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); }