コード例 #1
0
        public ArcenPoint GetPointForNonControllerStrongArea(ArcenSimContext Context, Planet ThisPlanet, int StrongAreaIndex)
        {
            this.EnsureLoadedCustomData(ThisPlanet.AIDefensePlacer);
            Context.QualityRandom.ReinitializeWithSeed(ThisPlanet.PlanetIndex + 2 + StrongAreaIndex);

            ArcenPoint controllerLocation = ThisPlanet.GetController().WorldLocation;

            int        triesLeft          = 100;
            ArcenPoint strongAreaLocation = ArcenPoint.ZeroZeroPoint;

            while (true)
            {
                triesLeft--;
                strongAreaLocation = controllerLocation.GetRandomPointWithinDistance(Context.QualityRandom, this.MinimumDistanceOfStrongAreaFromController, this.MaximumDistanceOfStrongAreaFromController);
                if (!Engine_AIW2.Instance.FastGetIsPointOutsideGravWell(strongAreaLocation))
                {
                    break;
                }
                if (triesLeft <= 0)
                {
                    strongAreaLocation = controllerLocation;
                }
            }

            return(strongAreaLocation);
        }
コード例 #2
0
        private GameEntityTypeData InnerPickNextBuy(ArcenSimContext Context, List <BuildMenu> Menus)
        {
            bag.Clear();
            for (int i = 0; i < Menus.Count; i++)
            {
                BuildMenu menu = Menus[i];
                for (int j = 0; j < menu.List.Count; j++)
                {
                    int timesToAdd = 0;
                    GameEntityTypeData buyableType = menu.List[j];
                    if (buyableType.Balance_MarkLevel.RequiredAIPLevel > World_AIW2.Instance.AIProgress_Effective)
                    {
                        continue;
                    }
                    if (World_AIW2.Instance.CorruptedAIDesigns.Contains(buyableType))
                    {
                        continue;
                    }
                    if (!buyableType.AICanUseThisWithoutUnlockingIt && !World_AIW2.Instance.UnlockedAIDesigns.Contains(buyableType))
                    {
                        continue;
                    }
                    timesToAdd = 1;
                    if (timesToAdd <= 0)
                    {
                        continue;
                    }
                    bag.AddItem(buyableType, timesToAdd);
                }
            }
            GameEntityTypeData result = bag.PickRandomItemAndReplace(Context.QualityRandom);

            bag.Clear();
            return(result);
        }
コード例 #3
0
        /// <summary>
        /// returns amount spent on guardians
        /// </summary>
        private FInt Helper_SeedGuardians(ArcenSimContext Context, Planet ThisPlanet, ArcenPoint centerPoint, GameEntity entityToGuard, List <GameEntityTypeData> guardianTypes, FInt budget, FInt minDistanceFactor, FInt maxDistanceFactor, EntityBehaviorType behavior, Boolean isMobilePatrol, int MaxCountToSeed)
        {
            int minDistance = (ExternalConstants.Instance.Balance_AverageGravWellRadius * minDistanceFactor).IntValue;
            int maxDistance = (ExternalConstants.Instance.Balance_AverageGravWellRadius * maxDistanceFactor).IntValue;

            FInt result = FInt.Zero;

            while (budget > FInt.Zero)
            {
                GameEntityTypeData guardianData = guardianTypes[Context.QualityRandom.Next(0, guardianTypes.Count)];

                budget -= guardianData.BalanceStats.StrengthPerSquad;

                ArcenPoint point = ThisPlanet.Combat.GetSafePlacementPoint(Context, guardianData, centerPoint, minDistance, maxDistance);
                if (point == ArcenPoint.ZeroZeroPoint)
                {
                    continue;
                }

                result += guardianData.BalanceStats.StrengthPerSquad;

                GameEntity newEntity = GameEntity.CreateNew(entityToGuard.Side, guardianData, point, Context);
                newEntity.EntitySpecificOrders.Behavior = behavior;
                newEntity.GuardedObject = entityToGuard;
                switch (behavior)
                {
                case EntityBehaviorType.Guard_Guardian_Anchored:
                    break;

                case EntityBehaviorType.Guard_Guardian_Patrolling:
                    newEntity.GuardingOffsets.Add(newEntity.WorldLocation - newEntity.GuardedObject.WorldLocation);
                    if (isMobilePatrol)
                    {
                        AngleDegrees initialAngle    = centerPoint.GetAngleToDegrees(newEntity.WorldLocation);
                        int          initialDistance = centerPoint.GetDistanceTo(newEntity.WorldLocation, false);
                        int          step            = (AngleDegrees.MaxValue / 6).IntValue;
                        for (int i = step; i < AngleDegrees.MaxValue; i += step)
                        {
                            AngleDegrees angleToThisPoint = initialAngle.Add(AngleDegrees.Create((FInt)i));
                            ArcenPoint   thisPoint        = centerPoint.GetPointAtAngleAndDistance(angleToThisPoint, initialDistance);
                            newEntity.GuardingOffsets.Add(thisPoint - newEntity.GuardedObject.WorldLocation);
                        }
                    }
                    break;
                }

                if (MaxCountToSeed > 0)
                {
                    MaxCountToSeed--;
                    if (MaxCountToSeed == 0)
                    {
                        break;
                    }
                }
            }

            return(result);
        }
コード例 #4
0
        public ArcenPoint GetPointForWormhole(ArcenSimContext Context, Planet ThisPlanet, Planet PlanetThatWormholeWillGoTo)
        {
            int wormholeRadius = Context.QualityRandom.Next(this.MinimumWormholeDistance, this.MaximumWormholeDistance);

