Esempio n. 1
0
    private HeuristicValue GetUnitPriority(UnitDesign unitDesign)
    {
        HeuristicValue heuristicValue = new HeuristicValue(0f);

        heuristicValue.Add(this.currentProductionPriority, "Current unit priority", new object[0]);
        HeuristicValue heuristicValue2 = new HeuristicValue(0f);
        int            num             = this.availableMilitaryBody.IndexOf(unitDesign.UnitBodyDefinition.Name);

        if (num >= 0)
        {
            float num2 = this.bodyCount[num] / this.overralUnitCount;
            float num3 = this.wantedBodyRatio[num];
            if (num2 > num3)
            {
                heuristicValue2.Log("Too much of this body already", new object[0]);
                heuristicValue2.Add(num2, "Current ratio", new object[0]);
                heuristicValue2.Divide(num3, "Wanted ratio", new object[0]);
                heuristicValue2.Clamp(0f, 2f);
                heuristicValue2.Multiply(-1f, "invert", new object[0]);
            }
            else
            {
                heuristicValue2.Log("Not enough of this body for now.", new object[0]);
                heuristicValue2.Add(num3, "Wanted ratio", new object[0]);
                heuristicValue2.Divide(num2, "Current ratio", new object[0]);
                heuristicValue2.Clamp(0f, 2f);
            }
        }
        heuristicValue2.Multiply(0.05f, "constant", new object[0]);
        heuristicValue.Boost(heuristicValue2, "Body ratio boost", new object[0]);
        DepartmentOfTheInterior agency = this.AIEntity.Empire.GetAgency <DepartmentOfTheInterior>();

        if (unitDesign.Name.ToString().Contains("Preacher") && this.VillageLayer.ConversionArmiesCount > 0 && (this.VictoryLayer == null || this.VictoryLayer.CurrentVictoryDesign != AILayer_Victory.VictoryDesign.Preacher))
        {
            heuristicValue.Boost(-0.4f, "Bad Unit Malus", new object[0]);
        }
        else if (unitDesign.Name.ToString().Contains("EyelessOnesCaecator"))
        {
            heuristicValue.Boost(-0.3f, "Bad Unit Malus", new object[0]);
        }
        else if (unitDesign.Name.ToString().Contains("CeratanDrider"))
        {
            heuristicValue.Boost(-0.15f, "Bad Unit Malus", new object[0]);
        }
        if (unitDesign.Name.ToString().Contains("Mastermind") && agency.AssimilatedFactions.Count > 0)
        {
            foreach (Faction faction in agency.AssimilatedFactions)
            {
                if (faction.Name != "Ceratan" && faction.Name != "EyelessOnes")
                {
                    heuristicValue.Boost(-0.2f, "Bad Unit Malus", new object[0]);
                    break;
                }
            }
        }
        return(heuristicValue);
    }
Esempio n. 2
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    private void ComputeCostalBoost()
    {
        DepartmentOfTheInterior agency = base.Empire.GetAgency <DepartmentOfTheInterior>();

        this.costalCityCount = 0;
        for (int i = 0; i < agency.Cities.Count; i++)
        {
            if (agency.Cities[i].Districts.Any((District match) => this.worldPositionningService.IsWaterTile(match.WorldPosition)))
            {
                this.costalCityCount++;
            }
        }
        this.costalColonizationBoost.Reset();
        if (this.costalCityCount < 3)
        {
            int            num            = 3;
            HeuristicValue heuristicValue = new HeuristicValue(0f);
            heuristicValue.Add((float)agency.Cities.Count, "City count", new object[0]);
            heuristicValue.Subtract((float)(this.costalCityCount * num), "Costal city * {0}", new object[]
            {
                num
            });
            heuristicValue.Divide((float)num, "Costal gap", new object[0]);
            heuristicValue.Clamp(0.1f, 1f);
            heuristicValue.Multiply(this.costalCityRatioMaxBoost, "Factor from xml", new object[0]);
            this.costalColonizationBoost.Boost(heuristicValue, "Costal city ratio boost", new object[0]);
        }
        if (base.Empire.SimulationObject.Tags.Contains(DownloadableContent16.AffinitySeaDemons))
        {
            this.costalColonizationBoost.Boost(0.1f, "Sea demons", new object[0]);
        }
    }
Esempio n. 3
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    public override void UpdateRole()
    {
        base.Role = BaseNavyArmy.ArmyRole.Forteress;
        this.WantToKeepArmyFitness.Reset();
        NavyRegionData navyRegionData = base.Commander.RegionData as NavyRegionData;

