Example #1
0
    public static float GetCampDefenseLocalPriority(Camp camp, float unitRatioBoost, int simulatedUnitsCount = -1)
    {
        if (camp == null)
        {
            return(0f);
        }
        DepartmentOfForeignAffairs agency = camp.Empire.GetAgency <DepartmentOfForeignAffairs>();

        if (agency.IsInWarWithSomeone() && AILayer_Military.AreaIsSave(camp.WorldPosition, 12, agency, false))
        {
            return(0f);
        }
        if (camp.City.BesiegingEmpire != null)
        {
            return(0f);
        }
        float normalizedScore = 0f;
        float num;

        if (simulatedUnitsCount >= 0)
        {
            num = (float)simulatedUnitsCount / (float)camp.MaximumUnitSlot;
        }
        else
        {
            num = (float)camp.StandardUnits.Count / (float)camp.MaximumUnitSlot;
        }
        float normalizedScore2       = AILayer.Boost(normalizedScore, (1f - num) * unitRatioBoost);
        float developmentRatioOfCamp = AIScheduler.Services.GetService <IEntityInfoAIHelper>().GetDevelopmentRatioOfCamp(camp);

        return(AILayer.Boost(normalizedScore2, (1f - developmentRatioOfCamp) * AILayer_Military.cityDevRatioBoost));
    }
Example #2
0
    public override void UpdateRole()
    {
        base.Role = BaseNavyArmy.ArmyRole.Forteress;
        this.WantToKeepArmyFitness.Reset();
        NavyRegionData navyRegionData = base.Commander.RegionData as NavyRegionData;

        this.WantToKeepArmyFitness.Add(0.3f, "constant", new object[0]);
        if (navyRegionData.NumberOfWaterEnemy > 0)
        {
            HeuristicValue heuristicValue = new HeuristicValue(0f);
            heuristicValue.Add((float)navyRegionData.NumberOfWaterEnemy, "Number of enemy water region around.", new object[0]);
            heuristicValue.Multiply(0.1f, "boost constant", new object[0]);
            heuristicValue.Min(0.5f, "Avoid too big factor!", new object[0]);
            this.WantToKeepArmyFitness.Boost(heuristicValue, "Water region owned by enemy around.", new object[0]);
        }
        if (navyRegionData.NumberOfEnemyCityOnTheBorder > 0)
        {
            this.WantToKeepArmyFitness.Boost(0.2f, "Enemy city in the region.", new object[0]);
        }
        if (navyRegionData.EnemyNavalPower > 0f)
        {
            this.WantToKeepArmyFitness.Boost(0.9f, "Enemy roaming in the region.", new object[0]);
        }
        MajorEmpire occupant = this.Fortress.Occupant;

        if (occupant != null && !AILayer_Military.AreaIsSave(this.Fortress.WorldPosition, 10, occupant.GetAgency <DepartmentOfForeignAffairs>(), true))
        {
            this.WantToKeepArmyFitness.Boost(0.9f, "Enemy roaming in the region.", new object[0]);
        }
    }
Example #3
0
    private List <IGarrison> GetNearbyTargets()
    {
        List <IGarrison> result = new List <IGarrison>();

        if (this.Fortress.Occupant == null)
        {
            return(result);
        }
        float propertyValue  = this.Fortress.GetPropertyValue(SimulationProperties.MaximumNumberOfActionPoints);
        float propertyValue2 = this.Fortress.GetPropertyValue(SimulationProperties.ActionPointsSpent);

        if (propertyValue <= propertyValue2)
        {
            return(result);
        }
        DepartmentOfForeignAffairs agency = this.Fortress.Occupant.GetAgency <DepartmentOfForeignAffairs>();
        float num = float.MaxValue;