            AngleDegrees angleToNeighbor = ThisPlanet.GalaxyLocation.GetAngleToDegrees(PlanetThatWormholeWillGoTo.GalaxyLocation);
            ArcenPoint   wormholePoint   = Engine_AIW2.Instance.CombatCenter.GetPointAtAngleAndDistance(angleToNeighbor, wormholeRadius);

            return(wormholePoint);
        }
コード例 #5
0
 public int GetNumberOfNonControllerStrongAreas(ArcenSimContext Context, Planet ThisPlanet)
 {
     if (ThisPlanet.PopulationType == PlanetPopulationType.AIHomeworld)
     {
         return(0);
     }
     this.EnsureLoadedCustomData(ThisPlanet.AIDefensePlacer);
     Context.QualityRandom.ReinitializeWithSeed(ThisPlanet.PlanetIndex + 1);
     return(Context.QualityRandom.Next(this.MinimumNumberOfNonControllerStrongAreas, this.MaximumNumberOfNonControllerStrongAreas));
 }
コード例 #6
0
 public ArcenPoint GetPointForController(ArcenSimContext Context, Planet ThisPlanet)
 {
     if (ThisPlanet.PopulationType == PlanetPopulationType.AIHomeworld)
     {
         return(Engine_AIW2.Instance.CombatCenter);
     }
     this.EnsureLoadedCustomData(ThisPlanet.AIDefensePlacer);
     Context.QualityRandom.ReinitializeWithSeed(ThisPlanet.PlanetIndex);
     return(Engine_AIW2.Instance.CombatCenter.GetRandomPointWithinDistance(Context.QualityRandom, this.MinimumControllerDistance, this.MaximumControllerDistance));
 }
コード例 #7
0
        public void Execute(ArcenSimContext Context, GameEntity BuildingEntity)
        {
            List <GameEntityTypeData> turretTypes = new List <GameEntityTypeData>();
            List <GameEntityTypeData> shieldTypes = new List <GameEntityTypeData>();

            for (int menuIndex = 0; menuIndex < BuildingEntity.TypeData.BuildMenus.Count; menuIndex++)
            {
                BuildMenu menu = BuildingEntity.TypeData.BuildMenus[menuIndex];
                for (int i = 0; i < menu.List.Count; i++)
                {
                    GameEntityTypeData entityData = menu.List[i];
                    if (entityData.Balance_FuelCost.FuelMultiplier > 0)
                    {
                        continue;
                    }
                    if (entityData.Balance_PowerCost.PowerMultiplier <= 0)
                    {
                        continue;
                    }
                    if (!entityData.CapIsPerPlanet)
                    {
                        continue;
                    }
                    List <GameEntityTypeData> listToAddTo = null;
                    if (entityData.RollupLookup[EntityRollupType.Combatants])
                    {
                        listToAddTo = turretTypes;
                    }
                    else if (entityData.RollupLookup[EntityRollupType.ProjectsShield])
                    {
                        listToAddTo = shieldTypes;
                    }
                    if (listToAddTo == null)
                    {
                        continue;
                    }
                    ArcenRejectionReason rejectionReason = BuildingEntity.Side.GetCanBuildAnother(entityData);
                    if (rejectionReason != ArcenRejectionReason.Unknown)
                    {
                        continue;
                    }
                    listToAddTo.Add(entityData);
                }
            }

            int remainingBudget = BuildingEntity.Side.NetPower;

            remainingBudget -= SpendBudgetOnItemsInList(Context, BuildingEntity.Side, BuildingEntity.WorldLocation, BuildingEntity.TypeData.Radius * 2, shieldTypes, (remainingBudget * 25) / 100);
            remainingBudget -= SpendBudgetOnItemsInList(Context, BuildingEntity.Side, BuildingEntity.WorldLocation, BuildingEntity.TypeData.Radius * 2, turretTypes, remainingBudget);
        }
コード例 #8
0
        public void CheckForSpendingUnlockPoints(ArcenSimContext Context)
        {
            while (true)
            {
                int availablePoints = World_AIW2.Instance.AIProgress_Effective.IntValue - World_AIW2.Instance.SpentAIUnlockPoints;
                if (availablePoints < World_AIW2.Instance.Setup.Difficulty.AIPNeededPerUnlock)
                {
                    break;
                }

                List <GameEntityTypeData> eligibleUnlocks = new List <GameEntityTypeData>();

                List <BuildMenu> menus = World_AIW2.Instance.Setup.MasterAIType.BudgetItems[AIBudgetType.Reinforcement].NormalMenusToBuyFrom;
                for (int i = 0; i < menus.Count; i++)
                {
                    BuildMenu menu = menus[i];
                    for (int j = 0; j < menu.List.Count; j++)
                    {
                        GameEntityTypeData buyableType = menu.List[j];
                        if (buyableType.AICanUseThisWithoutUnlockingIt)
                        {
                            continue;
                        }
                        if (buyableType.CopiedFrom != null && buyableType.CopiedFrom != buyableType)
                        {
                            continue;
                        }
                        if (World_AIW2.Instance.CorruptedAIDesigns.Contains(buyableType))
                        {
                            continue;
                        }
                        if (World_AIW2.Instance.UnlockedAIDesigns.Contains(buyableType))
                        {
                            continue;
                        }
                        eligibleUnlocks.Add(buyableType);
                    }
                }

                if (eligibleUnlocks.Count <= 0)
                {
                    break;
                }

                GameEntityTypeData typeToUnlock = eligibleUnlocks[Context.QualityRandom.Next(0, eligibleUnlocks.Count)];
                World_AIW2.Instance.UnlockEntityTypeForAI(typeToUnlock, Context);
            }
        }
コード例 #9
0
        private void Helper_SeedDireGuardians(ArcenSimContext Context, Planet ThisPlanet, ArcenPoint centerPoint, GameEntity controller, List <GameEntityTypeData> guardianTypes, int Count, FInt minDistanceFactor, FInt maxDistanceFactor, EntityBehaviorType behavior, Boolean isMobilePatrol)
        {
            int minDistance = (ExternalConstants.Instance.Balance_AverageGravWellRadius * minDistanceFactor).IntValue;
            int maxDistance = (ExternalConstants.Instance.Balance_AverageGravWellRadius * maxDistanceFactor).IntValue;

            while (Count > 0)
            {
                Count--;

                GameEntityTypeData guardianData = guardianTypes[Context.QualityRandom.Next(0, guardianTypes.Count)];

                ArcenPoint point = ThisPlanet.Combat.GetSafePlacementPoint(Context, guardianData, centerPoint, minDistance, maxDistance);
                if (point == ArcenPoint.ZeroZeroPoint)
                {
                    continue;
                }