        this.WantToKeepArmyFitness.Add(0.3f, "constant", new object[0]);
        if (navyRegionData.NumberOfWaterEnemy > 0)
        {
            HeuristicValue heuristicValue = new HeuristicValue(0f);
            heuristicValue.Add((float)navyRegionData.NumberOfWaterEnemy, "Number of enemy water region around.", new object[0]);
            heuristicValue.Multiply(0.1f, "boost constant", new object[0]);
            heuristicValue.Min(0.5f, "Avoid too big factor!", new object[0]);
            this.WantToKeepArmyFitness.Boost(heuristicValue, "Water region owned by enemy around.", new object[0]);
        }
        if (navyRegionData.NumberOfEnemyCityOnTheBorder > 0)
        {
            this.WantToKeepArmyFitness.Boost(0.2f, "Enemy city in the region.", new object[0]);
        }
        if (navyRegionData.EnemyNavalPower > 0f)
        {
            this.WantToKeepArmyFitness.Boost(0.9f, "Enemy roaming in the region.", new object[0]);
        }
        MajorEmpire occupant = this.Fortress.Occupant;

        if (occupant != null && !AILayer_Military.AreaIsSave(this.Fortress.WorldPosition, 10, occupant.GetAgency <DepartmentOfForeignAffairs>(), true))
        {
            this.WantToKeepArmyFitness.Boost(0.9f, "Enemy roaming in the region.", new object[0]);
        }
    }
    private HeuristicValue GetTaskFitness(BaseNavyArmy navyGarrison)
    {
        HeuristicValue heuristicValue = new HeuristicValue(0f);

        base.Owner.GetAgency <DepartmentOfForeignAffairs>();
        if (navyGarrison.Garrison.GUID == base.TargetGuid)
        {
            heuristicValue.Value = -1f;
            heuristicValue.Log("Cannot reinforce itself.", new object[0]);
        }
        else if (navyGarrison.Role == BaseNavyArmy.ArmyRole.Land || navyGarrison.Role == BaseNavyArmy.ArmyRole.Forteress || navyGarrison.Role == BaseNavyArmy.ArmyRole.Convoi)
        {
            heuristicValue.Value = -1f;
            heuristicValue.Log("Role is not valid for the task. Role={0}.", new object[]
            {
                navyGarrison.Role.ToString()
            });
        }
        else if (navyGarrison.Garrison.StandardUnits.Count == 0)
        {
            heuristicValue.Value = -1f;
            heuristicValue.Log("Army is empty, cannot be used as reinforcement.", new object[0]);
        }
        else
        {
            heuristicValue.Add(this.NavyFortress.WantToKeepArmyFitness, "Fortress army need", new object[0]);
            if (navyGarrison.Role == BaseNavyArmy.ArmyRole.TaskForce)
            {
                heuristicValue.Boost(-0.1f, "constant avoid reinforce while task force.", new object[0]);
                float          num             = (float)navyGarrison.Garrison.CurrentUnitSlot;
                float          operand         = Math.Abs((float)this.ReinforcementSlots - num);
                HeuristicValue heuristicValue2 = new HeuristicValue(0f);
                heuristicValue2.Add(operand, "ABS(TaskSlotNeeded - armySize)", new object[0]);
                heuristicValue2.Divide(num, "Army size", new object[0]);
                heuristicValue.Subtract(heuristicValue2, "Size ratio", new object[0]);
            }
            if (heuristicValue.Value > 0f)
            {
                if (this.NavyFortress.ArmySize < BaseNavyArmy.ArmyState.Medium)
                {
                    heuristicValue.Boost(0.2f, "(constant)Under medium", new object[0]);
                }
                else if (this.NavyFortress.ArmySize < BaseNavyArmy.ArmyState.High)
                {
                    heuristicValue.Boost(0.1f, "(constant)Under high", new object[0]);
                }
                float numberOfTurnToReach = (float)this.worldPositionService.GetDistance(navyGarrison.Garrison.WorldPosition, this.NavyFortress.Garrison.WorldPosition) / navyGarrison.GetMaximumMovement();
                heuristicValue.Multiply(base.ComputeDistanceFitness(numberOfTurnToReach, navyGarrison.Role), "Distance", new object[0]);
            }
        }
        return(heuristicValue);
    }
    private void ComputeObjectivePriority()
    {
        bool flag = false;

