Exemple #1
0
        public void Init(bool spawnDefenders, bool spawnAttackers, float defenderAdvantageFactor = 1f)
        {
            foreach (IEnumerable <MissionAgentSpawnLogic.SpawnPhase> phase in this._phases)
            {
                if (!phase.Any <MissionAgentSpawnLogic.SpawnPhase>())
                {
                    throw new Exception("There must be at least 1 phase (initial phase) on each side before Init was called.");
                }
            }
            int[] numArray1 = new int[2]
            {
                this._phases[0].Sum <MissionAgentSpawnLogic.SpawnPhase>((Func <MissionAgentSpawnLogic.SpawnPhase, int>)(p => p.TotalSpawnNumber)),
                this._phases[1].Sum <MissionAgentSpawnLogic.SpawnPhase>((Func <MissionAgentSpawnLogic.SpawnPhase, int>)(p => p.TotalSpawnNumber))
            };
            int num1 = ((IEnumerable <int>)numArray1).Sum();

            float[] numArray2 = new float[2]
            {
                (float)numArray1[0] / (float)num1,
                (float)numArray1[1] / (float)num1
            };
            if ((double)numArray2[0] < 0.600000023841858)
            {
                numArray2[0] *= defenderAdvantageFactor;
                if ((double)numArray2[0] > 0.600000023841858)
                {
                    numArray2[0] = 0.6f;
                }
                numArray2[1] = 1f - numArray2[0];
            }
            BattleSideEnum side         = (double)numArray2[0] < (double)numArray2[1] ? BattleSideEnum.Defender : BattleSideEnum.Attacker;
            BattleSideEnum oppositeSide = side.GetOppositeSide();

            int[] numArray3 = new int[2];
            numArray3[(int)side]         = MBMath.Ceiling(numArray2[(int)side] * (float)this._battleSize);
            numArray3[(int)oppositeSide] = this._battleSize - numArray3[(int)side];
            for (int index = 0; index < 2; ++index)
            {
                foreach (MissionAgentSpawnLogic.SpawnPhase spawnPhase in this._phases[index])
                {
                    if (spawnPhase.InitialSpawnNumber > numArray3[index])
                    {
                        int num2 = numArray3[index];
                        int num3 = spawnPhase.InitialSpawnNumber - num2;
                        spawnPhase.InitialSpawnNumber    = num2;
                        spawnPhase.RemainingSpawnNumber += num3;
                    }
                }
            }
            Mission.Current.SetBattleAgentCount(Math.Min(this.DefenderActivePhase.InitialSpawnNumber, this.AttackerActivePhase.InitialSpawnNumber));
            this._missionSides[0].SetSpawnTroops(spawnDefenders);
            this._missionSides[1].SetSpawnTroops(spawnAttackers);
        }
Exemple #2
0
 private void CheckIsEnemySideRetreatingOrOneSideDepleted()
 {
     if (!this._canCheckForEndConditionSiege)
     {
         this._canCheckForEndConditionSiege = this.Mission.GetMissionBehaviour <SiegeDeploymentHandler>() == null;
     }
     else
     {
         if (!this._canCheckForEndCondition)
         {
             return;
         }
         BattleSideEnum side = this.Mission.PlayerTeam.Side;
         this._isPlayerSideDepleted = this._missionAgentSpawnLogic.IsSideDepleted(side);
         this._isEnemySideDepleted  = this._missionAgentSpawnLogic.IsSideDepleted(side.GetOppositeSide());
         if (this._isEnemySideDepleted || this._isPlayerSideDepleted || this.Mission.GetMissionBehaviour <HideoutPhasedMissionController>() != null)
         {
             return;
         }
         bool flag = true;
         foreach (Team team in (ReadOnlyCollection <Team>) this.Mission.Teams)
         {
             if (team.IsEnemyOf(this.Mission.PlayerTeam))
             {
                 foreach (Agent activeAgent in team.ActiveAgents)
                 {
                     if (!activeAgent.IsRunningAway)
                     {
                         flag = false;
                         break;
                     }
                 }
             }
         }
         if (!flag)
         {
             this._enemiesNotYetRetreatingTime = MissionTime.Now;
         }
         if ((double)this._enemiesNotYetRetreatingTime.ElapsedSeconds <= 3.0)
         {
             return;
         }
         this._isEnemySideRetreating = true;
     }
 }