        foreach (Unit unit in this.Fortress.StandardUnits)
        {
            num = Mathf.Min(unit.GetPropertyValue(SimulationProperties.Movement), num);
        }
        if (num == 3.40282347E+38f || num < 3f)
        {
            return(result);
        }
        AILayer_Military.HasSaveAttackableTargetsNearby(this.Fortress, Mathf.CeilToInt(num + 1f), agency, out result, true);
        return(result);
    }
Example #4
0
    public float GetUnitPriorityInCity(int slotIndex)
    {
        if (this.City == null || base.Commander == null)
        {
            return(0f);
        }
        float num = AILayer_Military.GetCityDefenseLocalPriority(this.City, this.unitRatioBoost, AICommanderMission_Garrison.SimulatedUnitsCount);

        num *= (base.Commander as AICommanderWithObjective).GlobalPriority;
        return(this.militaryLayer.GetUnitPriority(this.City, slotIndex, num, 0.5f));
    }
Example #5
0
    protected BehaviorNodeReturnCode CollectOpportunityArmies(BaseNavyArmy army)
    {
        Army     navy     = army.Garrison as Army;
        NavyArmy navyArmy = army as NavyArmy;

        if (navyArmy == null || navy == null || !(navy.Empire is MajorEmpire))
        {
            return(BehaviorNodeReturnCode.Failure);
        }
        float num = navy.GetPropertyValue(SimulationProperties.Movement);

        if (num < 0.01f)
        {
            num = 1f;
        }
        List <IGarrison>           list   = new List <IGarrison>();
        DepartmentOfForeignAffairs agency = navy.Empire.GetAgency <DepartmentOfForeignAffairs>();

        AILayer_Military.HasSaveAttackableTargetsNearby(navy, Mathf.CeilToInt(num), agency, out list, true);
        if (list.Count == 0)
        {
            return(BehaviorNodeReturnCode.Failure);
        }
        list.Sort((IGarrison left, IGarrison right) => this.worldPositionService.GetDistance((left as IWorldPositionable).WorldPosition, navy.WorldPosition).CompareTo(this.worldPositionService.GetDistance((right as IWorldPositionable).WorldPosition, navy.WorldPosition)));
        foreach (IGarrison garrison in list)
        {
            IGameEntityWithWorldPosition gameEntityWithWorldPosition = garrison as IGameEntityWithWorldPosition;
            IGarrisonWithPosition        garrisonWithPosition        = garrison as IGarrisonWithPosition;
            if (gameEntityWithWorldPosition != null && garrisonWithPosition != null)
            {
                WorldPosition validTileToAttack = base.GetValidTileToAttack(army, gameEntityWithWorldPosition);
                navyArmy.PathToSecondaryTarget = base.ComputePathToPosition(army, validTileToAttack, navyArmy.PathToSecondaryTarget);
                if (navyArmy.PathToSecondaryTarget != null)
                {
                    if (navyArmy.PathToSecondaryTarget.ControlPoints != null && navyArmy.PathToSecondaryTarget.ControlPoints.Length != 0)
                    {
                        return(BehaviorNodeReturnCode.Failure);
                    }
                    Diagnostics.Log("ELCP {0}/{1} found opportunitytarget {2} with path {3}", new object[]
                    {
                        navy.Empire,
                        navy.LocalizedName,
                        garrison.LocalizedName,
                        navyArmy.PathToSecondaryTarget
                    });
                    navyArmy.OpportunityAttackableTarget = garrisonWithPosition;
                    return(BehaviorNodeReturnCode.Success);
                }
            }
        }
        return(BehaviorNodeReturnCode.Failure);
    }
Example #6
0
    public static float GetCityDefenseLocalPriority(City city, float unitRatioBoost, int simulatedUnitsCount = -1)
    {
        if (city == null)
        {
            return(0f);
        }
        bool flag = false;
        DepartmentOfForeignAffairs agency = city.Empire.GetAgency <DepartmentOfForeignAffairs>();