        if (this.departmentOfForeignAffairs.IsInWarWithSomeone())
        {
            flag = true;
        }
        else
        {
            foreach (City city in this.departmentOfTheInterior.Cities)
            {
                if (!this.worldAtlasAIHelper.IsRegionPacified(base.AIEntity.Empire, city.Region) || city.BesiegingEmpireIndex >= 0)
                {
                    flag = true;
                    break;
                }
            }
        }
        base.GlobalPriority.Reset();
        base.GlobalPriority.Add(0.1f, "(constant)", new object[0]);
        AILayer_Colonization layer = base.AIEntity.GetLayer <AILayer_Colonization>();

        for (int i = 0; i < this.globalObjectiveMessages.Count; i++)
        {
            GlobalObjectiveMessage globalObjectiveMessage = this.globalObjectiveMessages[i];
            HeuristicValue         heuristicValue         = new HeuristicValue(0f);
            heuristicValue.Add(layer.GetColonizationInterest(globalObjectiveMessage.RegionIndex), "Region colo interest", new object[0]);
            if (this.departmentOfCreepingNodes != null)
            {
                if (this.departmentOfCreepingNodes.Nodes.Any((CreepingNode CN) => CN.Region.Index == globalObjectiveMessage.RegionIndex))
                {
                    heuristicValue.Boost(1f, "bloom in region", new object[0]);
                }
                else if (this.departmentOfCreepingNodes.Nodes.Count > 0)
                {
                    heuristicValue.Max(0.5f, "bloom in region", new object[0]);
                }
            }
            heuristicValue.Multiply(0.1f, "(constant)", new object[0]);
            globalObjectiveMessage.LocalPriority  = heuristicValue;
            globalObjectiveMessage.GlobalPriority = base.GlobalPriority;
            if (i < 1 && !flag && base.AIEntity.Empire.GetAgency <DepartmentOfDefense>().Armies.Count > 2)
            {
                globalObjectiveMessage.LocalPriority.Boost(0.75f, "(constant)", new object[0]);
                globalObjectiveMessage.GlobalPriority.Boost(0.75f, "(constant)", new object[0]);
            }
            globalObjectiveMessage.TimeOut = 1;
        }
    }
Esempio n. 6
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 public HeuristicValue GetColonizationInterest(int regionIndex)
 {
     if (this.globalObjectiveMessages.Exists((GlobalObjectiveMessage match) => match.RegionIndex == regionIndex))
     {
         return(base.GlobalPriority);
     }
     for (int i = 0; i < this.departmentOfTheInterior.Cities.Count; i++)
     {
         if (this.IsNeighbourgTo(this.departmentOfTheInterior.Cities[i].Region, regionIndex))
         {
             HeuristicValue heuristicValue = new HeuristicValue(0f);
             heuristicValue.Add(base.GlobalPriority, "Global priority", new object[0]);
             heuristicValue.Multiply(0.2f, "constant", new object[0]);
             return(heuristicValue);
         }
     }
     return(new HeuristicValue(0f));
 }
Esempio n. 7
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    private void ComputeOpportunityScore_PointOfInterest(BaseNavyArmy army)
    {
        NavyArmy navyArmy = army as NavyArmy;

