Esempio n. 1
0
        public static SiegeWeaponOrderType GetActiveOrderOf(SiegeWeapon weapon)
        {
            if (!weapon.ForcedUse)
            {
                return(SiegeWeaponOrderType.Stop);
            }
            if (!(weapon is RangedSiegeWeapon))
            {
                return(SiegeWeaponOrderType.Attack);
            }
            switch (((RangedSiegeWeapon)weapon).Focus)
            {
            case RangedSiegeWeapon.FiringFocus.Troops:
                return(SiegeWeaponOrderType.FireAtTroops);

            case RangedSiegeWeapon.FiringFocus.Walls:
                return(SiegeWeaponOrderType.FireAtWalls);

            case RangedSiegeWeapon.FiringFocus.RangedSiegeWeapons:
                return(SiegeWeaponOrderType.FireAtRangedSiegeWeapons);

            case RangedSiegeWeapon.FiringFocus.PrimarySiegeWeapons:
                return(SiegeWeaponOrderType.FireAtPrimarySiegeWeapons);

            default:
                return(SiegeWeaponOrderType.FireAtTroops);
            }
        }
 protected internal override void TickOccasionally()
 {
     base.TickOccasionally();
     this._targetWeapons.RemoveAll((Predicate <SiegeWeapon>)(tw => tw.IsDestroyed));
     if (this._targetWeapons.Count == 0)
     {
         this.DetermineTargetWeapons();
     }
     if (this.formation.AI.ActiveBehavior != this)
     {
         return;
     }
     if (this._targetWeapons.Count == 0)
     {
         if (this.CurrentOrder != (object)MovementOrder.MovementOrderCharge)
         {
             this.CurrentOrder = MovementOrder.MovementOrderCharge;
         }
         this._isTargetPrimaryWeapon = false;
     }
     else
     {
         SiegeWeapon siegeWeapon = this._targetWeapons.MinBy <SiegeWeapon, float>((Func <SiegeWeapon, float>)(tw => this.formation.QuerySystem.AveragePosition.DistanceSquared(tw.GameEntity.GlobalPosition.AsVec2)));
         if (this.CurrentOrder.OrderEnum != MovementOrder.MovementOrderEnum.AttackEntity || this.LastTargetWeapon != siegeWeapon)
         {
             this.LastTargetWeapon = siegeWeapon;
             this.CurrentOrder     = MovementOrder.MovementOrderAttackEntity(this.LastTargetWeapon.GameEntity, true);
         }
     }
     this.formation.MovementOrder = this.CurrentOrder;
 }
Esempio n. 3
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        public int GetShortcutIndexOf(SiegeWeapon weapon)
        {
            int num1;

            switch (SiegeWeaponController.GetSideOf(weapon))
            {
            case FormationAI.BehaviorSide.Left:
                num1 = 1;
                break;

            case FormationAI.BehaviorSide.Right:
                num1 = 2;
                break;

            default:
                num1 = 0;
                break;
            }
            int num2 = num1;

            if (!(weapon is IPrimarySiegeWeapon))
            {
                num2 += 3;
            }
            return(num2);
        }
 public void Deploy(SiegeWeapon s)
 {
     this.DeployedWeapon  = (SynchedMissionObject)s;
     this.DisbandedWeapon = (SynchedMissionObject)null;
     this.OnDeploymentStateChangedAux((SynchedMissionObject)s);
     this.ToggleDeploymentPointVisibility(false);
     this.ToggleDeployedWeaponVisibility(true);
 }
Esempio n. 5
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        private static FormationAI.BehaviorSide GetSideOf(SiegeWeapon weapon)
        {
            if (weapon is IPrimarySiegeWeapon primarySiegeWeapon)
            {
                return(primarySiegeWeapon.WeaponSide);
            }
            RangedSiegeWeapon rangedSiegeWeapon = weapon as RangedSiegeWeapon;

