protected override void CreateLocalNeeds(StaticString context, StaticString pass) { AILayer_Military layer = base.AIEntity.GetLayer <AILayer_Military>(); base.CreateLocalNeeds(context, pass); this.VerifyAndUpdateRecruitementLocks(); Diagnostics.Assert(base.AIEntity != null && base.AIEntity.AIPlayer != null && base.AIEntity.AIPlayer.Blackboard != null); IEnumerable <RequestUnitListMessage> messages = base.AIEntity.AIPlayer.Blackboard.GetMessages <RequestUnitListMessage>(BlackboardLayerID.Empire); Diagnostics.Assert(messages != null); List <RequestUnitListMessage> list = new List <RequestUnitListMessage>(messages); Diagnostics.Assert(this.Empire != null); list.RemoveAll((RequestUnitListMessage match) => match.EmpireTarget != this.Empire.Index); this.ResetRequestArmyMessages(); this.countByUnitModel.Clear(); list.Sort((RequestUnitListMessage left, RequestUnitListMessage right) => - 1 * left.Priority.CompareTo(right.Priority)); this.intelligenceAIHelper.FillAvailableUnitDesignList(this.Empire); Diagnostics.Assert(this.intelligenceAIHelper != null); for (int i = 0; i < list.Count; i++) { RequestUnitListMessage requestUnitListMessage = list[i]; if (float.IsNaN(requestUnitListMessage.Priority) || float.IsInfinity(requestUnitListMessage.Priority)) { AILayer.LogWarning("[SCORING] Skipping RequestUnitListMessage {0} with a priority of {1}", new object[] { requestUnitListMessage.CommanderCategory, requestUnitListMessage.Priority }); } else if (AILayer_ArmyRecruitment.IsCommanderMissionNotInteresting(requestUnitListMessage.CommanderCategory)) { requestUnitListMessage.State = BlackboardMessage.StateValue.Message_Canceled; requestUnitListMessage.TimeOut = 0; } else { BlackboardMessage.StateValue state = requestUnitListMessage.State; if (state != BlackboardMessage.StateValue.Message_None) { if (state == BlackboardMessage.StateValue.Message_Success || state == BlackboardMessage.StateValue.Message_Canceled) { goto IL_1F3; } if (state != BlackboardMessage.StateValue.Message_InProgress) { AILayer.LogError("[AILayer_ArmyRecruitment] Unknow state for RequestArmyMessage {0}", new object[] { requestUnitListMessage.State }); goto IL_1F3; } } if (requestUnitListMessage.ExecutionState == RequestUnitListMessage.RequestUnitListState.Pending) { Intelligence.BestRecruitementCombination bestRecruitementCombination; if (requestUnitListMessage is RequestGarrisonMessage) { bestRecruitementCombination = null; } else if (requestUnitListMessage is RequestGarrisonCampMessage) { bestRecruitementCombination = null; } else { bestRecruitementCombination = this.intelligenceAIHelper.FillArmyPattern(this.Empire.Index, requestUnitListMessage, layer); } if (bestRecruitementCombination != null) { this.RecruitArmiesUnits(requestUnitListMessage, bestRecruitementCombination); } } } IL_1F3 :; } this.ResetRecruitementLocks(); this.RegroupSmallFreeArmies(); this.CleanupRequestUnitMessages(); }
private void RegroupSmallFreeArmies() { List <Army> list = new List <Army>(); IAIDataRepositoryAIHelper service = AIScheduler.Services.GetService <IAIDataRepositoryAIHelper>(); this.smallEntitiesToRegroup.Clear(); this.tempEntitiesToRegroup.Clear(); int num = (int)this.Empire.GetPropertyValue(SimulationProperties.ArmyUnitSlot); DepartmentOfDefense agency = this.Empire.GetAgency <DepartmentOfDefense>(); for (int i = 0; i < agency.Armies.Count; i++) { Army army = agency.Armies[i]; AIData_Army aidata = service.GetAIData <AIData_Army>(army.GUID); if (aidata != null && !aidata.IsSolitary && !aidata.Army.IsSeafaring && !aidata.Army.HasCatspaw && !