public float GetUnitPriorityInCamp(int slotIndex)
    {
        if (this.Camp == null || base.Commander == null)
        {
            return(0f);
        }
        float num = AILayer_Military.GetCampDefenseLocalPriority(this.Camp, this.unitRatioBoost, AICommanderMission_GarrisonCamp.SimulatedUnitsCount);

        num *= (base.Commander as AICommanderWithObjective).GlobalPriority;
        return(this.militaryLayer.GetUnitPriority(this.Camp, slotIndex, num, 0.5f));
    }
 private bool IsMissionValid()
 {
     return(this.Camp != null && this.Camp.Empire == base.Commander.Empire && AILayer_Military.GetCampDefenseLocalPriority(this.Camp, this.unitRatioBoost, AICommanderMission_GarrisonCamp.SimulatedUnitsCount) > 0f);
 }