            return(FormationAI.BehaviorSide.Middle);
        }
 private void ArrangeSiegeMachinesForNonAssaultMission()
 {
     foreach (GameEntity gameEntity in Mission.Current.GetActiveEntitiesWithScriptComponentOfType <SiegeWeapon>())
     {
         SiegeWeapon     firstScriptOfType = gameEntity.GetFirstScriptOfType <SiegeWeapon>();
         SiegeEngineType siegeEngineType   = firstScriptOfType.GetSiegeEngineType();
         if (siegeEngineType != DefaultSiegeEngineTypes.Ballista && siegeEngineType != DefaultSiegeEngineTypes.FireBallista && (siegeEngineType != DefaultSiegeEngineTypes.Catapult && siegeEngineType != DefaultSiegeEngineTypes.FireCatapult) && (siegeEngineType != DefaultSiegeEngineTypes.Onager && siegeEngineType != DefaultSiegeEngineTypes.FireOnager))
         {
             firstScriptOfType.Deactivate();
         }
     }
 }
Esempio n. 7
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        private void SetOrderAux(SiegeWeaponOrderType order, SiegeWeapon weapon)
        {
            switch (order)
            {
            case SiegeWeaponOrderType.Stop:
            case SiegeWeaponOrderType.AIControlOff:
                weapon.ForcedUse = false;
                break;

            case SiegeWeaponOrderType.Attack:
            case SiegeWeaponOrderType.AIControlOn:
                weapon.ForcedUse = true;
                break;

            case SiegeWeaponOrderType.FireAtWalls:
                weapon.ForcedUse = true;
                if (!(weapon is RangedSiegeWeapon rangedSiegeWeapon5))
                {
                    break;
                }
                rangedSiegeWeapon5.Focus = RangedSiegeWeapon.FiringFocus.Walls;
                break;

            case SiegeWeaponOrderType.FireAtTroops:
                weapon.ForcedUse = true;
                if (!(weapon is RangedSiegeWeapon rangedSiegeWeapon6))
                {
                    break;
                }
                rangedSiegeWeapon6.Focus = RangedSiegeWeapon.FiringFocus.Troops;
                break;

            case SiegeWeaponOrderType.FireAtRangedSiegeWeapons:
                weapon.ForcedUse = true;
                if (!(weapon is RangedSiegeWeapon rangedSiegeWeapon7))
                {
                    break;
                }
                rangedSiegeWeapon7.Focus = RangedSiegeWeapon.FiringFocus.RangedSiegeWeapons;
                break;

            case SiegeWeaponOrderType.FireAtPrimarySiegeWeapons:
                weapon.ForcedUse = true;
                if (!(weapon is RangedSiegeWeapon rangedSiegeWeapon8))
                {
                    break;
                }
                rangedSiegeWeapon8.Focus = RangedSiegeWeapon.FiringFocus.PrimarySiegeWeapons;
                break;
            }
        }
Esempio n. 8
0
        public void Deselect(SiegeWeapon weapon)
        {
            if (!this.SelectedWeapons.Contains(weapon))
            {
                return;
            }
            if (GameNetwork.IsClient)
            {
                GameNetwork.BeginModuleEventAsClient();
                GameNetwork.WriteMessage((GameNetworkMessage) new UnselectSiegeWeapon(weapon));
                GameNetwork.EndModuleEventAsClient();
            }
            this._selectedWeapons.Remove(weapon);
            Action siegeWeaponsChanged = this.OnSelectedSiegeWeaponsChanged;

            if (siegeWeaponsChanged == null)
            {
                return;
            }
            siegeWeaponsChanged();
        }
Esempio n. 9
0
        public void Select(SiegeWeapon weapon)
        {
            if (this.SelectedWeapons.Contains(weapon) || !SiegeWeaponController.IsWeaponSelectable(weapon))
            {
                return;
            }
            if (GameNetwork.IsClient)
            {
                GameNetwork.BeginModuleEventAsClient();
                GameNetwork.WriteMessage((GameNetworkMessage) new SelectSiegeWeapon(weapon));
                GameNetwork.EndModuleEventAsClient();
            }
            this._selectedWeapons.Add(weapon);
            Action siegeWeaponsChanged = this.OnSelectedSiegeWeaponsChanged;