(aidata.Army is KaijuArmy)) { if (aidata.CommanderMission != null) { if (aidata.CommanderMission.Commander == null) { AILayer.LogError("[AILayer_ArmyRecruitment] Commander Mission without a commander"); goto IL_131; } if (!AILayer_ArmyRecruitment.IsCommanderMissionNotInteresting(aidata.CommanderMission.Commander.Category)) { goto IL_131; } } else if (!aidata.IsTaggedFreeForExploration()) { goto IL_131; } if (army.StandardUnits.Count < num) { if (!this.IsMercArmy(aidata.Army)) { this.smallEntitiesToRegroup.Add(aidata); } else { list.Add(aidata.Army); } } } IL_131 :; } if (this.Empire is MajorEmpire) { DepartmentOfTheInterior agency2 = this.Empire.GetAgency <DepartmentOfTheInterior>(); if (agency2 != null) { for (int j = 0; j < agency2.Cities.Count; j++) { City garrison = agency2.Cities[j]; this._Internal_RegroupSmallFreeArmies(garrison); } } List <Village> convertedVillages = ((MajorEmpire)this.Empire).ConvertedVillages; for (int k = 0; k < convertedVillages.Count; k++) { Village village = convertedVillages[k]; if (village != null) { this._Internal_RegroupSmallFreeArmies(village); } } } while (this.smallEntitiesToRegroup.Count > 1) { AIData_GameEntity aidata_GameEntity = this.smallEntitiesToRegroup[0]; this.smallEntitiesToRegroup.RemoveAt(0); int num2; if (aidata_GameEntity is AIData_Army) { num2 = (aidata_GameEntity as AIData_Army).Army.StandardUnits.Count; } else { if (!(aidata_GameEntity is AIData_Unit)) { continue; } num2 = 1; } this.tempEntitiesToRegroup.Clear(); this.tempEntitiesToRegroup.Add(aidata_GameEntity); int num3 = this.smallEntitiesToRegroup.Count - 1; while (num3 >= 0 && num2 < num) { AIData_GameEntity item = this.smallEntitiesToRegroup[num3]; int num4; if (aidata_GameEntity is AIData_Army) { num4 = (aidata_GameEntity as AIData_Army).Army.StandardUnits.Count; goto IL_29E; } if (aidata_GameEntity is AIData_Unit) { num4 = 1; goto IL_29E; } IL_296: num3--; continue; IL_29E: if (num2 + num4 <= num) { num2 += num4; this.tempEntitiesToRegroup.Add(item); this.smallEntitiesToRegroup.RemoveAt(num3); goto IL_296; } goto IL_296; } if (this.tempEntitiesToRegroup.Count > 1) { this.unitsGUIDS.Clear(); for (int l = 0; l < this.tempEntitiesToRegroup.Count; l++) { AIData_GameEntity aidata_GameEntity2 = this.tempEntitiesToRegroup[l]; if (aidata_GameEntity2 is AIData_Army) { AIData_Army aidata_Army = aidata_GameEntity2 as AIData_Army; if (aidata_Army.CommanderMission != null) { aidata_Army.CommanderMission.Interrupt(); } for (int m = 0; m < aidata_Army.Army.StandardUnits.Count; m++) { AIData_Unit aidata_Unit; if (service.TryGetAIData <AIData_Unit>(aidata_Army.Army.StandardUnits[m].GUID, out aidata_Unit)) { aidata_Unit.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; this.unitsGUIDS.Add(aidata_Unit.Unit.GUID); } } } else if (aidata_GameEntity2 is AIData_Unit) { AIData_Unit aidata_Unit2 = aidata_GameEntity2 as AIData_Unit; aidata_Unit2.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; this.unitsGUIDS.Add(aidata_Unit2.Unit.GUID); } } if (this.unitsGUIDS.Count != 0) { this.CreateNewCommanderRegroup(this.unitsGUIDS.ToArray(), null); } } } if (list.Count > 1) { int num5 = 0; List <GameEntityGUID> list2 = new List <GameEntityGUID>(); for (int n = 0; n < list.Count; n++) { num5++; foreach (Unit unit in list[n].StandardUnits) { AIData_Unit aidata_Unit3; if (service.TryGetAIData <AIData_Unit>(unit.GUID, out aidata_Unit3)) { aidata_Unit3.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; list2.Add(aidata_Unit3.Unit.GUID); if (list2.Count >= num) { this.CreateNewCommanderRegroup(list2.ToArray(), null); list2.Clear(); num5 = 0; break; } } } } if (num5 > 1) { this.CreateNewCommanderRegroup(list2.ToArray(), null); } } }