.Count(selector); if (num2 > 0 && num2 < 6) { list2.Add(army2); } } } int num3 = (int)base.Commander.Empire.GetPropertyValue(SimulationProperties.ArmyUnitSlot); Predicate <Unit> < > 9__5; foreach (Army army3 in list2) { if (this.worldPositionningService.GetDistance(army.WorldPosition, army3.WorldPosition) == 1 && this.worldPositionningService.IsWaterTile(army.WorldPosition) == this.worldPositionningService.IsWaterTile(army3.WorldPosition) && this.pathfindingService.IsTransitionPassable(army.WorldPosition, army3.WorldPosition, army, PathfindingFlags.IgnoreArmies | PathfindingFlags.IgnoreFogOfWar, null)) { float propertyValue2 = army3.GetPropertyValue(SimulationProperties.Movement); if ((propertyValue > propertyValue2 || (propertyValue == propertyValue2 && army.GUID < army3.GUID) || (army.StandardUnits.Count >= num3 && propertyValue > 0.01f)) && army3.StandardUnits.Count < num3) { List <Unit> list3 = army.StandardUnits.ToList <Unit>(); Predicate <Unit> match; if ((match = < > 9__5) == null) { match = (< > 9__5 = ((Unit z) => z.UnitDesign.Name.ToString().Contains(comm.VictoryDesign))); } List <Unit> list4 = list3.FindAll(match); int num4 = list4.Count - 1; while (num4 >= 0 && list4.Count + army3.StandardUnits.Count > num3) { list4.RemoveAt(num4); num4--; } OrderTransferUnits order = new OrderTransferUnits(base.Commander.Empire.Index, army.GUID, army3.GUID, list4.ConvertAll <GameEntityGUID>((Unit unit) => unit.GUID).ToArray(), false); Ticket ticket; base.Commander.Empire.PlayerControllers.Server.PostOrder(order, out ticket, new EventHandler <TicketRaisedEventArgs>(this.OrderTransferUnitToArmyTicketRaised)); return(true); } if (army.StandardUnits.Count < num3) { return(base.TryCreateArmyMission("ELCPWait", new List <object>())); } } } int num5 = int.MaxValue; Army army4 = null; foreach (Army army5 in list2) { int distance = this.worldPositionningService.GetDistance(army.WorldPosition, army5.WorldPosition); if (distance < num5) { num5 = distance; army4 = army5; } } if (army4 != null && army4.GUID > army.GUID && army4.GetPropertyValue(SimulationProperties.Movement) > 0.01f) { army4 = null; } if (army4 != null) { return(base.TryCreateArmyMission("ReachTarget", new List <object> { army4 })); } return(base.TryCreateArmyMission("ELCPWait", new List <object>())); } if (army.IsInEncounter || army.IsLocked) { return(base.TryCreateArmyMission("ELCPWait", new List <object>())); } WorldPosition validArmySpawningPosition = AILayer_ArmyRecruitment.GetValidArmySpawningPosition(army, this.worldPositionningService, this.pathfindingService); if (!validArmySpawningPosition.IsValid) { return(base.TryCreateArmyMission("MajorFactionWarRoaming", new List <object> { this.RegionTarget.Index, true })); } List <Unit> list5 = army.StandardUnits.ToList <Unit>().FindAll((Unit x) => !x.UnitDesign.Name.ToString().Contains(comm.VictoryDesign)); OrderTransferGarrisonToNewArmy order2 = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, army.GUID, list5.ConvertAll <GameEntityGUID>((Unit unit) => unit.GUID).ToArray(), validArmySpawningPosition, StaticString.Empty, false, true, true); Ticket ticket2; base.Commander.Empire.PlayerControllers.Server.PostOrder(order2, out ticket2, new EventHandler <TicketRaisedEventArgs>(this.OrderSplitUnit)); return(true); }
