public void CreateNewCommanderRegroup(GameEntityGUID[] units)
    {
        AICommander commander = new AICommander_RegroupArmies(units, 0UL)
        {
            AIPlayer = base.AIEntity.AIPlayer,
            Empire   = base.AIEntity.Empire
        };

        this.AddCommander(commander);
    }
    private void CreateNewCommanderRegroup(GameEntityGUID[] units, RequestUnitListMessage message)
    {
        AICommander commander = new AICommander_RegroupArmies(units, (message == null) ? 0UL : message.ID)
        {
            AIPlayer = base.AIEntity.AIPlayer,
            Empire   = base.AIEntity.Empire
        };

        this.AddCommander(commander);
    }
 private bool IsCommanderStillRegrouping(RequestUnitListMessage requestUnitList)
 {
     for (int i = 0; i < this.aiCommanders.Count; i++)
     {
         AICommander_RegroupArmies aicommander_RegroupArmies = this.aiCommanders[i] as AICommander_RegroupArmies;
         if (aicommander_RegroupArmies != null && requestUnitList.ID == aicommander_RegroupArmies.RequestUnitListMessageID)
         {
             return(true);
         }
     }
     return(false);
 }