                GameEntity newEntity = GameEntity.CreateNew(controller.Side, guardianData, point, Context);
                newEntity.EntitySpecificOrders.Behavior = behavior;
                newEntity.GuardedObject = controller;
                switch (behavior)
                {
                case EntityBehaviorType.Guard_Guardian_Anchored:
                    break;

                case EntityBehaviorType.Guard_Guardian_Patrolling:
                    newEntity.GuardingOffsets.Add(newEntity.WorldLocation - newEntity.GuardedObject.WorldLocation);
                    if (isMobilePatrol)
                    {
                        AngleDegrees initialAngle    = newEntity.GuardedObject.WorldLocation.GetAngleToDegrees(newEntity.WorldLocation);
                        int          initialDistance = newEntity.GuardedObject.WorldLocation.GetDistanceTo(newEntity.WorldLocation, false);
                        int          step            = (AngleDegrees.MaxValue / 6).IntValue;
                        for (int i = step; i < AngleDegrees.MaxValue; i += step)
                        {
                            AngleDegrees angleToThisPoint = initialAngle.Add(AngleDegrees.Create((FInt)i));
                            ArcenPoint   thisPoint        = newEntity.GuardedObject.WorldLocation.GetPointAtAngleAndDistance(angleToThisPoint, initialDistance);
                            newEntity.GuardingOffsets.Add(thisPoint - newEntity.GuardedObject.WorldLocation);
                        }
                    }
                    break;
                }
            }
        }
コード例 #10
0
ファイル: Hacking.cs プロジェクト: tadrinth/AIWarExternalCode
 public override bool DoSuccessfulCompletionLogic(GameEntity Target, GameEntity Hacker, ArcenSimContext Context)
 {
     if (Target.WarheadContents.Count <= 0)
     {
         return(false);
     }
     for (int i = 0; i < Target.WarheadContents.Count; i++)
     {
         EntityContentsRecord record = Target.WarheadContents[i];
         Hacker.ChangeWarheadContents(record.ContainedType, record.NumberContained);
         Target.ChangeWarheadContents(record.ContainedType, -record.NumberContained);
     }
     Target.Die(Context);
     return(true);
 }
コード例 #11
0
ファイル: Hacking.cs プロジェクト: tadrinth/AIWarExternalCode
 public override bool DoSuccessfulCompletionLogic(GameEntity Target, GameEntity Hacker, ArcenSimContext Context)
 {
     if (World_AIW2.Instance.CorruptedAIDesigns.Contains(Target.StoredDesign))
     {
         return(false);
     }
     World_AIW2.Instance.CorruptedAIDesigns.Add(Target.StoredDesign);
     Target.Die(Context);
     return(true);
 }
コード例 #12
0
        public Planet GetCurrentTargetPlanet(ArcenSimContext Context, GameEntity hideout, List <GameEntity> hideoutFleet)
        {
            #region Tracing
            bool tracing = SpecialForcesPlanning.tracing;
            ArcenCharacterBuffer tracingBuffer = SpecialForcesPlanning.tracingBuffer;
            #endregion
            Planet hideoutPlanet       = World_AIW2.Instance.GetPlanetByIndex(hideout.LongRangePlanningData.CurrentPlanetIndex);
            Planet currentTargetPlanet = World_AIW2.Instance.GetPlanetByIndex(hideout.LongRangePlanningData.SpecialTargetPlanetIndex);

            FInt hideoutFleetStrength = FInt.Zero;
            hideoutFleet.Clear();
            for (int i = 0; i < hideoutFleet.Count; i++)
            {
                GameEntity entity = hideoutFleet[i];
                if (entity.LongRangePlanningData.CoordinatorID != hideout.PrimaryKeyID)
                {
                    continue;
                }
                hideoutFleet.Add(entity);
                hideoutFleetStrength += entity.TypeData.BalanceStats.StrengthPerSquad + entity.LongRangePlanningData.StrengthOfContents;
            }
            #region Tracing
            if (tracing)
            {
                tracingBuffer.Add("\n").Add("SpecialForcesRouting considering hideout on ").Add(hideoutPlanet.Name).Add("; fleet strength = ").Add(hideoutFleetStrength.ReadableString);
            }
            #endregion
            bestTargetFound_Index  = -1;
            bestTargetFound_Danger = FInt.Zero;
            hideoutPlanet.DoForPlanetsWithinXHops(Context, 3, delegate(Planet planet, int Distance)
            {
                FInt danger = planet.LongRangePlanningData.HumanTotalStrength - planet.LongRangePlanningData.AITotalStrength;
                if (danger < FInt.Zero && -danger < planet.LongRangePlanningData.AITotalStrength / 2)
                {
                    #region Tracing
                    if (tracing)
                    {
                        tracingBuffer.Add("\n").Add("rejecting target ").Add(planet.Name).Add(" because danger too low: ").Add(danger.ReadableString);
                    }
                    #endregion
                    return(DelReturn.Continue);
                }
                if (bestTargetFound_Index >= 0 && bestTargetFound_Danger >= danger)
                {
                    #region Tracing
                    if (tracing)
                    {
                        tracingBuffer.Add("\n").Add("rejecting target ").Add(planet.Name).Add(" because danger lower than current best target: ").Add(danger.ReadableString);
                    }
                    #endregion
                    return(DelReturn.Continue);
                }
                #region Tracing
                if (tracing)
                {
                    tracingBuffer.Add("\n").Add("current best target = ").Add(planet.Name).Add("; danger: ").Add(danger.ReadableString);
                }
                #endregion
                bestTargetFound_Index  = planet.PlanetIndex;
                bestTargetFound_Danger = danger;
                return(DelReturn.Continue);
            },
                                                  delegate(Planet planet)
            {
                if (planet.LongRangePlanningData.ControllingSide.Type != hideout.LongRangePlanningData.Side.WorldSide.Type)
                {
                    #region Tracing
                    if (tracing)
                    {
                        tracingBuffer.Add("\n").Add("Refusing to flood into ").Add(planet.Name).Add(" because not controlled by same side");
                    }
                    #endregion
                    return(PropogationEvaluation.No);
                }
                FInt danger = planet.LongRangePlanningData.HumanTotalStrength - planet.LongRangePlanningData.AITotalStrength;
                if (danger >= hideoutFleetStrength * 2)
                {
                    #region Tracing
                    if (tracing)
                    {
                        tracingBuffer.Add("\n").Add("Refusing to flood into ").Add(planet.Name).Add(" because too much danger: ").Add(danger.ReadableString);
                    }
                    #endregion
                    return(PropogationEvaluation.No);
                }
                if (danger >= hideoutFleetStrength * 1)
                {
                    #region Tracing
                    if (tracing)
                    {
                        tracingBuffer.Add("\n").Add("Refusing to flood through ").Add(planet.Name).Add(" because too much danger: ").Add(danger.ReadableString);
                    }
                    #endregion
                    return(PropogationEvaluation.SelfButNotNeighbors);
                }
                return(PropogationEvaluation.Yes);
            });