        if (!agency.IsInWarWithSomeone() && !AIScheduler.Services.GetService <IWorldAtlasAIHelper>().IsRegionPacified(city.Empire, city.Region))
        {
            return(0f);
        }
        if (agency.IsInWarWithSomeone() && city.BesiegingEmpire == null)
        {
            flag = !AILayer_Military.AreaIsSave(city.WorldPosition, 10, agency, false);
        }
        float num = 0f;
        float num2;

        if (simulatedUnitsCount >= 0)
        {
            num2 = (float)simulatedUnitsCount / (float)city.MaximumUnitSlot;
        }
        else
        {
            num2 = (float)city.StandardUnits.Count / (float)city.MaximumUnitSlot;
        }
        num = AILayer.Boost(num, (1f - num2) * unitRatioBoost);
        if (city.BesiegingEmpire != null)
        {
            float propertyValue = city.GetPropertyValue(SimulationProperties.MaximumCityDefensePoint);
            float num3          = city.GetPropertyValue(SimulationProperties.CityDefensePoint) / propertyValue;
            num3 = 1f - num3;
            num  = AILayer.Boost(num, num3 * AILayer_Military.cityDefenseUnderSiegeBoost);
        }
        else
        {
            float developmentRatioOfCity = AIScheduler.Services.GetService <IEntityInfoAIHelper>().GetDevelopmentRatioOfCity(city);
            num = AILayer.Boost(num, (1f - developmentRatioOfCity) * AILayer_Military.cityDevRatioBoost);
            if (flag)
            {
                num = AILayer.Boost(num, 0.5f);
            }
        }
        return(num);
    }
Example #7
0
    protected override void RefreshObjectives(StaticString context, StaticString pass)
    {
        base.RefreshObjectives(context, pass);
        AILayer_Military layer = base.AIEntity.GetLayer <AILayer_Military>();

        base.GlobalPriority.Reset();
        AILayer_Strategy layer2 = base.AIEntity.GetLayer <AILayer_Strategy>();