        if (navyArmy == null)
        {
            return;
        }
        Army army2 = army.Garrison as Army;

        if (army2 != null && army2.HasCatspaw)
        {
            return;
        }
        for (int i = 0; i < this.worldPositionService.World.Regions.Length; i++)
        {
            if (this.worldPositionService.World.Regions[i].IsOcean)
            {
                for (int j = 0; j < this.worldPositionService.World.Regions[i].PointOfInterests.Length; j++)
                {
                    PointOfInterest pointOfInterest = this.worldPositionService.World.Regions[i].PointOfInterests[j];
                    float           num             = this.ComputeOpportunityTurnOverhead(army, pointOfInterest.WorldPosition);
                    if ((army.CurrentMainTask == null || this.IsDetourWorthChecking(army, num)) && this.CouldSearch(army, pointOfInterest) && this.IsCloseEnoughToOrigin(army, pointOfInterest.WorldPosition, 2f))
                    {
                        HeuristicValue heuristicValue = new HeuristicValue(0f);
                        heuristicValue.Add(1f, "constant", new object[0]);
                        HeuristicValue heuristicValue2 = new HeuristicValue(0f);
                        float          operand         = 1f;
                        heuristicValue2.Add(operand, "Factor from xml(constant for now)", new object[0]);
                        heuristicValue2.Multiply(num, "Nb turn added by opportunity", new object[0]);
                        heuristicValue2.Add(1f, "Constant to avoid divide by 0", new object[0]);
                        heuristicValue.Divide(heuristicValue2, "Distance factor", new object[0]);
                        navyArmy.Opportunities.Add(new BehaviorOpportunity
                        {
                            OpportunityPosition = pointOfInterest.WorldPosition,
                            Score = heuristicValue,
                            Type  = BehaviorOpportunity.OpportunityType.Ruin
                        });
                    }
                }
            }
        }
    }
Esempio n. 8
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 private void ResetProductionPriority(float currentMilitaryPower)
 {
     this.InitialProductionPriority.Reset();
     if (this.needMilitaryPower < currentMilitaryPower)
     {
         float          num            = 2f;
         HeuristicValue heuristicValue = new HeuristicValue(0f);
         heuristicValue.Add(currentMilitaryPower, "Current military power", new object[0]);
         heuristicValue.Divide(this.needMilitaryPower, "Wanted military power", new object[0]);
         HeuristicValue heuristicValue2 = new HeuristicValue(0f);
         heuristicValue2.Add(heuristicValue, "Ratio", new object[0]);
         heuristicValue2.Clamp(0f, num);
         heuristicValue2.Divide(num, "Normalize", new object[0]);
         heuristicValue2.Multiply(0.7f, "Max difference", new object[0]);
         this.InitialProductionPriority.Add(0.8f, "Max priority when over wanted", new object[0]);
         this.InitialProductionPriority.Subtract(heuristicValue2, "Current higher than wanted", new object[0]);
     }
     else if (currentMilitaryPower > 0f)
     {
         float          num2            = 4f;
         HeuristicValue heuristicValue3 = new HeuristicValue(0f);
         heuristicValue3.Add(this.needMilitaryPower, "Wanted military power", new object[0]);
         heuristicValue3.Divide(currentMilitaryPower, "Current military power", new object[0]);
         HeuristicValue heuristicValue4 = new HeuristicValue(0f);
         heuristicValue4.Add(heuristicValue3, "Ratio", new object[0]);
         heuristicValue4.Clamp(0f, num2);
         heuristicValue4.Divide(num2, "Normalize", new object[0]);
         heuristicValue4.Multiply(0.6f, "Max difference", new object[0]);
         this.InitialProductionPriority.Add(0.3f, "Minimal priority", new object[0]);
         this.InitialProductionPriority.Add(heuristicValue4, "Current is under needed", new object[0]);
     }
     else
     {
         this.InitialProductionPriority.Add(0.8f, "current == 0, max priority!", new object[0]);
     }
 }
    private void ComputeWantedMilitaryUnitCount()
    {
        float propertyValue = base.AIEntity.Empire.GetPropertyValue(SimulationProperties.ArmyUnitSlot);

