public float GetUnitPriorityInCity(int slotIndex) { if (this.City == null || base.Commander == null) { return(0f); } float num = AILayer_Military.GetCityDefenseLocalPriority(this.City, this.unitRatioBoost, AICommanderMission_Garrison.SimulatedUnitsCount); num *= (base.Commander as AICommanderWithObjective).GlobalPriority; return(this.militaryLayer.GetUnitPriority(this.City, slotIndex, num, 0.5f)); }
protected override void RefreshObjectives(StaticString context, StaticString pass) { base.RefreshObjectives(context, pass); AILayer_Military layer = base.AIEntity.GetLayer <AILayer_Military>(); base.GlobalPriority.Reset(); AILayer_Strategy layer2 = base.AIEntity.GetLayer <AILayer_Strategy>(); base.GlobalPriority.Add(layer2.StrategicNetwork.GetAgentValue("InternalMilitary"), "Strategic network 'InternalMilitary'", new object[0]); base.GlobalPriority.Boost(-0.5f, "Avoid patrol to be high", new object[0]); base.GatherObjectives(AICommanderMissionDefinition.AICommanderCategory.Patrol.ToString(), ref this.patrolObjectives); base.ValidateMessages(ref this.patrolObjectives); if (base.AIEntity.Empire is MajorEmpire) { MajorEmpire majorEmpire = base.AIEntity.Empire as MajorEmpire; for (int i = 0; i < majorEmpire.ConvertedVillages.Count; i++) { Village village = majorEmpire.ConvertedVillages[i]; if (this.worldAtlasHelper.IsRegionExplored(base.AIEntity.Empire, village.Region, 0.95f)) { GlobalObjectiveMessage globalObjectiveMessage = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == village.Region.Index); if (globalObjectiveMessage == null) { globalObjectiveMessage = base.GenerateObjective(village.Region.Index); this.patrolObjectives.Add(globalObjectiveMessage); } globalObjectiveMessage.TimeOut = 1; globalObjectiveMessage.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add(layer.GetVillageUnitPriority(village, village.StandardUnits.Count), "Village unit priority", new object[0]); globalObjectiveMessage.LocalPriority = heuristicValue; } } for (int j = 0; j < majorEmpire.TamedKaijus.Count; j++) { Kaiju kaiju = majorEmpire.TamedKaijus[j]; if (kaiju.OnGarrisonMode()) { GlobalObjectiveMessage globalObjectiveMessage2 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == kaiju.Region.Index); if (globalObjectiveMessage2 == null) { globalObjectiveMessage2 = base.GenerateObjective(kaiju.Region.Index); this.patrolObjectives.Add(globalObjectiveMessage2); } globalObjectiveMessage2.TimeOut = 1; globalObjectiveMessage2.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue2 = new HeuristicValue(0.6f); AIRegionData regionData = this.worldAtlasHelper.GetRegionData(base.AIEntity.Empire.Index, kaiju.Region.Index); if (regionData != null) { float operand = Mathf.Min(1f, 0.1f * (float)regionData.BorderWithNeutral + 0.2f * (float)regionData.BorderWithEnnemy); heuristicValue2.Boost(operand, "Border with enemy!", new object[0]); } globalObjectiveMessage2.LocalPriority = heuristicValue2; } } } for (int k = 0; k < this.departmentOfTheInterior.Cities.Count; k++) { City city = this.departmentOfTheInterior.Cities[k]; if (this.worldAtlasHelper.IsRegionExplored(base.AIEntity.Empire, city.Region, 0.8f)) { GlobalObjectiveMessage globalObjectiveMessage3 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == city.Region.Index); if (globalObjectiveMessage3 == null) { globalObjectiveMessage3 = base.GenerateObjective(city.Region.Index); this.patrolObjectives.Add(globalObjectiveMessage3); } globalObjectiveMessage3.TimeOut = 1; globalObjectiveMessage3.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue3 = new HeuristicValue(0f); heuristicValue3.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, 0), "City defense local priority", new object[0]); globalObjectiveMessage3.LocalPriority = heuristicValue3; } } if (base.AIEntity.Empire is MajorEmpire) { using (List <int> .Enumerator enumerator = this.questSolverLayer.QuestRegions.GetEnumerator()) { while (enumerator.MoveNext()) { int regionIndex = enumerator.Current; GlobalObjectiveMessage globalObjectiveMessage4 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == regionIndex); if (globalObjectiveMessage4 == null) { globalObjectiveMessage4 = base.GenerateObjective(regionIndex); this.patrolObjectives.Add(globalObjectiveMessage4); } if (globalObjectiveMessage4 != null) { globalObjectiveMessage4.GlobalPriority.Value = 0.85f; globalObjectiveMessage4.LocalPriority.Value = 0.85f; } } } } if (this.departmentOfForeignAffairs.IsInWarWithSomeone()) { base.GatherObjectives(AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString(), ref this.warPatrolObjectives); base.ValidateMessages(ref this.warPatrolObjectives); if (base.AIEntity.Empire is MajorEmpire) { MajorEmpire majorEmpire2 = base.AIEntity.Empire as MajorEmpire; for (int l = 0; l < majorEmpire2.ConvertedVillages.Count; l++) { Village village = majorEmpire2.ConvertedVillages[l]; GlobalObjectiveMessage globalObjectiveMessage5 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == village.Region.Index); if (globalObjectiveMessage5 == null) { globalObjectiveMessage5 = base.GenerateObjective(village.Region.Index); globalObjectiveMessage5.ObjectiveType = AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString(); this.warPatrolObjectives.Add(globalObjectiveMessage5); } globalObjectiveMessage5.TimeOut = 1; globalObjectiveMessage5.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue4 = new HeuristicValue(0f); heuristicValue4.Add(layer.GetVillageUnitPriority(village, village.StandardUnits.Count), "Village unit priority", new object[0]); globalObjectiveMessage5.LocalPriority = heuristicValue4; } for (int m = 0; m < majorEmpire2.TamedKaijus.Count; m++) { Kaiju kaiju = majorEmpire2.TamedKaijus[m]; if (kaiju.OnGarrisonMode()) { GlobalObjectiveMessage globalObjectiveMessage6 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == kaiju.Region.Index); if (globalObjectiveMessage6 == null) { globalObjectiveMessage6 = base.GenerateObjective(kaiju.Region.Index); this.warPatrolObjectives.Add(globalObjectiveMessage6); } globalObjectiveMessage6.TimeOut = 1; globalObjectiveMessage6.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue5 = new HeuristicValue(0.8f); AIRegionData regionData2 = this.worldAtlasHelper.GetRegionData(base.AIEntity.Empire.Index, kaiju.Region.Index); if (regionData2 != null) { float operand2 = Mathf.Min(1f, 0.2f * (float)regionData2.BorderWithNeutral + 0.3f * (float)regionData2.BorderWithEnnemy); heuristicValue5.Boost(operand2, "Border with enemy!", new object[0]); } globalObjectiveMessage6.LocalPriority = heuristicValue5; } } } for (int n = 0; n < this.departmentOfTheInterior.Cities.Count; n++) { City city = this.departmentOfTheInterior.Cities[n]; GlobalObjectiveMessage globalObjectiveMessage7 = this.warPatrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == city.Region.Index); if (globalObjectiveMessage7 == null) { globalObjectiveMessage7 = base.GenerateObjective(city.Region.Index); globalObjectiveMessage7.ObjectiveType = AICommanderMissionDefinition.AICommanderCategory.WarPatrol.ToString(); this.warPatrolObjectives.Add(globalObjectiveMessage7); } globalObjectiveMessage7.TimeOut = 1; globalObjectiveMessage7.GlobalPriority = base.GlobalPriority; HeuristicValue heuristicValue6 = new HeuristicValue(0f); heuristicValue6.Add(AILayer_Military.GetCityDefenseLocalPriority(city, this.unitRatioBoost, 0), "City defense local priority", new object[0]); if (this.worldAtlasHelper.GetRegionData(city.Empire.Index, city.Region.Index).BorderWithEnnemy > 0) { heuristicValue6.Boost(0.2f, "Border with enemy!", new object[0]); } globalObjectiveMessage7.LocalPriority = heuristicValue6; } bool flag = false; for (int num = 0; num < this.warPatrolObjectives.Count; num++) { GlobalObjectiveMessage warPatrolObjective = this.warPatrolObjectives[num]; if (base.AIEntity.GetCommanderProcessingTheNeededGlobalObjective(warPatrolObjective.ID) == null) { GlobalObjectiveMessage globalObjectiveMessage8 = this.patrolObjectives.Find((GlobalObjectiveMessage match) => match.RegionIndex == warPatrolObjective.RegionIndex); if (globalObjectiveMessage8 != null) { AICommander commanderProcessingTheNeededGlobalObjective = base.AIEntity.GetCommanderProcessingTheNeededGlobalObjective(globalObjectiveMessage8.ID); if (commanderProcessingTheNeededGlobalObjective != null) { commanderProcessingTheNeededGlobalObjective.Release(); flag = true; } } } } if (flag) { base.AIEntity.KillAllCommanders("AICommander_Exploration"); } } }
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); } } } }