        base.GlobalPriority.Add(layer2.StrategicNetwork.GetAgentValue("InternalMilitary"), "Strategic network 'InternalMilitary'", new object[0]);
        base.GlobalPriority.Boost(-0.5f, "Avoid patrol to be high", new object[0]);
        base.GatherObjectives(AICommanderMissionDefinition.AICommanderCategory.Patrol.ToString(), ref this.patrolObjectives);
        base.ValidateMessages(ref this.patrolObjectives);
        if (base.AIEntity.Empire is MajorEmpire)
        {
            MajorEmpire majorEmpire = base.AIEntity.Empire as MajorEmpire;
            for (int i = 0; i < majorEmpire.ConvertedVillages.Count; i++)
            {
                Village village = majorEmpire.ConvertedVillages[i];
                if (this.worldAtlasHelper.IsRegionExplored(base.AIEntity.Empire, village.Region, 0.95f))
                {
                    GlobalObjectiveMessage globalObjectiveMessage = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == village.Region.Index);
                    if (globalObjectiveMessage == null)
                    {
                        globalObjectiveMessage = base.GenerateObjective(village.Region.Index);
                        this.patrolObjectives.Add(globalObjectiveMessage);
                    }
                    globalObjectiveMessage.TimeOut        = 1;
                    globalObjectiveMessage.GlobalPriority = base.GlobalPriority;
                    HeuristicValue heuristicValue = new HeuristicValue(0f);
                    heuristicValue.Add(layer.GetVillageUnitPriority(village, village.StandardUnits.Count), "Village unit priority", new object[0]);
                    globalObjectiveMessage.LocalPriority = heuristicValue;
                }
            }
            for (int j = 0; j < majorEmpire.TamedKaijus.Count; j++)
            {
                Kaiju kaiju = majorEmpire.TamedKaijus[j];
                if (kaiju.OnGarrisonMode())
                {
                    GlobalObjectiveMessage globalObjectiveMessage2 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == kaiju.Region.Index);
                    if (globalObjectiveMessage2 == null)
                    {
                        globalObjectiveMessage2 = base.GenerateObjective(kaiju.Region.Index);
                        this.patrolObjectives.Add(globalObjectiveMessage2);
                    }
                    globalObjectiveMessage2.TimeOut        = 1;
                    globalObjectiveMessage2.GlobalPriority = base.GlobalPriority;
                    HeuristicValue heuristicValue2 = new HeuristicValue(0.6f);
                    AIRegionData   regionData      = this.worldAtlasHelper.GetRegionData(base.AIEntity.Empire.Index, kaiju.Region.Index);
                    if (regionData != null)
                    {
                        float operand = Mathf.Min(1f, 0.1f * (float)regionData.BorderWithNeutral + 0.2f * (float)regionData.BorderWithEnnemy);
                        heuristicValue2.Boost(operand, "Border with enemy!", new object[0]);
                    }
                    globalObjectiveMessage2.LocalPriority = heuristicValue2;
                }
            }
        }
        for (int k = 0; k < this.departmentOfTheInterior.Cities.Count; k++)
        {
            City city = this.departmentOfTheInterior.Cities[k];
            if (this.worldAtlasHelper.IsRegionExplored(base.AIEntity.Empire, city.Region, 0.8f))
            {
                GlobalObjectiveMessage globalObjectiveMessage3 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == city.Region.Index);
                if (globalObjectiveMessage3 == null)
                {
                    globalObjectiveMessage3 = base.GenerateObjective(city.Region.Index);
                    this.patrolObjectives.Add(globalObjectiveMessage3);
                }
                globalObjectiveMessage3.TimeOut        = 1;
                globalObjectiveMessage3.GlobalPriority = base.GlobalPriority;
                HeuristicValue heuristicValue3 = new HeuristicValue(0f);
                heuristicValue3.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, 0), "City defense local priority", new object[0]);
                globalObjectiveMessage3.LocalPriority = heuristicValue3;
            }
        }
        if (base.AIEntity.Empire is MajorEmpire)
        {
            using (List <int> .Enumerator enumerator = this.questSolverLayer.QuestRegions.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    int regionIndex = enumerator.Current;
                    GlobalObjectiveMessage globalObjectiveMessage4 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == regionIndex);
                    if (globalObjectiveMessage4 == null)
                    {
                        globalObjectiveMessage4 = base.GenerateObjective(regionIndex);
                        this.patrolObjectives.Add(globalObjectiveMessage4);
                    }
                    if (globalObjectiveMessage4 != null)
                    {
                        globalObjectiveMessage4.GlobalPriority.Value = 0.85f;
                        globalObjectiveMessage4.LocalPriority.Value  = 0.85f;
                    }
                }
            }
        }
        if (this.departmentOfForeignAffairs.IsInWarWithSomeone())
        {
            base.GatherObjectives(AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString(), ref this.warPatrolObjectives);
            base.ValidateMessages(ref this.warPatrolObjectives);
            if (base.AIEntity.Empire is MajorEmpire)
            {
                MajorEmpire majorEmpire2 = base.AIEntity.Empire as MajorEmpire;
                for (int l = 0; l < majorEmpire2.ConvertedVillages.Count; l++)