            FInt currentTargetPlanetDanger = currentTargetPlanet.LongRangePlanningData.HumanTotalStrength - currentTargetPlanet.LongRangePlanningData.AITotalStrength;
            if (bestTargetFound_Index < 0 || bestTargetFound_Danger <= (currentTargetPlanetDanger * 2))
            {
                bestTargetFound_Index  = currentTargetPlanet.PlanetIndex;
                bestTargetFound_Danger = currentTargetPlanetDanger;
            }

            return(World_AIW2.Instance.GetPlanetByIndex(bestTargetFound_Index));
        }
コード例 #13
0
ファイル: AIType.cs プロジェクト: tadrinth/AIWarExternalCode
 public override void DoPerSimStepLogic(WorldSide side, ArcenSimContext Context)
 {
     // do nothing, just example
 }
コード例 #14
0
 public GameEntityTypeData GetNextGuardianToBuy(ArcenSimContext Context, GameEntity Base, List <GameEntity> CurrentFleet, List <BuildMenu> Menus)
 {
     return(InnerPickNextBuy(Context, Menus));
 }
コード例 #15
0
        public void HandleDeathWithEffectApplied(GameEntity Entity, int ThisDeathEffectDamageSustained, WorldSide SideThatDidTheKilling, WorldSide SideResponsibleForTheDeathEffect, ArcenSimContext Context)
        {
            if (SideResponsibleForTheDeathEffect == null)
            {
                return;
            }
            if (!Entity.GetMatches(EntityRollupType.MobileCombatants))
            {
                return;
            }
            ISpecialFactionImplementation implementationToSearchFor = null;

            if (SideResponsibleForTheDeathEffect.Type == WorldSideType.AI)
            {
                implementationToSearchFor = SpecialFaction_AntiPlayerZombie.Instance;
            }
            else if (SideResponsibleForTheDeathEffect.Type == WorldSideType.Player)
            {
                implementationToSearchFor = SpecialFaction_AntiAIZombie.Instance;
            }
            else
            {
                implementationToSearchFor = SpecialFaction_AntiEveryoneZombie.Instance;
            }
            WorldSide destinationSide = World_AIW2.Instance.GetSideBySpecialFactionImplementation(implementationToSearchFor);

            if (destinationSide == null)
            {
                return;
            }
            CombatSide sideForNewEntity = Entity.Combat.GetSideForWorldSide(destinationSide);
            GameEntity zombie           = GameEntity.CreateNew(sideForNewEntity, Entity.TypeData, Entity.WorldLocation, Context);

            zombie.EntitySpecificOrders.Behavior = EntityBehaviorType.Attacker;
        }
コード例 #16
0
        public void DoPerSimStepLogic(WorldSide side, ArcenSimContext Context)
        {
            //NOTE: this is not "real" logic, just a demo of how to use custom xml data; it will fire right after you start a new game, if you have the Devourer enabled
            //if ( World_AIW2.Instance.GameSecond <= 1 && World_AIW2.Instance.IsFirstFrameOfSecond )
            //{
            //    //this just dumps all custom data attached to the external constants object, regardless of who put it there
            //    //Useful if something isn't working right and you want to check to see if you have a typo in an attribute name, etc.
            //    ArcenDebugging.ArcenDebugLogSingleLine( ExternalConstants.Instance.DebugCustomData_GetAllKeysInAllNamespaces(), Verbosity.ShowAsInfo );

            //    //this corresponds to the "custom_int_examplemod_test_custom_number" attribute in the external constants xml file; here are the pieces:
            //    //"custom_" always have to have this prefix
            //    //"int_" tells it this is a 32-bit int value; other valid options are bool, float, FInt, and string
            //    //"examplemod_" is whatever you want to put in there, with no _ characters in the middle, and this functions as the "namespace" to differentiate the field from others in case some other modder has a "test_custom_number"
            //    //"test_custom_number" is just the rest of the attribute name, and functions as the actual name of the field
            //    CustomDataSet externalConstantsCustomData = ExternalConstants.Instance.GetCustomData( "examplemod" );
            //    int testCustomNumber = externalConstantsCustomData.GetInt( "test_custom_number" );
            //    ArcenDebugging.ArcenDebugLogSingleLine( testCustomNumber.ToString(), Verbosity.ShowAsInfo );
            //}

            //NOTE: there's no "real" logic here, it's just a demo of how to use external data
            if (!DoomData.DoDebugTestingLogic)
            {
                return;
            }
            if (!World_AIW2.Instance.IsFirstFrameOfSecond)
            {
                return;
            }

            DoomData.Primitives doomDataPrimitives = World.Instance.GetDoomData_Primitives();
            if (World.Instance.GetDoomData_DoomedPlanetIndices() == null)
            {
                World.Instance.SetDoomData_DoomedPlanetIndices(new List <int>());
            }
            List <int> doomedPlanetIndices = World.Instance.GetDoomData_DoomedPlanetIndices();

            if (doomDataPrimitives.SecondsUntilNextDoomPlanetPick == 0)
            {
                doomDataPrimitives.SecondsUntilNextDoomPlanetPick = 10;
            }
            doomDataPrimitives.SecondsUntilNextDoomPlanetPick--;

            if (doomDataPrimitives.SecondsUntilNextDoomPlanetPick <= 0)
            {
                ArcenDebugging.ArcenDebugLogSingleLine("Picking Planet To Doom", Verbosity.DoNotShow);
                doomDataPrimitives.SecondsUntilNextDoomPlanetPick = 5;

                List <Planet> candidates = new List <Planet>();
                List <Planet> allPlanets = World_AIW2.Instance.SetOfGalaxies.Galaxies[0].Planets;
                for (int i = 0; i < allPlanets.Count; i++)
                {
                    Planet planet = allPlanets[i];
                    if (doomedPlanetIndices.ContainsValueType(planet.PlanetIndex))
                    {
                        continue;
                    }
                    candidates.Add(planet);
                }

                if (candidates.Count > 0)
                {
                    Planet target = candidates[Context.QualityRandom.Next(0, candidates.Count)];
                    ArcenDebugging.ArcenDebugLogSingleLine("Dooming " + target.Name, Verbosity.DoNotShow);
                    doomedPlanetIndices.Add(target.PlanetIndex);
                }
            }

            if (doomedPlanetIndices.Count > 0)
            {
                if (doomDataPrimitives.SecondsUntilNextDoomAttack == 0)
                {
                    doomDataPrimitives.SecondsUntilNextDoomAttack = 11;
                }
                doomDataPrimitives.SecondsUntilNextDoomAttack--;

                if (doomDataPrimitives.SecondsUntilNextDoomAttack <= 0)
                {
                    doomDataPrimitives.SecondsUntilNextDoomAttack = 6;

                    int    targetIndex = doomedPlanetIndices[Context.QualityRandom.Next(0, doomedPlanetIndices.Count)];
                    Planet target      = World_AIW2.Instance.GetPlanetByIndex(targetIndex);