            if (siegeWeaponsChanged == null)
            {
                return;
            }
            siegeWeaponsChanged();
        }
 private void DefendSingleMainPosition()
 {
     if (this._mainInfantry != null)
     {
         this._mainInfantry.AI.ResetBehaviorWeights();
         TacticComponent.SetDefaultBehaviorWeights(this._mainInfantry);
         if (this._destructableSiegeWeapons.FirstOrDefault <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => dsw is IPrimarySiegeWeapon && dsw is IMoveableSiegeWeapon)) is IPrimarySiegeWeapon primarySiegeWeapon2)
         {
             this._mainInfantry.AI.SetBehaviorWeight <BehaviorDefendSiegeWeapon>(1f);
             BehaviorDefendSiegeWeapon behavior = this._mainInfantry.AI.GetBehavior <BehaviorDefendSiegeWeapon>();
             behavior.SetDefensePositionFromTactic(this._teamAISallyOutDefender.CalculateSallyOutReferencePosition(primarySiegeWeapon2.WeaponSide).ToWorldPosition());
             behavior.SetDefendedSiegeWeaponFromTactic(primarySiegeWeapon2 as SiegeWeapon);
         }
         else
         {
             if (this._destructableSiegeWeapons.Any <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => !dsw.IsDisabled)))
             {
                 SiegeWeapon siegeWeapon = this._destructableSiegeWeapons.Where <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => !dsw.IsDisabled)).MinBy <SiegeWeapon, float>((Func <SiegeWeapon, float>)(dsw => dsw.GameEntity.GlobalPosition.AsVec2.DistanceSquared(this._mainInfantry.QuerySystem.AveragePosition)));
                 this._mainInfantry.AI.ResetBehaviorWeights();
                 TacticComponent.SetDefaultBehaviorWeights(this._mainInfantry);
                 this._mainInfantry.AI.SetBehaviorWeight <BehaviorDefendSiegeWeapon>(1f);
                 BehaviorDefendSiegeWeapon behavior = this._mainInfantry.AI.GetBehavior <BehaviorDefendSiegeWeapon>();
                 behavior.SetDefensePositionFromTactic(siegeWeapon.GameEntity.GlobalPosition.ToWorldPosition());
                 behavior.SetDefendedSiegeWeaponFromTactic(siegeWeapon);
             }
             else
             {
                 this._mainInfantry.AI.ResetBehaviorWeights();
                 TacticComponent.SetDefaultBehaviorWeights(this._mainInfantry);
                 this._mainInfantry.AI.SetBehaviorWeight <BehaviorDefend>(1f);
                 this._mainInfantry.AI.GetBehavior <BehaviorDefend>().DefensePosition = this._teamAISallyOutDefender.CalculateSallyOutReferencePosition(FormationAI.BehaviorSide.Middle).ToWorldPosition();
             }
             this._mainInfantry.AI.SetBehaviorWeight <BehaviorTacticalCharge>(1f);
         }
         this._mainInfantry.AI.SetBehaviorWeight <BehaviorTacticalCharge>(1f);
     }
     if (this._archers != null)
     {
         this._archers.AI.ResetBehaviorWeights();
         TacticComponent.SetDefaultBehaviorWeights(this._archers);
         this._archers.AI.SetBehaviorWeight <BehaviorSkirmishLine>(1f);
         this._archers.AI.SetBehaviorWeight <BehaviorScreenedSkirmish>(1f);
         this._archers.AI.SetBehaviorWeight <BehaviorSkirmish>(1f);
     }
     if (this._leftCavalry != null)
     {
         this._leftCavalry.AI.ResetBehaviorWeights();
         TacticComponent.SetDefaultBehaviorWeights(this._leftCavalry);
         this._leftCavalry.AI.SetBehaviorWeight <BehaviorProtectFlank>(1f).FlankSide = FormationAI.BehaviorSide.Left;
     }
     if (this._rightCavalry != null)
     {
         this._rightCavalry.AI.ResetBehaviorWeights();
         TacticComponent.SetDefaultBehaviorWeights(this._rightCavalry);
         this._rightCavalry.AI.SetBehaviorWeight <BehaviorProtectFlank>(1f).FlankSide = FormationAI.BehaviorSide.Right;
     }
     if (this._rangedCavalry == null)
     {
         return;
     }
     this._rangedCavalry.AI.ResetBehaviorWeights();
     TacticComponent.SetDefaultBehaviorWeights(this._rangedCavalry);
     this._rangedCavalry.AI.SetBehaviorWeight <BehaviorMountedSkirmish>(1f);
     this._rangedCavalry.AI.SetBehaviorWeight <BehaviorHorseArcherSkirmish>(1f);
 }
 private void DefendTwoMainPositions()
 {
     FormationAI.BehaviorSide infantrySide = FormationAI.BehaviorSide.BehaviorSideNotSet;
     if (this._mainInfantry != null)
     {
         this._mainInfantry.AI.ResetBehaviorWeights();
         TacticComponent.SetDefaultBehaviorWeights(this._mainInfantry);
         this._mainInfantry.AI.SetBehaviorWeight <BehaviorDefendSiegeWeapon>(1f);
         BehaviorDefendSiegeWeapon behavior = this._mainInfantry.AI.GetBehavior <BehaviorDefendSiegeWeapon>();
         SiegeWeapon siegeWeapon            = this._destructableSiegeWeapons.FirstOrDefault <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => dsw is IPrimarySiegeWeapon && dsw is IMoveableSiegeWeapon && (dsw as IPrimarySiegeWeapon).WeaponSide == FormationAI.BehaviorSide.Middle));
         if (siegeWeapon != null)
         {
             infantrySide = FormationAI.BehaviorSide.Middle;
         }
         else
         {
             siegeWeapon  = this._destructableSiegeWeapons.Where <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => dsw is IPrimarySiegeWeapon && dsw is IMoveableSiegeWeapon)).MinBy <SiegeWeapon, float>((Func <SiegeWeapon, float>)(dsw => dsw.GameEntity.GlobalPosition.AsVec2.DistanceSquared(this._mainInfantry.QuerySystem.AveragePosition)));
