private FormationDeploymentOrder(FormationClass formationClass, int offset = 0) { int formationClassPriority = FormationDeploymentOrder.GetFormationClassPriority(formationClass); this.Offset = Math.Max(0, offset); this.Key = formationClassPriority + this.Offset * 11; }
public void PlanFieldBattleDeploymentAtPosition( Vec2 deployPosition, Vec2 deployDirection, bool isReinforcement = false) { for (int index = 0; index < this._formationDeploymentPlans.Length; ++index) { int formationTroopCount = this._formationTroopCounts[index]; FormationDeploymentPlan formationDeploymentPlan = this._formationDeploymentPlans[index]; FormationDeploymentFlank defaultFlank = formationDeploymentPlan.GetDefaultFlank(this.SpawnWithHorses); (float width2, float depth2) = MissionDeploymentPlan.GetFormationSpawnWidthAndDepth(formationDeploymentPlan.Class, formationTroopCount, !this.SpawnWithHorses); formationDeploymentPlan.SetPlannedDimensions(width2, depth2); formationDeploymentPlan.SetPlannedTroopCount(formationTroopCount); int offset = formationTroopCount > 0 ? 0 : 1; FormationDeploymentOrder deploymentOrder = formationDeploymentPlan.GetDeploymentOrder(offset); this._deploymentFlanks[(int)defaultFlank].Add(deploymentOrder, formationDeploymentPlan); } (float flankWidth, float flankDepth)tuple = this.PlanFlankDeployment(FormationDeploymentFlank.Front, deployPosition, deployDirection, isReinforcement: isReinforcement); float flankWidth1 = tuple.flankWidth; float verticalOffset1 = tuple.flankDepth + 3f; float flankWidth2 = this.PlanFlankDeployment(FormationDeploymentFlank.Rear, deployPosition, deployDirection, verticalOffset1, isReinforcement: isReinforcement).flankWidth; float num = Math.Max(flankWidth1, flankWidth2); float verticalOffset2 = this.ComputeFlankDepth(FormationDeploymentFlank.Front, true) + 3f; float flankWidth3 = this.ComputeFlankWidth(FormationDeploymentFlank.Left); float horizontalOffset1 = (float)(2.0 + 0.5 * ((double)num + (double)flankWidth3)); this.PlanFlankDeployment(FormationDeploymentFlank.Left, deployPosition, deployDirection, verticalOffset2, horizontalOffset1, isReinforcement); float flankWidth4 = this.ComputeFlankWidth(FormationDeploymentFlank.Right); float horizontalOffset2 = (float)(-1.0 * (2.0 + 0.5 * ((double)num + (double)flankWidth4))); this.PlanFlankDeployment(FormationDeploymentFlank.Right, deployPosition, deployDirection, verticalOffset2, horizontalOffset2, isReinforcement); for (int index = 0; index < this._deploymentFlanks.Length; ++index) { this._deploymentFlanks[index].Clear(); } }
public FormationDeploymentOrder GetDeploymentOrder(int offset = 0) => FormationDeploymentOrder.GetDeploymentOrder(this.Class, offset);
public BattleSideDeploymentPlan(BattleSideEnum side) { this.Side = side; this.SpawnWithHorses = false; for (int index = 0; index < this._formationDeploymentPlans.Length; ++index) { FormationClass fClass = (FormationClass)index; this._formationDeploymentPlans[index] = new FormationDeploymentPlan(fClass); } for (int index = 0; index < 4; ++index) { this._deploymentFlanks[index] = new SortedList <FormationDeploymentOrder, FormationDeploymentPlan>((IComparer <FormationDeploymentOrder>)FormationDeploymentOrder.GetComparer()); } this.ClearTroops(); this.ClearPlan(); }