                    // cause some entities to spawn on the target planet, or elsewhere and have them travel to the target, etc
                    ArcenDebugging.ArcenDebugLogSingleLine("Doom attack against " + target.Name, Verbosity.DoNotShow);

                    doomDataPrimitives.LastDoomAttackLaunchedAgainstPlayer = target.GetControllingSide().Type == WorldSideType.Player;
                }
            }
        }
コード例 #17
0
ファイル: Hacking.cs プロジェクト: tadrinth/AIWarExternalCode
 public override bool DoSuccessfulCompletionLogic(GameEntity Target, GameEntity Hacker, ArcenSimContext Context)
 {
     if (Target.StoredDesign != null)
     {
         TechTypeData tech = Target.StoredDesign.TechPrereq;
         if (!Hacker.Side.WorldSide.UnlockedTechs.Contains(tech))
         {
             Hacker.Side.WorldSide.UnlockedTechs.Add(tech);
             return(true);
         }
     }
     else if (Target.TypeData.GrantsTemporarilyWhileOwned.Count > 0)
     {
         bool foundOne = false;
         for (int i = 0; i < Target.TypeData.GrantsTemporarilyWhileOwned.Count; i++)
         {
             TechTypeData tech = Target.TypeData.GrantsTemporarilyWhileOwned[i];
             if (Hacker.Side.WorldSide.UnlockedTechs.Contains(tech))
             {
                 continue;
             }
             Hacker.Side.WorldSide.UnlockedTechs.Add(tech);
             foundOne = true;
         }
         if (foundOne)
         {
             return(true);
         }
     }
     return(false);
 }
コード例 #18
0
ファイル: Hacking.cs プロジェクト: tadrinth/AIWarExternalCode
 public virtual void DoOneSecondOfHackingLogic(GameEntity Target, GameEntity Hacker, ArcenSimContext Context)
 {
     if (Hacker.ActiveHack_DurationThusFar >= this.GetTotalSecondsToHack(Target, Hacker))
     {
         WaveLogic.SendWave(Context, Target.Side.WorldSide, Target.Side.WorldSide.AITypeData.BudgetItems[AIBudgetType.Wave].NormalMenusToBuyFrom, Target.Side.WorldSide.GetSpecificBudgetThreshold(AIBudgetType.Wave) * 5, Target, null);
         if (DoSuccessfulCompletionLogic(Target, Hacker, Context))
         {
             Hacker.Side.WorldSide.StoredHacking -= this.GetCostToHack(Target, Hacker);
         }
     }
     else
     {
         if (Hacker.ActiveHack_DurationThusFar % 10 == 0)
         {
             WaveLogic.SendWave(Context, Target.Side.WorldSide, Target.Side.WorldSide.AITypeData.BudgetItems[AIBudgetType.Wave].NormalMenusToBuyFrom, Target.Side.WorldSide.GetSpecificBudgetThreshold(AIBudgetType.Wave) * 1, Target, null);
         }
     }
 }
コード例 #19
0
        private FInt Inner_ReinforceWithFleetShipsOrTurrets(ArcenSimContext Context, Planet planet, WorldSide side, ref FInt budget, ReinforcementType reinforcementType, FInt strengthCap, ref FInt strengthPresent, List <BuildMenu> buildMenus, List <GameEntity> entitiesWeCanReinforce, bool atMostOnePerReinforceable)
        {
            if (entitiesWeCanReinforce.Count <= 0)
            {
                return(FInt.Zero);
            }

            ArcenRandomDrawBag <GameEntityTypeData> bag = new ArcenRandomDrawBag <GameEntityTypeData>();

            for (int i = 0; i < buildMenus.Count; i++)
            {
                BuildMenu menu = buildMenus[i];
                for (int j = 0; j < menu.List.Count; j++)
                {
                    int timesToAdd = 0;
                    GameEntityTypeData buyableType = menu.List[j];
                    if (buyableType.Balance_MarkLevel.Ordinal > 0 && buyableType.Balance_MarkLevel != planet.MarkLevel)
                    {
                        continue;
                    }
                    if (World_AIW2.Instance.CorruptedAIDesigns.Contains(buyableType))
                    {
                        continue;
                    }
                    if (!buyableType.AICanUseThisWithoutUnlockingIt && !World_AIW2.Instance.UnlockedAIDesigns.Contains(buyableType))
                    {
                        continue;
                    }
                    timesToAdd = 1;
                    if (timesToAdd <= 0)
                    {
                        continue;
                    }
                    bag.AddItem(buyableType, timesToAdd);
                }
            }

            if (!bag.GetHasItems())
            {
                return(FInt.Zero);
            }

            entitiesWeCanReinforce.Sort(delegate(GameEntity Left, GameEntity Right)
            {
                return(Left.Working_ReinforcementsOnly_ContentsStrength.CompareTo(Right.Working_ReinforcementsOnly_ContentsStrength));
            });

            FInt result = FInt.Zero;

            while (budget > FInt.Zero && strengthPresent < strengthCap && entitiesWeCanReinforce.Count > 0)
            {
                int index = 0;
                switch (reinforcementType)
                {
                case ReinforcementType.Turret:
                case ReinforcementType.Shield:
                    index = Context.QualityRandom.Next(0, entitiesWeCanReinforce.Count);
                    break;
                }
                GameEntity         entityToReinforce = entitiesWeCanReinforce[index];
                GameEntityTypeData typeToBuy         = bag.PickRandomItemAndReplace(Context.QualityRandom);
                budget          -= typeToBuy.BalanceStats.StrengthPerSquad;
                result          += typeToBuy.BalanceStats.StrengthPerSquad;
                strengthPresent += typeToBuy.BalanceStats.StrengthPerSquad;

                switch (reinforcementType)
                {
                case ReinforcementType.Turret:
                case ReinforcementType.Shield:
                {
                    int        minDistance = (ExternalConstants.Instance.Balance_AverageGravWellRadius * FInt.FromParts(0, 050)).IntValue;
                    int        maxDistance = (ExternalConstants.Instance.Balance_AverageGravWellRadius * FInt.FromParts(0, 150)).IntValue;
                    ArcenPoint point       = planet.Combat.GetSafePlacementPoint(Context, typeToBuy, entityToReinforce.WorldLocation, minDistance, maxDistance);
                    if (point == ArcenPoint.ZeroZeroPoint)
                    {
                        continue;
                    }

                    result += typeToBuy.BalanceStats.StrengthPerSquad;