             infantrySide = (siegeWeapon as IPrimarySiegeWeapon).WeaponSide;
         }
         behavior.SetDefensePositionFromTactic(this._teamAISallyOutDefender.CalculateSallyOutReferencePosition(infantrySide).ToWorldPosition());
         behavior.SetDefendedSiegeWeaponFromTactic(siegeWeapon);
         this._mainInfantry.AI.SetBehaviorWeight <BehaviorTacticalCharge>(1f);
     }
     if (this._archers != null)
     {
         this._archers.AI.ResetBehaviorWeights();
         TacticComponent.SetDefaultBehaviorWeights(this._archers);
         this._archers.AI.SetBehaviorWeight <BehaviorSkirmishLine>(1f);
         this._archers.AI.SetBehaviorWeight <BehaviorScreenedSkirmish>(1f);
         this._archers.AI.SetBehaviorWeight <BehaviorSkirmish>(1f);
     }
     if (this._cavalryFormation != null)
     {
         if (infantrySide != FormationAI.BehaviorSide.BehaviorSideNotSet)
         {
             this._cavalryFormation.AI.ResetBehaviorWeights();
             TacticComponent.SetDefaultBehaviorWeights(this._cavalryFormation);
             this._cavalryFormation.AI.SetBehaviorWeight <BehaviorDefendSiegeWeapon>(1f);
             BehaviorDefendSiegeWeapon behavior = this._cavalryFormation.AI.GetBehavior <BehaviorDefendSiegeWeapon>();
             SiegeWeapon siegeWeapon            = this._destructableSiegeWeapons.FirstOrDefault <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => dsw is IPrimarySiegeWeapon && (dsw as IPrimarySiegeWeapon).WeaponSide != infantrySide));
             behavior.SetDefensePositionFromTactic(this._teamAISallyOutDefender.CalculateSallyOutReferencePosition(siegeWeapon == null ? (this._destructableSiegeWeapons.Where <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => dsw is IPrimarySiegeWeapon && dsw is IMoveableSiegeWeapon)).MinBy <SiegeWeapon, float>((Func <SiegeWeapon, float>)(dsw => dsw.GameEntity.GlobalPosition.AsVec2.DistanceSquared(this._cavalryFormation.QuerySystem.AveragePosition))) as IPrimarySiegeWeapon).WeaponSide : (siegeWeapon as IPrimarySiegeWeapon).WeaponSide).ToWorldPosition());
             behavior.SetDefendedSiegeWeaponFromTactic(siegeWeapon);
             this._cavalryFormation.AI.SetBehaviorWeight <BehaviorTacticalCharge>(1f);
         }
         else
         {
             this._cavalryFormation.AI.ResetBehaviorWeights();
             TacticComponent.SetDefaultBehaviorWeights(this._cavalryFormation);
             this._cavalryFormation.AI.SetBehaviorWeight <BehaviorDefendSiegeWeapon>(1f);
             BehaviorDefendSiegeWeapon behavior = this._cavalryFormation.AI.GetBehavior <BehaviorDefendSiegeWeapon>();
             SiegeWeapon siegeWeapon            = this._destructableSiegeWeapons.FirstOrDefault <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => dsw is IPrimarySiegeWeapon && (dsw as IPrimarySiegeWeapon).WeaponSide == FormationAI.BehaviorSide.Middle));
             FormationAI.BehaviorSide side;
             if (siegeWeapon != null)
             {
                 side = FormationAI.BehaviorSide.Middle;
             }
             else
             {
                 siegeWeapon = this._destructableSiegeWeapons.Where <SiegeWeapon>((Func <SiegeWeapon, bool>)(dsw => dsw is IPrimarySiegeWeapon && dsw is IMoveableSiegeWeapon)).MinBy <SiegeWeapon, float>((Func <SiegeWeapon, float>)(dsw => dsw.GameEntity.GlobalPosition.AsVec2.DistanceSquared(this._cavalryFormation.QuerySystem.AveragePosition)));
                 side        = (siegeWeapon as IPrimarySiegeWeapon).WeaponSide;
             }
             behavior.SetDefensePositionFromTactic(this._teamAISallyOutDefender.CalculateSallyOutReferencePosition(side).ToWorldPosition());
             behavior.SetDefendedSiegeWeaponFromTactic(siegeWeapon);
             this._cavalryFormation.AI.SetBehaviorWeight <BehaviorTacticalCharge>(1f);
         }
     }
     if (this._rangedCavalry == null)
     {
         return;
     }
     this._rangedCavalry.AI.ResetBehaviorWeights();
     TacticComponent.SetDefaultBehaviorWeights(this._rangedCavalry);
     this._rangedCavalry.AI.SetBehaviorWeight <BehaviorMountedSkirmish>(1f);
     this._rangedCavalry.AI.SetBehaviorWeight <BehaviorHorseArcherSkirmish>(1f);
 }
 internal void SetDefendedSiegeWeaponFromTactic(SiegeWeapon siegeWeapon) => this._defendedSiegeWeapon = siegeWeapon;
Esempio n. 13
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 public static bool IsWeaponSelectable(SiegeWeapon weapon) => !weapon.IsDeactivated;
Esempio n. 14
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 public static SiegeWeaponOrderType GetActiveMovementOrderOf(
     SiegeWeapon weapon)
 {
     return(!weapon.ForcedUse ? SiegeWeaponOrderType.Stop : SiegeWeaponOrderType.Attack);
 }
Esempio n. 15
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 public static SiegeWeaponOrderType GetActiveFiringOrderOf(SiegeWeapon weapon) => !weapon.ForcedUse ? SiegeWeaponOrderType.Stop : SiegeWeaponOrderType.Attack;
        private void ArrangeDestructedMeshes()
        {
            float num1 = 0.0f;