                {
                    Village village = majorEmpire2.ConvertedVillages[l];
                    GlobalObjectiveMessage globalObjectiveMessage5 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == village.Region.Index);
                    if (globalObjectiveMessage5 == null)
                    {
                        globalObjectiveMessage5 = base.GenerateObjective(village.Region.Index);
                        globalObjectiveMessage5.ObjectiveType = AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString();
                        this.warPatrolObjectives.Add(globalObjectiveMessage5);
                    }
                    globalObjectiveMessage5.TimeOut        = 1;
                    globalObjectiveMessage5.GlobalPriority = base.GlobalPriority;
                    HeuristicValue heuristicValue4 = new HeuristicValue(0f);
                    heuristicValue4.Add(layer.GetVillageUnitPriority(village, village.StandardUnits.Count), "Village unit priority", new object[0]);
                    globalObjectiveMessage5.LocalPriority = heuristicValue4;
                }
                for (int m = 0; m < majorEmpire2.TamedKaijus.Count; m++)
                {
                    Kaiju kaiju = majorEmpire2.TamedKaijus[m];
                    if (kaiju.OnGarrisonMode())
                    {
                        GlobalObjectiveMessage globalObjectiveMessage6 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == kaiju.Region.Index);
                        if (globalObjectiveMessage6 == null)
                        {
                            globalObjectiveMessage6 = base.GenerateObjective(kaiju.Region.Index);
                            this.warPatrolObjectives.Add(globalObjectiveMessage6);
                        }
                        globalObjectiveMessage6.TimeOut        = 1;
                        globalObjectiveMessage6.GlobalPriority = base.GlobalPriority;
                        HeuristicValue heuristicValue5 = new HeuristicValue(0.8f);
                        AIRegionData   regionData2     = this.worldAtlasHelper.GetRegionData(base.AIEntity.Empire.Index, kaiju.Region.Index);
                        if (regionData2 != null)
                        {
                            float operand2 = Mathf.Min(1f, 0.2f * (float)regionData2.BorderWithNeutral + 0.3f * (float)regionData2.BorderWithEnnemy);
                            heuristicValue5.Boost(operand2, "Border with enemy!", new object[0]);
                        }
                        globalObjectiveMessage6.LocalPriority = heuristicValue5;
                    }
                }
            }
            for (int n = 0; n < this.departmentOfTheInterior.Cities.Count; n++)
            {
                City city = this.departmentOfTheInterior.Cities[n];
                GlobalObjectiveMessage globalObjectiveMessage7 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == city.Region.Index);
                if (globalObjectiveMessage7 == null)
                {
                    globalObjectiveMessage7 = base.GenerateObjective(city.Region.Index);
                    globalObjectiveMessage7.ObjectiveType = AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString();
                    this.warPatrolObjectives.Add(globalObjectiveMessage7);
                }
                globalObjectiveMessage7.TimeOut        = 1;
                globalObjectiveMessage7.GlobalPriority = base.GlobalPriority;
                HeuristicValue heuristicValue6 = new HeuristicValue(0f);
                heuristicValue6.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, 0), "City defense local priority", new object[0]);
                if (this.worldAtlasHelper.GetRegionData(city.Empire.Index, city.Region.Index).BorderWithEnnemy > 0)
                {
                    heuristicValue6.Boost(0.2f, "Border with enemy!", new object[0]);
                }
                globalObjectiveMessage7.LocalPriority = heuristicValue6;
            }
            bool flag = false;
            for (int num = 0; num < this.warPatrolObjectives.Count; num++)
            {
                GlobalObjectiveMessage warPatrolObjective = this.warPatrolObjectives[num];
                if (base.AIEntity.GetCommanderProcessingTheNeededGlobalObjective(warPatrolObjective.ID) == null)
                {
                    GlobalObjectiveMessage globalObjectiveMessage8 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == warPatrolObjective.RegionIndex);
                    if (globalObjectiveMessage8 != null)
                    {
                        AICommander commanderProcessingTheNeededGlobalObjective = base.AIEntity.GetCommanderProcessingTheNeededGlobalObjective(globalObjectiveMessage8.ID);
                        if (commanderProcessingTheNeededGlobalObjective != null)
                        {
                            commanderProcessingTheNeededGlobalObjective.Release();
                            flag = true;
                        }
                    }
                }
            }
            if (flag)
            {
                base.AIEntity.KillAllCommanders("AICommander_Exploration");
            }
        }
    }
Example #8
0
    protected override void RefreshObjectives(StaticString context, StaticString pass)
    {
        base.RefreshObjectives(context, pass);
        base.GatherObjectives(AICommanderMissionDefinition.AICommanderCategory.Defense.ToString(), ref this.globalObjectiveMessages);
        base.ValidateMessages(ref this.globalObjectiveMessages);
        AILayer_War layer = base.AIEntity.GetLayer <AILayer_War>();