        this.LandRecruiter.WantedUnitCount.Reset();
        this.NavalRecruiter.WantedUnitCount.Reset();
        DepartmentOfTheInterior agency = base.AIEntity.Empire.GetAgency <DepartmentOfTheInterior>();

        if (agency != null)
        {
            HeuristicValue heuristicValue = new HeuristicValue(0f);
            heuristicValue.Add((float)agency.Cities.Count, "Number of city", new object[0]);
            heuristicValue.Multiply(1.2f, "constant", new object[0]);
            this.LandRecruiter.WantedUnitCount.Add(heuristicValue, "1.2f per owned land region", new object[0]);
            HeuristicValue heuristicValue2 = new HeuristicValue(0f);
            heuristicValue2.Add((float)agency.OccupiedFortresses.Count, "Number of fortress", new object[0]);
            heuristicValue2.Multiply(0.5f, "constant", new object[0]);
            this.NavalRecruiter.WantedUnitCount.Add(heuristicValue2, "Half per owned fortresses", new object[0]);
        }
        MajorEmpire majorEmpire = base.AIEntity.Empire as MajorEmpire;

        if (majorEmpire != null)
        {
            HeuristicValue heuristicValue3 = new HeuristicValue(0f);
            heuristicValue3.Add((float)majorEmpire.ConvertedVillages.Count, "Number of village", new object[0]);
            heuristicValue3.Multiply(0.5f, "constant", new object[0]);
            this.LandRecruiter.WantedUnitCount.Add(heuristicValue3, "Half per converted village", new object[0]);
        }
        DepartmentOfForeignAffairs agency2 = base.AIEntity.Empire.GetAgency <DepartmentOfForeignAffairs>();

        if (agency2 != null)
        {
            HeuristicValue heuristicValue4 = new HeuristicValue(0f);
            heuristicValue4.Add((float)agency.Cities.Count, "Number of city", new object[0]);
            heuristicValue4.Multiply((float)agency2.CountNumberOfWar(), "Number of war", new object[0]);
            heuristicValue4.Multiply(0.5f, "constant", new object[0]);
            this.LandRecruiter.WantedUnitCount.Add(heuristicValue4, "Half per city per war.", new object[0]);
        }
        AILayer_Navy layer = base.AIEntity.GetLayer <AILayer_Navy>();

        if (layer != null)
        {
            this.NavalRecruiter.WantedUnitCount.Add(layer.WantedArmies(), "Navy wanted army count", new object[0]);
        }
        AILayer_Colonization layer2 = base.AIEntity.GetLayer <AILayer_Colonization>();

        if (layer2 != null)
        {
            this.LandRecruiter.WantedUnitCount.Add((float)(layer2.WantedNewCity / 2), "Half per wanted region", new object[0]);
        }
        if (this.LandRecruiter.WantedUnitCount == 0f)
        {
            this.LandRecruiter.WantedUnitCount.Add(1f, "avoid 0", new object[0]);
        }
        if (this.NavalRecruiter.WantedUnitCount == 0f)
        {
            this.NavalRecruiter.WantedUnitCount.Add(1f, "avoid 0", new object[0]);
        }
        this.LandRecruiter.WantedUnitCount.Multiply(propertyValue, "Army size", new object[0]);
        this.NavalRecruiter.WantedUnitCount.Multiply(propertyValue, "Army size", new object[0]);
        float propertyValue2 = base.AIEntity.Empire.GetPropertyValue(SimulationProperties.GameSpeedMultiplier);