protected override bool TryGetArmyData() { if (this.createFirstArmyTicket != null) { return(false); } if (base.AIDataArmyGUID.IsValid) { return(true); } if (this.currentTicket != null) { return(false); } IGameEntity gameEntity; if (!this.gameEntityRepositoryService.TryGetValue(this.SourceGuid, out gameEntity)) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } for (int i = this.UnitGuids.Length - 1; i >= 0; i--) { AIData_Unit aidata_Unit; this.aiDataRepository.TryGetAIData <AIData_Unit>(this.UnitGuids[i], out aidata_Unit); if (aidata_Unit == null) { Diagnostics.LogWarning("[AICommanderMission_RegroupArmyAt] no AIData for Unit {0}", new object[] { this.UnitGuids[i].ToString() }); } else { if (aidata_Unit.IsUnitLocked() && !aidata_Unit.IsUnitLockedByMe(base.InternalGUID)) { WorldPosition worldPosition = WorldPosition.Invalid; if (aidata_Unit.Unit.Garrison is IWorldPositionable) { worldPosition = (aidata_Unit.Unit.Garrison as IWorldPositionable).WorldPosition; } Diagnostics.LogWarning(string.Format("{1} {2} LOCKING: Unit shouldn't be in use, current unit state: {0}", aidata_Unit.GetLockingStateString(), base.Commander.Empire, worldPosition)); base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } if (aidata_Unit.Unit.UnitDesign.Tags.Contains(DownloadableContent9.TagSolitary)) { Diagnostics.LogWarning("You cannot regroup Colossus or Solitary unit with something else."); base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } } } IGarrison garrison = gameEntity as IGarrison; if (garrison == null) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } if (this.AICommanderRegroupArmies != null && this.AICommanderRegroupArmies.RequestUnitListMessageID != 0UL) { RequestUnitListMessage requestUnitListMessage = base.Commander.AIPlayer.Blackboard.GetMessage(this.AICommanderRegroupArmies.RequestUnitListMessageID) as RequestUnitListMessage; if (requestUnitListMessage == null) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } requestUnitListMessage.ExecutionState = RequestUnitListMessage.RequestUnitListState.Regrouping; } bool flag = false; for (int j = 0; j < this.UnitGuids.Length; j++) { if (!garrison.ContainsUnit(this.UnitGuids[j])) { flag = true; break; } } if (flag) { List <GameEntityGUID> list = new List <GameEntityGUID>(); for (int k = 0; k < this.UnitGuids.Length; k++) { if (garrison.ContainsUnit(this.UnitGuids[k])) { list.Add(this.UnitGuids[k]); } } this.UnitGuids = list.ToArray(); } if (this.UnitGuids.Length == 0) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } WorldPosition armyPosition = WorldPosition.Invalid; Army army = gameEntity as Army; if (army != null) { AIData_Army aidata = this.aiDataRepository.GetAIData <AIData_Army>(gameEntity.GUID); Diagnostics.Assert(aidata != null); if (army.GetPropertyValue(SimulationProperties.Movement) <= 0f) { return(false); } if (aidata.CommanderMission != null) { aidata.CommanderMission.Interrupt(); } if (aidata.Army.IsInEncounter || aidata.Army.IsLocked) { return(false); } if (aidata.Army.StandardUnits.Count != this.UnitGuids.Length) { armyPosition = AILayer_ArmyRecruitment.GetValidArmySpawningPosition(aidata.Army, this.worldPositionningService, this.pathfindingService); int num = (int)base.Commander.Empire.GetPropertyValue(SimulationProperties.ArmyUnitSlot); if (aidata.Army.StandardUnits.Count > num) { Array.Resize <GameEntityGUID>(ref this.UnitGuids, num); } } else { if (!aidata.AssignCommanderMission(this)) { base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail; return(false); } base.AIDataArmyGUID = gameEntity.GUID; return(true); } } else if (gameEntity is Village) { Village village = gameEntity as Village; if (village.IsInEncounter) { return(false); } WorldPosition worldPosition2 = village.WorldPosition; WorldOrientation worldOrientation = WorldOrientation.East; if (this.AICommanderRegroupArmies.FinalPosition.IsValid) { worldOrientation = this.worldPositionningService.GetOrientation(worldPosition2, this.AICommanderRegroupArmies.FinalPosition); } for (int l = 0; l < 6; l++) { WorldPosition neighbourTile = this.worldPositionningService.GetNeighbourTile(worldPosition2, worldOrientation, 1); if (DepartmentOfDefense.CheckWhetherTargetPositionIsValidForUseAsArmySpawnLocation(neighbourTile, PathfindingMovementCapacity.Ground | PathfindingMovementCapacity.Water) && this.pathfindingService.IsTransitionPassable(village.WorldPosition, neighbourTile, this.pathfindingContext, PathfindingFlags.IgnoreFogOfWar, null) && this.pathfindingService.IsTilePassable(neighbourTile, this.pathfindingContext, (PathfindingFlags)0, null) && this.pathfindingService.IsTileStopable(neighbourTile, this.pathfindingContext, (PathfindingFlags)0, null)) { if (this.worldPositionningService.GetArmyAtPosition(neighbourTile) == null) { armyPosition = neighbourTile; break; } } else { worldOrientation = worldOrientation.Rotate(1); } } } else if (gameEntity is City) { City city = gameEntity as City; if (city.IsInEncounter) { return(false); } if (!DepartmentOfTheInterior.TryGetWorldPositionForNewArmyFromCity(city, this.pathfindingService, this.pathfindingContext, out armyPosition)) { return(false); } } else { Diagnostics.LogError(string.Format("[AICommanderMission_RegroupArmyAt] The garrison {0} is not valid.", garrison.GUID)); } if (armyPosition.IsValid) { if (army != null && army.WorldPath != null && army.WorldPath.Destination != army.WorldPosition) { OrderGoTo orderGoTo = new OrderGoTo(army.Empire.Index, army.GUID, army.WorldPosition); orderGoTo.Flags = (PathfindingFlags)0; base.Commander.Empire.PlayerControllers.AI.PostOrder(orderGoTo, out this.currentTicket, new EventHandler <TicketRaisedEventArgs>(this.MoveOrder_TicketRaised)); if (this.currentTicket != null) { return(false); } if (!this.orderExecuted) { Diagnostics.LogError("[AICommanderMission_RegroupArmyAt] new cancelation move order was not executed, from {0} to {1}", new object[] { army.WorldPosition, army.WorldPosition }); return(false); } } for (int m = 0; m < this.UnitGuids.Length; m++) { AIData_Unit aidata_Unit2; this.aiDataRepository.TryGetAIData <AIData_Unit>(this.UnitGuids[m], out aidata_Unit2); if (aidata_Unit2 == null) { Diagnostics.LogWarning("[AICommanderMission_RegroupArmyAt] no AIData for Unit {0}", new object[] { this.UnitGuids[m].ToString() }); } else if (!aidata_Unit2.IsUnitLockedByMe(base.InternalGUID)) { aidata_Unit2.TryLockUnit(base.InternalGUID, base.GetType().ToString(), AIData_Unit.AIDataReservationExtraTag.Regrouping, base.Commander.GetPriority(this)); } } OrderTransferGarrisonToNewArmy order = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, this.SourceGuid, this.UnitGuids, armyPosition, "Regroup", false, true, true); base.Commander.Empire.PlayerControllers.Server.PostOrder(order, out this.createFirstArmyTicket, new EventHandler <TicketRaisedEventArgs>(this.OrderTransferUnitToNewArmyTicketRaised)); } return(false); }