        base.GlobalPriority.Reset();
        AILayer_Strategy layer2 = base.AIEntity.GetLayer <AILayer_Strategy>();

        base.GlobalPriority.Add(layer2.StrategicNetwork.GetAgentValue("InternalMilitary"), "Strategic Network 'InternalMilitary'", new object[0]);
        AILayer_ArmyManagement layer3 = base.AIEntity.GetLayer <AILayer_ArmyManagement>();
        float worldColonizationRatio  = this.worldAtlasHelper.GetWorldColonizationRatio(base.AIEntity.Empire);
        bool  flag     = layer.WantWarWithSomoeone() || layer.NumberOfWar > 0;
        City  mainCity = this.departmentOfTheInterior.MainCity;
        bool  flag2    = false;

        if (this.departmentOfTheInterior.NonInfectedCities.Count < 4)
        {
            List <IGarrison> list = new List <IGarrison>();
            list.AddRange(this.departmentOfDefense.Armies.ToList <Army>().FindAll((Army match) => !match.IsSeafaring && !match.IsSettler && match.UnitsCount > 3).Cast <IGarrison>());
            if (list.Count > 1)
            {
                flag2 = true;
            }
        }
        for (int i = 0; i < this.departmentOfTheInterior.Cities.Count; i++)
        {
            City city = this.departmentOfTheInterior.Cities[i];
            if (this.IsObjectiveValid(AICommanderMissionDefinition.AICommanderCategory.Defense.ToString(), city.Region.Index, true))
            {
                GlobalObjectiveMessage globalObjectiveMessage = this.globalObjectiveMessages.Find((GlobalObjectiveMessage match) => match.RegionIndex == city.Region.Index);
                if (globalObjectiveMessage == null)
                {
                    globalObjectiveMessage = base.GenerateObjective(city.Region.Index);
                    globalObjectiveMessage.LocalPriority = new HeuristicValue(0f);
                    this.globalObjectiveMessages.Add(globalObjectiveMessage);
                }
                globalObjectiveMessage.TimeOut = 1;
                globalObjectiveMessage.LocalPriority.Reset();
                if (flag2 && city == mainCity)
                {
                    bool flag3 = !AILayer_Military.AreaIsSave(city.WorldPosition, 15, this.departmentOfForeignAffairs, false, false);
                    if (!flag3)
                    {
                        foreach (Region region in this.worldPositionningService.GetNeighbourRegions(city.Region, false, false))
                        {
                            if (region.IsLand && region.Owner is MajorEmpire)
                            {
                                DiplomaticRelation diplomaticRelation = this.departmentOfForeignAffairs.GetDiplomaticRelation(region.Owner);
                                if (diplomaticRelation.State.Name == DiplomaticRelationState.Names.War || diplomaticRelation.State.Name == DiplomaticRelationState.Names.ColdWar || diplomaticRelation.State.Name == DiplomaticRelationState.Names.Truce)
                                {
                                    flag3 = true;
                                    break;
                                }
                            }
                        }
                    }
                    if (flag3)
                    {
                        globalObjectiveMessage.LocalPriority  = new HeuristicValue(1f);
                        globalObjectiveMessage.GlobalPriority = new HeuristicValue(1f);
                    }
                }
                else
                {
                    globalObjectiveMessage.GlobalPriority = base.GlobalPriority;
                    AICommanderWithObjective aicommanderWithObjective = layer3.FindCommander(globalObjectiveMessage);
                    if (aicommanderWithObjective != null && aicommanderWithObjective is AICommander_Defense)
                    {
                        AICommander_Defense aicommander_Defense = aicommanderWithObjective as AICommander_Defense;
                        globalObjectiveMessage.LocalPriority.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, aicommander_Defense.ComputeCurrentUnitInDefense()), "CityDefenseLocalPriority", new object[0]);
                    }
                    else
                    {
                        globalObjectiveMessage.LocalPriority.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, -1), "CityDefenseLocalPriority", new object[0]);
                    }
                    HeuristicValue heuristicValue = new HeuristicValue(0f);
                    heuristicValue.Add(worldColonizationRatio, "colonization ratio", new object[0]);
                    heuristicValue.Multiply(0.2f, "(constant)", new object[0]);
                    globalObjectiveMessage.LocalPriority.Boost(heuristicValue, "Colonization boost", new object[0]);
                    if (flag)
                    {
                        globalObjectiveMessage.LocalPriority.Boost(0.3f, "Want war", new object[0]);
                    }
                    AIData_City aidata_City;
                    if (this.aiDataRepositoryAIHelper.TryGetAIData <AIData_City>(city.GUID, out aidata_City) && aidata_City.IsAtWarBorder)
                    {
                        globalObjectiveMessage.LocalPriority.Boost(0.3f, "War border", new object[0]);
                    }
                    if ((float)this.endTurnService.Turn < this.unitInGarrisonTurnLimit)
                    {
                        globalObjectiveMessage.LocalPriority.Boost(-0.3f, "turn under 'unitInGarrisonTurnLimit' ({0})", new object[]
                        {
                            this.unitInGarrisonTurnLimit
                        });
                    }
                }
            }
        }
        MajorEmpire majorEmpire = base.AIEntity.Empire as MajorEmpire;