        if ((float)this.endTurnService.Turn < 30f * propertyValue2)
        {
            this.LandRecruiter.WantedUnitCount.Multiply(0.3f, "Early game factor", new object[0]);
            this.NavalRecruiter.WantedUnitCount.Multiply(0.3f, "Early game factor", new object[0]);
        }
    }
Esempio n. 10
0
    protected override void RefreshObjectives(StaticString context, StaticString pass)
    {
        base.RefreshObjectives(context, pass);
        base.GatherObjectives(AICommanderMissionDefinition.AICommanderCategory.Defense.ToString(), ref this.globalObjectiveMessages);
        base.ValidateMessages(ref this.globalObjectiveMessages);
        AILayer_War layer = base.AIEntity.GetLayer <AILayer_War>();

        base.GlobalPriority.Reset();
        AILayer_Strategy layer2 = base.AIEntity.GetLayer <AILayer_Strategy>();

        base.GlobalPriority.Add(layer2.StrategicNetwork.GetAgentValue("InternalMilitary"), "Strategic Network 'InternalMilitary'", new object[0]);
        AILayer_ArmyManagement layer3 = base.AIEntity.GetLayer <AILayer_ArmyManagement>();
        float worldColonizationRatio  = this.worldAtlasHelper.GetWorldColonizationRatio(base.AIEntity.Empire);
        bool  flag     = layer.WantWarWithSomoeone() || layer.NumberOfWar > 0;
        City  mainCity = this.departmentOfTheInterior.MainCity;
        bool  flag2    = false;

        if (this.departmentOfTheInterior.NonInfectedCities.Count < 4)
        {
            List <IGarrison> list = new List <IGarrison>();
            list.AddRange(this.departmentOfDefense.Armies.ToList <Army>().FindAll((Army match) => !match.IsSeafaring && !match.IsSettler && match.UnitsCount > 3).Cast <IGarrison>());
            if (list.Count > 1)
            {
                flag2 = true;
            }
        }
        for (int i = 0; i < this.departmentOfTheInterior.Cities.Count; i++)
        {
            City city = this.departmentOfTheInterior.Cities[i];
            if (this.IsObjectiveValid(AICommanderMissionDefinition.AICommanderCategory.Defense.ToString(), city.Region.Index, true))
            {
                GlobalObjectiveMessage globalObjectiveMessage = this.globalObjectiveMessages.Find((GlobalObjectiveMessage match) => match.RegionIndex == city.Region.Index);
                if (globalObjectiveMessage == null)
                {
                    globalObjectiveMessage = base.GenerateObjective(city.Region.Index);
                    globalObjectiveMessage.LocalPriority = new HeuristicValue(0f);
                    this.globalObjectiveMessages.Add(globalObjectiveMessage);
                }
                globalObjectiveMessage.TimeOut = 1;
                globalObjectiveMessage.LocalPriority.Reset();
                if (flag2 && city == mainCity)
                {
                    bool flag3 = !AILayer_Military.AreaIsSave(city.WorldPosition, 15, this.departmentOfForeignAffairs, false, false);
                    if (!flag3)
                    {
                        foreach (Region region in this.worldPositionningService.GetNeighbourRegions(city.Region, false, false))
                        {
                            if (region.IsLand && region.Owner is MajorEmpire)
                            {
                                DiplomaticRelation diplomaticRelation = this.departmentOfForeignAffairs.GetDiplomaticRelation(region.Owner);
                                if (diplomaticRelation.State.Name == DiplomaticRelationState.Names.War || diplomaticRelation.State.Name == DiplomaticRelationState.Names.ColdWar || diplomaticRelation.State.Name == DiplomaticRelationState.Names.Truce)
                                {
                                    flag3 = true;
                                    break;
                                }
                            }
                        }
                    }
                    if (flag3)
                    {
                        globalObjectiveMessage.LocalPriority  = new HeuristicValue(1f);
                        globalObjectiveMessage.GlobalPriority = new HeuristicValue(1f);
                    }
                }
                else
                {
                    globalObjectiveMessage.GlobalPriority = base.GlobalPriority;
                    AICommanderWithObjective aicommanderWithObjective = layer3.FindCommander(globalObjectiveMessage);
                    if (aicommanderWithObjective != null && aicommanderWithObjective is AICommander_Defense)
                    {
                        AICommander_Defense aicommander_Defense = aicommanderWithObjective as AICommander_Defense;
                        globalObjectiveMessage.LocalPriority.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, aicommander_Defense.ComputeCurrentUnitInDefense()), "CityDefenseLocalPriority", new object[0]);
                    }
                    else
                    {
                        globalObjectiveMessage.LocalPriority.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, -1), "CityDefenseLocalPriority", new object[0]);
                    }
                    HeuristicValue heuristicValue = new HeuristicValue(0f);
                    heuristicValue.Add(worldColonizationRatio, "colonization ratio", new object[0]);
                    heuristicValue.Multiply(0.2f, "(constant)", new object[0]);
                    globalObjectiveMessage.LocalPriority.Boost(heuristicValue, "Colonization boost", new object[0]);
                    if (flag)
                    {
                        globalObjectiveMessage.LocalPriority.Boost(0.3f, "Want war", new object[0]);
                    }
                    AIData_City aidata_City;
                    if (this.aiDataRepositoryAIHelper.TryGetAIData <AIData_City>(city.GUID, out aidata_City) && aidata_City.IsAtWarBorder)
                    {
                        globalObjectiveMessage.LocalPriority.Boost(0.3f, "War border", new object[0]);
                    }
                    if ((float)this.endTurnService.Turn < this.unitInGarrisonTurnLimit)
                    {
                        globalObjectiveMessage.LocalPriority.Boost(-0.3f, "turn under 'unitInGarrisonTurnLimit' ({0})", new object[]
                        {
                            this.unitInGarrisonTurnLimit
                        });
                    }
                }
            }
        }
        MajorEmpire majorEmpire = base.AIEntity.Empire as MajorEmpire;

