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)); }
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]); } }
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); }
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)); }
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); }
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); }
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"); } } }
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); }