protected override void CreateLocalNeeds(StaticString context, StaticString pass) { AILayer_Military layer = base.AIEntity.GetLayer <AILayer_Military>(); base.CreateLocalNeeds(context, pass); this.VerifyAndUpdateRecruitementLocks(); Diagnostics.Assert(base.AIEntity != null && base.AIEntity.AIPlayer != null && base.AIEntity.AIPlayer.Blackboard != null); IEnumerable <RequestUnitListMessage> messages = base.AIEntity.AIPlayer.Blackboard.GetMessages <RequestUnitListMessage>(BlackboardLayerID.Empire); Diagnostics.Assert(messages != null); List <RequestUnitListMessage> list = new List <RequestUnitListMessage>(messages); Diagnostics.Assert(this.Empire != null); list.RemoveAll((RequestUnitListMessage match) => match.EmpireTarget != this.Empire.Index); this.ResetRequestArmyMessages(); this.countByUnitModel.Clear(); list.Sort((RequestUnitListMessage left, RequestUnitListMessage right) => - 1 * left.Priority.CompareTo(right.Priority)); this.intelligenceAIHelper.FillAvailableUnitDesignList(this.Empire); Diagnostics.Assert(this.intelligenceAIHelper != null); for (int i = 0; i < list.Count; i++) { RequestUnitListMessage requestUnitListMessage = list[i]; if (float.IsNaN(requestUnitListMessage.Priority) || float.IsInfinity(requestUnitListMessage.Priority)) { AILayer.LogWarning("[SCORING] Skipping RequestUnitListMessage {0} with a priority of {1}", new object[] { requestUnitListMessage.CommanderCategory, requestUnitListMessage.Priority }); } else if (AILayer_ArmyRecruitment.IsCommanderMissionNotInteresting(requestUnitListMessage.CommanderCategory)) { requestUnitListMessage.State = BlackboardMessage.StateValue.Message_Canceled; requestUnitListMessage.TimeOut = 0; } else { BlackboardMessage.StateValue state = requestUnitListMessage.State; if (state != BlackboardMessage.StateValue.Message_None) { if (state == BlackboardMessage.StateValue.Message_Success || state == BlackboardMessage.StateValue.Message_Canceled) { goto IL_1F3; } if (state != BlackboardMessage.StateValue.Message_InProgress) { AILayer.LogError("[AILayer_ArmyRecruitment] Unknow state for RequestArmyMessage {0}", new object[] { requestUnitListMessage.State }); goto IL_1F3; } } if (requestUnitListMessage.ExecutionState == RequestUnitListMessage.RequestUnitListState.Pending) { Intelligence.BestRecruitementCombination bestRecruitementCombination; if (requestUnitListMessage is RequestGarrisonMessage) { bestRecruitementCombination = null; } else if (requestUnitListMessage is RequestGarrisonCampMessage) { bestRecruitementCombination = null; } else { bestRecruitementCombination = this.intelligenceAIHelper.FillArmyPattern(this.Empire.Index, requestUnitListMessage, layer); } if (bestRecruitementCombination != null) { this.RecruitArmiesUnits(requestUnitListMessage, bestRecruitementCombination); } } } IL_1F3 :; } this.ResetRecruitementLocks(); this.RegroupSmallFreeArmies(); this.CleanupRequestUnitMessages(); }
private void RegroupSmallFreeArmies() { List <Army> list = new List <Army>(); IAIDataRepositoryAIHelper service = AIScheduler.Services.GetService <IAIDataRepositoryAIHelper>(); this.smallEntitiesToRegroup.Clear(); this.tempEntitiesToRegroup.Clear(); int num = (int)this.Empire.GetPropertyValue(SimulationProperties.ArmyUnitSlot); DepartmentOfDefense agency = this.Empire.GetAgency <DepartmentOfDefense>(); for (int i = 0; i < agency.Armies.Count; i++) { Army army = agency.Armies[i]; AIData_Army aidata = service.GetAIData <AIData_Army>(army.GUID); if (aidata != null && !aidata.IsSolitary && !aidata.Army.IsSeafaring && !aidata.Army.HasCatspaw && !