            foreach (float hitPointPercentage in this._wallHitPointPercentages)
            {
                num1 += hitPointPercentage;
            }
            if (!((IEnumerable <float>) this._wallHitPointPercentages).IsEmpty <float>())
            {
                num1 /= (float)this._wallHitPointPercentages.Length;
            }
            float num2 = MBMath.Lerp(0.0f, 0.7f, 1f - num1);
            IEnumerable <SynchedMissionObject>  source1 = this.Mission.MissionObjects.OfType <SynchedMissionObject>();
            IEnumerable <DestructableComponent> destructibleComponents = source1.OfType <DestructableComponent>();

            foreach (StrategicArea strategicArea in this.Mission.ActiveMissionObjects.OfType <StrategicArea>().ToList <StrategicArea>())
            {
                strategicArea.DetermineAssociatedDestructibleComponents(destructibleComponents);
            }
            foreach (SynchedMissionObject synchedMissionObject in source1)
            {
                if (this._hasAnySiegeTower && synchedMissionObject.GameEntity.HasTag("tower_merlon"))
                {
                    synchedMissionObject.SetVisibleSynched(false, true);
                }
                else
                {
                    DestructableComponent firstScriptOfType = synchedMissionObject.GameEntity.GetFirstScriptOfType <DestructableComponent>();
                    if (firstScriptOfType != null && firstScriptOfType.CanBeDestroyedInitially && ((double)num2 > 0.0 && (double)MBRandom.RandomFloat <= (double)num2))
                    {
                        firstScriptOfType.PreDestroy();
                    }
                }
            }
            if ((double)num2 >= 0.100000001490116)
            {
                List <GameEntity> list = this.Mission.Scene.FindEntitiesWithTag("damage_decal").ToList <GameEntity>();
                foreach (GameEntity gameEntity in list)
                {
                    gameEntity.GetFirstScriptOfType <SynchedMissionObject>().SetVisibleSynched(false);
                }
                for (double num3 = Math.Floor((double)list.Count * (double)num2); num3 > 0.0; --num3)
                {
                    GameEntity gameEntity = list[MBRandom.RandomInt(list.Count)];
                    list.Remove(gameEntity);
                    gameEntity.GetFirstScriptOfType <SynchedMissionObject>().SetVisibleSynched(true);
                }
            }
            List <WallSegment> source2 = new List <WallSegment>();
            List <WallSegment> list1   = this.Mission.ActiveMissionObjects.FindAllWithType <WallSegment>().Where <WallSegment>((Func <WallSegment, bool>)(ws => ws.DefenseSide != FormationAI.BehaviorSide.BehaviorSideNotSet && ws.GameEntity.GetChildren().Any <GameEntity>((Func <GameEntity, bool>)(ge => ge.HasTag("broken_child"))))).ToList <WallSegment>();
            int val2 = 0;