                    GameEntity newEntity = GameEntity.CreateNew(planet.Combat.GetSideForWorldSide(side), typeToBuy, point, Context);
                    newEntity.EntitySpecificOrders.Behavior = EntityBehaviorType.Stationary;
                }
                break;

                case ReinforcementType.FleetShip:
                {
                    entityToReinforce.ChangeContents(typeToBuy, 1);
                    entityToReinforce.Working_ReinforcementsOnly_ContentsStrength += typeToBuy.BalanceStats.StrengthPerSquad;

                    for (int i = 1; i < entitiesWeCanReinforce.Count; i++)
                    {
                        GameEntity otherReinforceable = entitiesWeCanReinforce[i];
                        if (entityToReinforce.Working_ReinforcementsOnly_ContentsStrength <= otherReinforceable.Working_ReinforcementsOnly_ContentsStrength)
                        {
                            break;
                        }
                        entitiesWeCanReinforce[i - 1] = otherReinforceable;
                        entitiesWeCanReinforce[i]     = entityToReinforce;
                    }
                }
                break;
                }

                if (atMostOnePerReinforceable)
                {
                    entitiesWeCanReinforce.Remove(entityToReinforce);
                }
            }

            return(result);
        }
コード例 #20
0
        public void DoPerSimStepLogic(WorldSide side, ArcenSimContext Context)
        {
            bool haveHumanOccupiers = false;
            bool haveAIOccupiers    = false;

            side.Entities.DoForEntities(GameEntityCategory.Ship, delegate(GameEntity entity)
            {
                if (entity.LongRangePlanningData == null)
                {
                    return(DelReturn.Continue); // if created after the start of this planning cycle, skip
                }
                Planet planet = World_AIW2.Instance.GetPlanetByIndex(entity.LongRangePlanningData.CurrentPlanetIndex);
                if (!entity.TypeData.GetHasTag(DYSON_SPHERE_TAG))
                {
                    return(DelReturn.Continue);
                }

                if (planet.GetIsControlledBySideType(WorldSideType.Player))
                {
                    haveHumanOccupiers = true;
                }
                if (planet.GetIsControlledBySideType(WorldSideType.AI))
                {
                    haveAIOccupiers = true;
                }

                return(DelReturn.Continue);
            });

            if (haveHumanOccupiers)
            {
                World_AIW2.Instance.DoForSides(delegate(WorldSide otherSide)
                {
                    if (side == otherSide)
                    {
                        return(DelReturn.Continue);
                    }
                    switch (otherSide.Type)
                    {
                    case WorldSideType.NaturalObject:
                        break;

                    case WorldSideType.AI:
                        if (side.GetIsFriendlyTowards(otherSide))
                        {
                            break;
                        }
                        side.MakeFriendlyTo(otherSide);
                        otherSide.MakeFriendlyTo(side);
                        break;

                    default:
                        if (side.GetIsHostileTowards(otherSide))
                        {
                            break;
                        }
                        side.MakeHostileTo(otherSide);
                        otherSide.MakeHostileTo(side);
                        break;
                    }
                    return(DelReturn.Continue);
                });
            }
            else if (!haveAIOccupiers)
            {
                World_AIW2.Instance.DoForSides(delegate(WorldSide otherSide)
                {
                    if (side == otherSide)
                    {
                        return(DelReturn.Continue);
                    }
                    switch (otherSide.Type)
                    {
                    case WorldSideType.NaturalObject:
                        break;

                    case WorldSideType.Player:
                        if (side.GetIsFriendlyTowards(otherSide))
                        {
                            break;
                        }
                        side.MakeFriendlyTo(otherSide);
                        otherSide.MakeFriendlyTo(side);
                        break;

                    default:
                        if (side.GetIsHostileTowards(otherSide))
                        {
                            break;
                        }
                        side.MakeHostileTo(otherSide);
                        otherSide.MakeHostileTo(side);
                        break;
                    }
                    return(DelReturn.Continue);
                });
            }
            else
            {
                World_AIW2.Instance.DoForSides(delegate(WorldSide otherSide)
                {
                    if (side == otherSide)
                    {
                        return(DelReturn.Continue);
                    }
                    if (otherSide.Type == WorldSideType.NaturalObject)
                    {
                        return(DelReturn.Continue);
                    }
                    if (side.GetIsHostileTowards(otherSide))
                    {
                        return(DelReturn.Continue);
                    }
                    side.MakeHostileTo(otherSide);
                    otherSide.MakeHostileTo(side);
                    return(DelReturn.Continue);
                });
            }
        }
コード例 #21
0
        public FInt Reinforce(ArcenSimContext Context, Planet planet, WorldSide side, FInt budget, ReinforcementType reinforcementType)
        {
            ShortRangePlanning_StrengthData_CombatSide_Stance strengthData = planet.Combat.GetSideForWorldSide(side).DataByStance[SideStance.Self];

            FInt strengthCap;
            FInt strengthPresent;

            switch (reinforcementType)
            {
            case ReinforcementType.FleetShip:
                strengthCap     = planet.GetGuardingAIFleetShipStrengthCap();
                strengthPresent = strengthData.GuardStrength - strengthData.TurretStrength - strengthData.ShieldStrength;
                break;

            case ReinforcementType.Turret:
                strengthCap     = planet.GetGuardingAITurretStrengthCap();
                strengthPresent = strengthData.TurretStrength;
                break;

            case ReinforcementType.Shield:
                strengthCap     = planet.GetGuardingAIShieldStrengthCap();
                strengthPresent = strengthData.ShieldStrength;
                break;

            default:
                return(FInt.Zero);
            }

            if (strengthPresent >= strengthCap)
            {
                return(FInt.Zero);
            }