(aidata.Army is KaijuArmy)) { if (aidata.CommanderMission != null) { if (aidata.CommanderMission.Commander == null) { AILayer.LogError("[AILayer_ArmyRecruitment] Commander Mission without a commander"); goto IL_131; } if (!AILayer_ArmyRecruitment.IsCommanderMissionNotInteresting(aidata.CommanderMission.Commander.Category)) { goto IL_131; } } else if (!aidata.IsTaggedFreeForExploration()) { goto IL_131; } if (army.StandardUnits.Count < num) { if (!this.IsMercArmy(aidata.Army)) { this.smallEntitiesToRegroup.Add(aidata); } else { list.Add(aidata.Army); } } } IL_131 :; } if (this.Empire is MajorEmpire) { DepartmentOfTheInterior agency2 = this.Empire.GetAgency <DepartmentOfTheInterior>(); if (agency2 != null) { for (int j = 0; j < agency2.Cities.Count; j++) { City garrison = agency2.Cities[j]; this._Internal_RegroupSmallFreeArmies(garrison); } } List <Village> convertedVillages = ((MajorEmpire)this.Empire).ConvertedVillages; for (int k = 0; k < convertedVillages.Count; k++) { Village village = convertedVillages[k]; if (village != null) { this._Internal_RegroupSmallFreeArmies(village); } } } while (this.smallEntitiesToRegroup.Count > 1) { AIData_GameEntity aidata_GameEntity = this.smallEntitiesToRegroup[0]; this.smallEntitiesToRegroup.RemoveAt(0); int num2; if (aidata_GameEntity is AIData_Army) { num2 = (aidata_GameEntity as AIData_Army).Army.StandardUnits.Count; } else { if (!(aidata_GameEntity is AIData_Unit)) { continue; } num2 = 1; } this.tempEntitiesToRegroup.Clear(); this.tempEntitiesToRegroup.Add(aidata_GameEntity); int num3 = this.smallEntitiesToRegroup.Count - 1; while (num3 >= 0 && num2 < num) { AIData_GameEntity item = this.smallEntitiesToRegroup[num3]; int num4; if (aidata_GameEntity is AIData_Army) { num4 = (aidata_GameEntity as AIData_Army).Army.StandardUnits.Count; goto IL_29E; } if (aidata_GameEntity is AIData_Unit) { num4 = 1; goto IL_29E; } IL_296: num3--; continue; IL_29E: if (num2 + num4 <= num) { num2 += num4; this.tempEntitiesToRegroup.Add(item); this.smallEntitiesToRegroup.RemoveAt(num3); goto IL_296; } goto IL_296; } if (this.tempEntitiesToRegroup.Count > 1) { this.unitsGUIDS.Clear(); for (int l = 0; l < this.tempEntitiesToRegroup.Count; l++) { AIData_GameEntity aidata_GameEntity2 = this.tempEntitiesToRegroup[l]; if (aidata_GameEntity2 is AIData_Army) { AIData_Army aidata_Army = aidata_GameEntity2 as AIData_Army; if (aidata_Army.CommanderMission != null) { aidata_Army.CommanderMission.Interrupt(); } for (int m = 0; m < aidata_Army.Army.StandardUnits.Count; m++) { AIData_Unit aidata_Unit; if (service.TryGetAIData <AIData_Unit>(aidata_Army.Army.StandardUnits[m].GUID, out aidata_Unit)) { aidata_Unit.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; this.unitsGUIDS.Add(aidata_Unit.Unit.GUID); } } } else if (aidata_GameEntity2 is AIData_Unit) { AIData_Unit aidata_Unit2 = aidata_GameEntity2 as AIData_Unit; aidata_Unit2.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; this.unitsGUIDS.Add(aidata_Unit2.Unit.GUID); } } if (this.unitsGUIDS.Count != 0) { this.CreateNewCommanderRegroup(this.unitsGUIDS.ToArray(), null); } } } if (list.Count > 1) { int num5 = 0; List <GameEntityGUID> list2 = new List <GameEntityGUID>(); for (int n = 0; n < list.Count; n++) { num5++; foreach (Unit unit in list[n].StandardUnits) { AIData_Unit aidata_Unit3; if (service.TryGetAIData <AIData_Unit>(unit.GUID, out aidata_Unit3)) { aidata_Unit3.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; list2.Add(aidata_Unit3.Unit.GUID); if (list2.Count >= num) { this.CreateNewCommanderRegroup(list2.ToArray(), null); list2.Clear(); num5 = 0; break; } } } } if (num5 > 1) { this.CreateNewCommanderRegroup(list2.ToArray(), null); } } }