Example #1
0
 public static void AddSpecificBehavior(
     this IEnumerable <FormationAI> ais,
     BehaviorComponent behaviour)
 {
     foreach (FormationAI ai in ais)
     {
         ai.AddSpecificBehavior(behaviour);
     }
 }
        private float GetFormationBehaviourLaneEffectiveness(
            SiegeLane siegeLane,
            Formation formation,
            BehaviorComponent behaviour)
        {
            switch (behaviour)
            {
            case BehaviorAssaultWalls _:
                return((float)((formation.AI.Side == siegeLane.LaneSide ? 5.0 : 1.0) * (formation.AI.ActiveBehavior == null || !(formation.AI.ActiveBehavior.GetType() == behaviour.GetType()) ? 1.0 : 3.0)) * TacticComponent.GetFormationEffectivenessOverOrder(formation, OrderType.Charge) * siegeLane.PrimarySiegeWeapons.Where <IPrimarySiegeWeapon>((Func <IPrimarySiegeWeapon, bool>)(psw => psw.HasCompletedAction())).Max <IPrimarySiegeWeapon>((Func <IPrimarySiegeWeapon, float>)(psw => psw.SiegeWeaponPriority)));

            case BehaviorUseSiegeMachines _:
                return((float)((formation.AI.Side == siegeLane.LaneSide ? 5.0 : 1.0) * (formation.AI.ActiveBehavior == null || !(formation.AI.ActiveBehavior.GetType() == behaviour.GetType()) ? 1.0 : 3.0)) * TacticComponent.GetFormationEffectivenessOverOrder(formation, OrderType.Charge) * siegeLane.PrimarySiegeWeapons.Where <IPrimarySiegeWeapon>((Func <IPrimarySiegeWeapon, bool>)(psw => !psw.HasCompletedAction())).Max <IPrimarySiegeWeapon>((Func <IPrimarySiegeWeapon, float>)(psw => psw.SiegeWeaponPriority)));

            default:
                return(0.0f);
            }
        }
Example #3
0
 public static void AddAiSpecificBehavior(
     this IEnumerable <Formation> formations,
     BehaviorComponent behaviour)
 {
     formations.Select <Formation, FormationAI>((Func <Formation, FormationAI>)(f => f.AI)).AddSpecificBehavior(behaviour);
 }