            foreach (float hitPointPercentage in this._wallHitPointPercentages)
            {
                if ((double)Math.Abs(hitPointPercentage) < 9.99999974737875E-06)
                {
                    ++val2;
                }
            }
            int num4 = Math.Min(list1.Count <WallSegment>(), val2);

            while (num4 > 0)
            {
                WallSegment randomElement = list1.GetRandomElement <WallSegment>();
                randomElement.OnChooseUsedWallSegment(true);
                list1.Remove(randomElement);
                --num4;
                source2.Add(randomElement);
            }
            foreach (WallSegment wallSegment in list1)
            {
                wallSegment.OnChooseUsedWallSegment(false);
            }
            if ((double)num2 < 0.100000001490116)
            {
                return;
            }
            List <SiegeWeapon> siegeWeaponList = new List <SiegeWeapon>();

            foreach (SiegeWeapon siegeWeapon in this.Mission.ActiveMissionObjects.FindAllWithType <SiegeWeapon>().Where <SiegeWeapon>((Func <SiegeWeapon, bool>)(sw => sw is IPrimarySiegeWeapon)))
            {
                SiegeWeapon primarySiegeWeapon = siegeWeapon;
                if (source2.Any <WallSegment>((Func <WallSegment, bool>)(b => b.DefenseSide == ((IPrimarySiegeWeapon)primarySiegeWeapon).WeaponSide)))
                {
                    siegeWeaponList.Add(primarySiegeWeapon);
                }
            }
            siegeWeaponList.ForEach((Action <SiegeWeapon>)(siegeWeaponToRemove => siegeWeaponToRemove.SetDisabledSynched()));
        }
Esempio n. 17
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 public static SiegeWeaponOrderType GetActiveAIControlOrderOf(
     SiegeWeapon weapon)
 {
     return(weapon.ForcedUse ? SiegeWeaponOrderType.AIControlOn : SiegeWeaponOrderType.AIControlOff);
 }