        if (majorEmpire == null || majorEmpire.ConvertedVillages.Count == 0)
        {
            return;
        }
        if (mainCity == null)
        {
            return;
        }
        float num = AILayer_Military.GetCityDefenseLocalPriority(mainCity, this.unitRatioBoost, AICommanderMission_Garrison.SimulatedUnitsCount);

        num *= this.villageDefenseRatioDeboost;
        num *= base.GlobalPriority;
        for (int k = 0; k < this.VillageDOFPriority.Count; k++)
        {
            this.VillageDOFPriority[k].Reset();
        }
        float num2 = 0f;

        for (int l = 0; l < majorEmpire.ConvertedVillages.Count; l++)
        {
            Village village = majorEmpire.ConvertedVillages[l];
            AILayer_Military.VillageDefensePriority villageDefensePriority = this.VillageDOFPriority.Find((AILayer_Military.VillageDefensePriority match) => match.Village.GUID == village.GUID);
            if (villageDefensePriority == null)
            {
                villageDefensePriority = new AILayer_Military.VillageDefensePriority();
                villageDefensePriority.Reset();
                villageDefensePriority.Village = village;
                this.VillageDOFPriority.Add(villageDefensePriority);
            }
            villageDefensePriority.ToDelete          = false;
            villageDefensePriority.FirstUnitPriority = num;
            float num3 = (float)this.worldPositionningService.GetDistance(village.WorldPosition, mainCity.WorldPosition);
            villageDefensePriority.DistanceToMainCity = num3;
            if (num3 > num2)
            {
                num2 = num3;
            }
        }
        for (int m = this.VillageDOFPriority.Count - 1; m >= 0; m--)
        {
            AILayer_Military.VillageDefensePriority villageDefensePriority2 = this.VillageDOFPriority[m];
            if (villageDefensePriority2.ToDelete)
            {
                this.VillageDOFPriority.Remove(villageDefensePriority2);
            }
            else
            {
                float num4 = villageDefensePriority2.DistanceToMainCity / num2;
                if (majorEmpire.ConvertedVillages.Count > 1)
                {
                    villageDefensePriority2.FirstUnitPriority = AILayer.Boost(villageDefensePriority2.FirstUnitPriority, num4 * -0.1f);
                }
            }
        }
    }
    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 bool IsMissionValid()
 {
     return(this.Camp != null && this.Camp.Empire == base.Commander.Empire && AILayer_Military.GetCampDefenseLocalPriority(this.Camp, this.unitRatioBoost, AICommanderMission_GarrisonCamp.SimulatedUnitsCount) > 0f);
 }