        if (majorEmpire == null || majorEmpire.ConvertedVillages.Count == 0)
        {
            return;
        }
        if (mainCity == null)
        {
            return;
        }
        float num = AILayer_Military.GetCityDefenseLocalPriority(mainCity, this.unitRatioBoost, AICommanderMission_Garrison.SimulatedUnitsCount);

        num *= this.villageDefenseRatioDeboost;
        num *= base.GlobalPriority;
        for (int k = 0; k < this.VillageDOFPriority.Count; k++)
        {
            this.VillageDOFPriority[k].Reset();
        }
        float num2 = 0f;

        for (int l = 0; l < majorEmpire.ConvertedVillages.Count; l++)
        {
            Village village = majorEmpire.ConvertedVillages[l];
            AILayer_Military.VillageDefensePriority villageDefensePriority = this.VillageDOFPriority.Find((AILayer_Military.VillageDefensePriority match) => match.Village.GUID == village.GUID);
            if (villageDefensePriority == null)
            {
                villageDefensePriority = new AILayer_Military.VillageDefensePriority();
                villageDefensePriority.Reset();
                villageDefensePriority.Village = village;
                this.VillageDOFPriority.Add(villageDefensePriority);
            }
            villageDefensePriority.ToDelete          = false;
            villageDefensePriority.FirstUnitPriority = num;
            float num3 = (float)this.worldPositionningService.GetDistance(village.WorldPosition, mainCity.WorldPosition);
            villageDefensePriority.DistanceToMainCity = num3;
            if (num3 > num2)
            {
                num2 = num3;
            }
        }
        for (int m = this.VillageDOFPriority.Count - 1; m >= 0; m--)
        {
            AILayer_Military.VillageDefensePriority villageDefensePriority2 = this.VillageDOFPriority[m];
            if (villageDefensePriority2.ToDelete)
            {
                this.VillageDOFPriority.Remove(villageDefensePriority2);
            }
            else
            {
                float num4 = villageDefensePriority2.DistanceToMainCity / num2;
                if (majorEmpire.ConvertedVillages.Count > 1)
                {
                    villageDefensePriority2.FirstUnitPriority = AILayer.Boost(villageDefensePriority2.FirstUnitPriority, num4 * -0.1f);
                }
            }
        }
    }