            List <GameEntity> entitiesWeCanReinforce = new List <GameEntity>();

            planet.Combat.GetSideForWorldSide(side).Entities.DoForEntities(EntityRollupType.ReinforcementLocations, delegate(GameEntity guardian)
            {
                switch (reinforcementType)
                {
                case ReinforcementType.Shield:
                case ReinforcementType.Turret:
                    if (guardian.EntitySpecificOrders.Behavior != EntityBehaviorType.Guard_Guardian_Anchored)
                    {
                        return(DelReturn.Continue);
                    }
                    break;
                }
                entitiesWeCanReinforce.Add(guardian);
                guardian.Working_ReinforcementsOnly_ContentsStrength = guardian.GetStrengthOfContentsIfAny();
                return(DelReturn.Continue);
            });

            switch (reinforcementType)
            {
            case ReinforcementType.Turret:
            case ReinforcementType.Shield:
                GameEntity controller = planet.GetController();
                if (controller.Side.WorldSide == side)
                {
                    entitiesWeCanReinforce.Add(controller);
                }
                break;
            }

            FInt             result     = FInt.Zero;
            List <BuildMenu> buildMenus = null;

            bool atMostOnePerReinforceable = false;

            switch (reinforcementType)
            {
            case ReinforcementType.Shield:
                List <GameEntity> entitiesThatNeedMoreShieldCoverage = new List <GameEntity>();
                for (int i = 0; i < entitiesWeCanReinforce.Count; i++)
                {
                    GameEntity entity = entitiesWeCanReinforce[i];
                    if (entity.ProtectingShieldIDs.Count > 0)
                    {
                        continue;
                    }
                    entitiesThatNeedMoreShieldCoverage.Add(entity);
                }

                buildMenus                = side.AITypeData.BudgetItems[AIBudgetType.Reinforcement].ShieldMenusToBuyFrom;
                entitiesWeCanReinforce    = entitiesThatNeedMoreShieldCoverage;
                atMostOnePerReinforceable = true;
                break;

            case ReinforcementType.Turret:
                buildMenus = side.AITypeData.BudgetItems[AIBudgetType.Reinforcement].TurretMenusToBuyFrom;
                break;

            case ReinforcementType.FleetShip:
                buildMenus = side.AITypeData.BudgetItems[AIBudgetType.Reinforcement].NormalMenusToBuyFrom;
                break;
            }

            result += Inner_ReinforceWithFleetShipsOrTurrets(Context, planet, side, ref budget, reinforcementType, strengthCap, ref strengthPresent, buildMenus, entitiesWeCanReinforce, atMostOnePerReinforceable);

            return(result);
        }
コード例 #22
0
        public virtual void DoPreSortLogic(EntitySystem Weapon, List <GameEntity> Targets, ArcenCharacterBuffer TracingBuffer, ArcenSimContext Context)
        {
            tracing = TracingBuffer != null;
            TargetSorter_Base.TracingBuffer = TracingBuffer;

            if (tracing)
            {
                TracingBuffer.Add("FindTarget:").Add(Weapon.ParentEntity.TypeData.InternalName).Add(" : ").Add(Weapon.TypeData.InternalName);
            }

            if (SniperRange == null)
            {
                SniperRange = Balance_RangeTable.Instance.GetRowByName("Sniper", false, null);
                LongRange   = Balance_RangeTable.Instance.GetRowByName("Long", false, null);
                MediumRange = Balance_RangeTable.Instance.GetRowByName("Medium", false, null);
                ShortRange  = Balance_RangeTable.Instance.GetRowByName("Short", false, null);

                ShieldDefense    = Balance_DefenseTable.Instance.GetRowByName("Shields", false, null);
                StructureDefense = Balance_DefenseTable.Instance.GetRowByName("Structure", false, null);
            }
        }
コード例 #23
0
ファイル: Hacking.cs プロジェクト: tadrinth/AIWarExternalCode
 public override void DoOneSecondOfHackingLogic(GameEntity Target, GameEntity Hacker, ArcenSimContext Context)
 {
     if (Hacker.ActiveHack_DurationThusFar >= this.GetTotalSecondsToHack(Target, Hacker))
     {
     }
     else
     {
         if (Hacker.ActiveHack_DurationThusFar % 10 == 0)
         {
             FInt AIPPerTick = -(ExternalConstants.Instance.Balance_BaseAIPScale * FInt.FromParts(0, 100));
             World_AIW2.Instance.ChangeAIP(AIPPerTick, AIPChangeReason.Hacking, Target.TypeData, Context);
             int  ticksThusFar               = Hacker.ActiveHack_DurationThusFar / 10;
             int  totalWholeAIPReduced       = (ticksThusFar * AIPPerTick).IntValue;
             FInt waveMultiplier             = FInt.One;
             FInt multiplierMultiplierPerAIP = FInt.FromParts(1, 030);
             for (int i = 0; i < totalWholeAIPReduced; i++)
             {
                 waveMultiplier *= multiplierMultiplierPerAIP;
             }
             WaveLogic.SendWave(Context, Target.Side.WorldSide, Target.Side.WorldSide.AITypeData.BudgetItems[AIBudgetType.Wave].NormalMenusToBuyFrom, Target.Side.WorldSide.GetSpecificBudgetThreshold(AIBudgetType.Wave) * waveMultiplier, Target, null);
         }
     }
 }
コード例 #24
0
 public virtual void DoPostSortLogic(EntitySystem Weapon, List <GameEntity> Targets, ArcenCharacterBuffer TracingBuffer, ArcenSimContext Context)
 {
     tracing       = false;
     TracingBuffer = null;
 }
コード例 #25
0
ファイル: Hacking.cs プロジェクト: tadrinth/AIWarExternalCode
 public override bool DoSuccessfulCompletionLogic(GameEntity Target, GameEntity Hacker, ArcenSimContext Context)
 {
     return(true);
 }
コード例 #26
0
 public void SeedStartingEntities(WorldSide side, Galaxy galaxy, ArcenSimContext Context, MapTypeData mapType)
 {
     galaxy.Mapgen_SeedSpecialEntities(Context, side, DEVOURER_TAG, 1);
 }
コード例 #27
0
ファイル: Hacking.cs プロジェクト: tadrinth/AIWarExternalCode
 public abstract bool DoSuccessfulCompletionLogic(GameEntity Target, GameEntity Hacker, ArcenSimContext Context);
コード例 #28
0
        public override void DoPreSortLogic(EntitySystem Weapon, List <GameEntity> Targets, ArcenCharacterBuffer TracingBuffer, ArcenSimContext Context)
        {
            base.DoPreSortLogic(Weapon, Targets, TracingBuffer, Context);

            for (int i = 0; i < Targets.Count; i++)
            {
                GameEntity entity = Targets[i];
                entity.Working_FindTargetOnly_Distance = Weapon.ParentEntity.GetDistanceTo(entity, false);
                AssignShotsToKillData(Weapon, entity);
                if (tracing)
                {
                    if (entity.Working_FindTargetOnly_DebugBuffer == null)
                    {
                        entity.Working_FindTargetOnly_DebugBuffer = new ArcenCharacterBuffer();
                    }
                    entity.Working_FindTargetOnly_DebugBuffer.Clear();
                }
            }
        }
コード例 #29
0
        public void DoInitialOrReconquestDefenseSeeding(ArcenSimContext Context, Planet ThisPlanet)
        {
            GameEntity controller = ThisPlanet.GetController();

            AIBudgetItem budgetItem = controller.Side.WorldSide.AITypeData.BudgetItems[AIBudgetType.Reinforcement];

            int direGuardianCount = ThisPlanet.MarkLevel.PlanetDireGuardianCount;

            List <GameEntityTypeData> guardianTypes = new List <GameEntityTypeData>();

            if (direGuardianCount > 0)
            {
                for (int j = 0; j < budgetItem.DireGuardianMenusToBuyFrom.Count; j++)
                {
                    for (int i = 0; i < budgetItem.DireGuardianMenusToBuyFrom[j].List.Count; i++)
                    {
                        GameEntityTypeData entityType = budgetItem.DireGuardianMenusToBuyFrom[j].List[i];
                        guardianTypes.Add(entityType);
                    }
                }

                Helper_SeedDireGuardians(Context, ThisPlanet, controller.WorldLocation, controller, guardianTypes, direGuardianCount, FInt.FromParts(0, 250), FInt.FromParts(0, 400), EntityBehaviorType.Guard_Guardian_Patrolling, true);
            }

            guardianTypes.Clear();
            for (int j = 0; j < budgetItem.GuardianMenusToBuyFrom.Count; j++)
            {
                for (int i = 0; i < budgetItem.GuardianMenusToBuyFrom[j].List.Count; i++)
                {
                    GameEntityTypeData entityType = budgetItem.GuardianMenusToBuyFrom[j].List[i];
                    if (entityType.Balance_MarkLevel.Ordinal > 0 &&
                        entityType.Balance_MarkLevel != ThisPlanet.MarkLevel)
                    {
                        continue;
                    }
                    if (World_AIW2.Instance.CorruptedAIDesigns.Contains(entityType))
                    {
                        continue;
                    }
                    if (!entityType.AICanUseThisWithoutUnlockingIt && !World_AIW2.Instance.UnlockedAIDesigns.Contains(entityType))
                    {
                        continue;
                    }
                    guardianTypes.Add(entityType);
                }
            }

            FInt turretStrengthBudget    = ThisPlanet.GetGuardingAITurretStrengthCap() / 2;
            FInt shieldStrengthBudget    = ThisPlanet.GetGuardingAIShieldStrengthCap() / 2;
            FInt guardianStrengthBudget  = ThisPlanet.GetGuardingAIGuardianStrengthCap() / 2;
            FInt fleetShipStrengthBudget = ThisPlanet.GetGuardingAIFleetShipStrengthCap() / 2;

            int extraStrongPoints = this.GetNumberOfNonControllerStrongAreas(Context, ThisPlanet);

            // if seeding more than one strong point, seed half as many mobile patrollers, so we have enough for the static stuff
            FInt mobilePatrollingPortion = extraStrongPoints <= 0 ? FInt.FromParts(0, 400) : FInt.FromParts(0, 200);

            guardianStrengthBudget -= Helper_SeedGuardians(Context, ThisPlanet, Engine_AIW2.Instance.CombatCenter, controller, guardianTypes,
                                                           guardianStrengthBudget * mobilePatrollingPortion, FInt.FromParts(0, 500), FInt.FromParts(0, 750), EntityBehaviorType.Guard_Guardian_Patrolling, true, 0);

            // if seeding more than one strong point, don't seed the stationary patrollers, so we have enough for the static stuff
            if (extraStrongPoints <= 0)
            {
                guardianStrengthBudget -= Helper_SeedGuardians(Context, ThisPlanet, controller.WorldLocation, controller, guardianTypes,
                                                               guardianStrengthBudget * FInt.FromParts(0, 500), FInt.FromParts(0, 250), FInt.FromParts(0, 400), EntityBehaviorType.Guard_Guardian_Patrolling, false, 0);
            }

            FInt portionPerStrongPoint = FInt.One / (extraStrongPoints + 1);

            for (int i = -1; i < extraStrongPoints; i++)
            {
                ArcenPoint strongPointLocation;
                FInt       maxDistance;
                int        seedingsLeft  = extraStrongPoints - i;
                FInt       budgetPortion = FInt.One / seedingsLeft;
                if (i == -1)
                {
                    strongPointLocation = controller.WorldLocation;
                    maxDistance         = FInt.FromParts(0, 150);
                    //FInt portionNotSpending = FInt.One - budgetPortion;
                    //budgetPortion = FInt.One - ( portionNotSpending / 2 ); // leave half as much as we normally would
                    //budgetPortion = Mat.Max( budgetPortion * 2, FInt.One );
                }
                else
                {
                    strongPointLocation = this.GetPointForNonControllerStrongArea(Context, ThisPlanet, i);
                    maxDistance         = FInt.FromParts(0, 100);
                }
                guardianStrengthBudget -= Helper_SeedGuardians(Context, ThisPlanet, strongPointLocation, controller, guardianTypes,
                                                               guardianStrengthBudget * budgetPortion, FInt.FromParts(0, 050), maxDistance, EntityBehaviorType.Guard_Guardian_Anchored, false, 0);
            }

            Reinforce(Context, ThisPlanet, controller.Side.WorldSide, shieldStrengthBudget, ReinforcementType.Shield);
            Reinforce(Context, ThisPlanet, controller.Side.WorldSide, turretStrengthBudget, ReinforcementType.Turret);
            Reinforce(Context, ThisPlanet, controller.Side.WorldSide, fleetShipStrengthBudget, ReinforcementType.FleetShip);
        }
コード例 #30
0
 public void DoPreSortLogic(EntitySystem Weapon, List <GameEntity> Target, ArcenCharacterBuffer TracingBuffer, ArcenSimContext Context)
 {
 }