public TeamQuerySystem(Team team) { TeamQuerySystem teamQuerySystem = this; this.Team = team; this._mission = Mission.Current; this._memberCount = new QueryData <int>((Func <int>)(() => teamQuerySystem.Team.FormationsIncludingSpecial.Sum <Formation>((Func <Formation, int>)(f => f.CountOfUnits))), 2f); this._allyMemberCount = new QueryData <int>((Func <int>)(() => teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(t => t.MemberCount))), 2f); this._enemyMemberCount = new QueryData <int>((Func <int>)(() => teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(t => t.MemberCount))), 2f); this._averagePosition = new QueryData <Vec2>((Func <Vec2>)(() => teamQuerySystem._mission.GetAveragePositionOfTeam(team)), 5f); this._medianPosition = new QueryData <WorldPosition>((Func <WorldPosition>)(() => teamQuerySystem._mission.GetMedianPositionOfTeam(team, teamQuerySystem.AveragePosition)), 5f); this._averageEnemyPosition = new QueryData <Vec2>((Func <Vec2>)(() => { Vec2 positionOfEnemies = teamQuerySystem._mission.GetAveragePositionOfEnemies(team); if (positionOfEnemies.IsValid) { return(positionOfEnemies); } if (team.Side == BattleSideEnum.Attacker) { SiegeDeploymentHandler missionBehaviour = teamQuerySystem._mission.GetMissionBehaviour <SiegeDeploymentHandler>(); if (missionBehaviour != null) { return(missionBehaviour.GetEstimatedAverageDefenderPosition()); } } return(teamQuerySystem.AveragePosition.IsValid ? teamQuerySystem.AveragePosition : teamQuerySystem._mission.GetAveragePositionOfTeam(team)); }), 5f); this._medianTargetFormationPosition = new QueryData <WorldPosition>((Func <WorldPosition>)(() => !teamQuerySystem._mission.Teams.Where <Team>((Func <Team, bool>)(t => t.IsEnemyOf(teamQuerySystem.Team))).SelectMany <Team, Formation>((Func <Team, IEnumerable <Formation> >)(t => t.FormationsIncludingSpecial)).Any <Formation>() ? teamQuerySystem.MedianPosition : teamQuerySystem._mission.Teams.Where <Team>((Func <Team, bool>)(t => t.IsEnemyOf(teamQuerySystem.Team))).SelectMany <Team, Formation>((Func <Team, IEnumerable <Formation> >)(t => t.FormationsIncludingSpecial)).MinBy <Formation, float>((Func <Formation, float>)(f => f.QuerySystem.MedianPosition.AsVec2.DistanceSquared(teamQuerySystem.AverageEnemyPosition))).QuerySystem.MedianPosition), 1f); QueryData <WorldPosition> .SetupSyncGroup((IQueryData)this._averageEnemyPosition, (IQueryData)this._medianTargetFormationPosition); this._leftFlankEdgePosition = new QueryData <WorldPosition>((Func <WorldPosition>)(() => { Vec2 vec2 = (teamQuerySystem.MedianTargetFormationPosition.AsVec2 - teamQuerySystem.AveragePosition).RightVec(); double num = (double)vec2.Normalize(); WorldPosition formationPosition = teamQuerySystem.MedianTargetFormationPosition; formationPosition.SetVec2(formationPosition.AsVec2 - vec2 * 50f); return(formationPosition); }), 5f); this._rightFlankEdgePosition = new QueryData <WorldPosition>((Func <WorldPosition>)(() => { Vec2 vec2 = (teamQuerySystem.MedianTargetFormationPosition.AsVec2 - teamQuerySystem.AveragePosition).RightVec(); double num = (double)vec2.Normalize(); WorldPosition formationPosition = teamQuerySystem.MedianTargetFormationPosition; formationPosition.SetVec2(formationPosition.AsVec2 + vec2 * 50f); return(formationPosition); }), 5f); this._infantryRatio = new QueryData <float>((Func <float>)(() => teamQuerySystem.MemberCount != 0 ? (teamQuerySystem.Team.FormationsIncludingSpecial.Sum <Formation>((Func <Formation, float>)(f => f.QuerySystem.InfantryUnitRatio * (float)f.CountOfUnits)) + (float)team.Heroes.Count <Agent>((Func <Agent, bool>)(h => QueryLibrary.IsInfantry(h)))) / (float)teamQuerySystem.MemberCount : 0.0f), 15f); this._rangedRatio = new QueryData <float>((Func <float>)(() => teamQuerySystem.MemberCount != 0 ? (teamQuerySystem.Team.FormationsIncludingSpecial.Sum <Formation>((Func <Formation, float>)(f => f.QuerySystem.RangedUnitRatio * (float)f.CountOfUnits)) + (float)team.Heroes.Count <Agent>((Func <Agent, bool>)(h => QueryLibrary.IsRanged(h)))) / (float)teamQuerySystem.MemberCount : 0.0f), 15f); this._cavalryRatio = new QueryData <float>((Func <float>)(() => teamQuerySystem.MemberCount != 0 ? (teamQuerySystem.Team.FormationsIncludingSpecial.Sum <Formation>((Func <Formation, float>)(f => f.QuerySystem.CavalryUnitRatio * (float)f.CountOfUnits)) + (float)team.Heroes.Count <Agent>((Func <Agent, bool>)(h => QueryLibrary.IsCavalry(h)))) / (float)teamQuerySystem.MemberCount : 0.0f), 15f); this._rangedCavalryRatio = new QueryData <float>((Func <float>)(() => teamQuerySystem.MemberCount != 0 ? (teamQuerySystem.Team.FormationsIncludingSpecial.Sum <Formation>((Func <Formation, float>)(f => f.QuerySystem.RangedCavalryUnitRatio * (float)f.CountOfUnits)) + (float)team.Heroes.Count <Agent>((Func <Agent, bool>)(h => QueryLibrary.IsRangedCavalry(h)))) / (float)teamQuerySystem.MemberCount : 0.0f), 15f); QueryData <float> .SetupSyncGroup((IQueryData)this._infantryRatio, (IQueryData)this._rangedRatio, (IQueryData)this._cavalryRatio, (IQueryData)this._rangedCavalryRatio); this._allyInfantryRatio = new QueryData <float>((Func <float>)(() => { int num = teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(a => a.MemberCount)); return(num == 0 ? 0.0f : teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(a => a.InfantryRatio * (float)a.MemberCount)) / (float)num); }), 15f); this._allyRangedRatio = new QueryData <float>((Func <float>)(() => { int num = teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(a => a.MemberCount)); return(num == 0 ? 0.0f : teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(a => a.RangedRatio * (float)a.MemberCount)) / (float)num); }), 15f); this._allyCavalryRatio = new QueryData <float>((Func <float>)(() => { int num = teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(a => a.MemberCount)); return(num == 0 ? 0.0f : teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(a => a.CavalryRatio * (float)a.MemberCount)) / (float)num); }), 15f); this._allyRangedCavalryRatio = new QueryData <float>((Func <float>)(() => { int num = teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(a => a.MemberCount)); return(num == 0 ? 0.0f : teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(a => a.RangedCavalryRatio * (float)a.MemberCount)) / (float)num); }), 15f); QueryData <float> .SetupSyncGroup((IQueryData)this._allyInfantryRatio, (IQueryData)this._allyRangedRatio, (IQueryData)this._allyCavalryRatio, (IQueryData)this._allyRangedCavalryRatio); this._enemyInfantryRatio = new QueryData <float>((Func <float>)(() => teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(e => e.MemberCount)) != 0 ? teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(e => e.InfantryRatio * (float)e.MemberCount)) / (float)teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(e => e.MemberCount)) : 0.0f), 15f); this._enemyRangedRatio = new QueryData <float>((Func <float>)(() => teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(e => e.MemberCount)) != 0 ? teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(e => e.RangedRatio * (float)e.MemberCount)) / (float)teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(e => e.MemberCount)) : 0.0f), 15f); this._enemyCavalryRatio = new QueryData <float>((Func <float>)(() => teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(e => e.MemberCount)) != 0 ? teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(e => e.CavalryRatio * (float)e.MemberCount)) / (float)teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(e => e.MemberCount)) : 0.0f), 15f); this._enemyRangedCavalryRatio = new QueryData <float>((Func <float>)(() => teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(e => e.MemberCount)) != 0 ? teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(e => e.RangedCavalryRatio * (float)e.MemberCount)) / (float)teamQuerySystem.EnemyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, int>)(e => e.MemberCount)) : 0.0f), 15f); this._teamPower = new QueryData <float>((Func <float>)(() => team.FormationsIncludingSpecial.Sum <Formation>((Func <Formation, float>)(f => f.GetFormationPower()))), 5f); this._overallPowerRatio = new QueryData <float>((Func <float>)(() => (float)((double)teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(at => at.Team.FormationsIncludingSpecial.Sum <Formation>((Func <Formation, float>)(f => f.QuerySystem.FormationPower)) + 1f)) * 1.0 / ((double)teamQuerySystem._mission.Teams.GetEnemiesOf(team).Sum <Team>((Func <Team, float>)(et => et.FormationsIncludingSpecial.Sum <Formation>((Func <Formation, float>)(f => f.QuerySystem.FormationPower)))) + 1.0))), 5f); this._powerRatioIncludingCasualties = new QueryData <float>((Func <float>)(() => { CasualtyHandler casualtyHandler = teamQuerySystem._mission.GetMissionBehaviour <CasualtyHandler>(); return((float)(((double)teamQuerySystem.AllyTeams.Sum <TeamQuerySystem>((Func <TeamQuerySystem, float>)(at => at.Team.FormationsIncludingSpecialAndEmpty.Sum <Formation>((Func <Formation, float>)(f => f.GetFormationPower() + casualtyHandler.GetCasualtyPowerLossOfFormation(f))))) + 1.0) / ((double)teamQuerySystem._mission.Teams.GetEnemiesOf(team).Sum <Team>((Func <Team, float>)(et => et.FormationsIncludingSpecialAndEmpty.Sum <Formation>((Func <Formation, float>)(f => f.GetFormationPower() + casualtyHandler.GetCasualtyPowerLossOfFormation(f))))) + 1.0))); }), 10f); this._insideWallsRatio = new QueryData <float>((Func <float>)(() => { if (!(team.TeamAI is TeamAISiegeComponent)) { return(1f); } if (teamQuerySystem.AllyUnitCount == 0) { return(0.0f); } int num = 0; foreach (Team team1 in Mission.Current.Teams.GetAlliesOf(team, true)) { foreach (Formation formation in team1.FormationsIncludingSpecial) { num += formation.CountUnitsOnNavMeshIDMod10(1, false); } } return((float)num / (float)teamQuerySystem.AllyUnitCount); }), 10f); this._maxUnderRangedAttackRatio = new QueryData <float>((Func <float>)(() => { float num1; if (teamQuerySystem.AllyUnitCount == 0) { num1 = 0.0f; } else { float currentTime = MBCommon.TimeType.Mission.GetTime(); int num2 = 0; foreach (TeamQuerySystem allyTeam in teamQuerySystem.AllyTeams) { foreach (Formation formation in allyTeam.Team.Formations) { num2 += formation.GetCountOfUnitsWithCondition((Func <Agent, bool>)(agent => (double)currentTime - (double)agent.LastRangedHitTime < 10.0 && !agent.Equipment.HasShield())); } } num1 = (float)num2 / (float)teamQuerySystem.AllyUnitCount; } return((double)num1 > (double)teamQuerySystem._maxUnderRangedAttackRatio.GetCachedValue() ? num1 : teamQuerySystem._maxUnderRangedAttackRatio.GetCachedValue()); }), 3f); this.DeathCount = 0; this.DeathByRangedCount = 0; this.InitializeTelemetryScopeNames(); }
public FormationQuerySystem(Formation formation) { FormationQuerySystem formationQuerySystem = this; this.Formation = formation; Mission mission = Mission.Current; this._formationPower = new QueryData <float>(new Func <float>(formation.GetFormationPower), 2.5f); this._formationMeleeFightingPower = new QueryData <float>(new Func <float>(formation.GetFormationMeleeFightingPower), 2.5f); this._averagePosition = new QueryData <Vec2>((Func <Vec2>)(() => { Vec2 vec2 = formation.CountOfUnitsWithoutDetachedOnes > 1 ? formation.GetAveragePositionOfUnits(true, true) : (formation.CountOfUnitsWithoutDetachedOnes > 0 ? formation.GetAveragePositionOfUnits(true, false) : formation.OrderPosition.AsVec2); float time = MBCommon.GetTime(MBCommon.TimeType.Mission); float num = time - formationQuerySystem._lastAveragePositionCalculateTime; if ((double)num > 0.0) { formationQuerySystem._currentVelocity.SetValue((vec2 - formationQuerySystem._averagePosition.GetCachedValue()) * (1f / num), time); } formationQuerySystem._lastAveragePositionCalculateTime = time; return(vec2); }), 0.05f); this._currentVelocity = new QueryData <Vec2>((Func <Vec2>)(() => { formationQuerySystem._averagePosition.Evaluate(MBCommon.GetTime(MBCommon.TimeType.Mission)); return(formationQuerySystem._currentVelocity.GetCachedValue()); }), 1f); this._estimatedDirection = new QueryData <Vec2>((Func <Vec2>)(() => { if (formation.CountOfUnitsWithoutDetachedOnes > 0) { Vec2 averagePositionOfUnits = formation.GetAveragePositionOfUnits(true, false); float num1 = 0.0f; float num2 = 0.0f; Vec2 localAveragePosition = formation.OrderLocalAveragePosition; foreach (Agent looseDetachedOne in formation.UnitsWithoutLooseDetachedOnes) { Vec2?positionOfUnitOrDefault = formation.arrangement.GetLocalPositionOfUnitOrDefault((IFormationUnit)looseDetachedOne); if (positionOfUnitOrDefault.HasValue) { Vec2 vec2 = positionOfUnitOrDefault.Value; Vec2 asVec2 = looseDetachedOne.Position.AsVec2; num1 += (float)(((double)vec2.x - (double)localAveragePosition.x) * ((double)asVec2.x - (double)averagePositionOfUnits.x) + ((double)vec2.y - (double)localAveragePosition.y) * ((double)asVec2.y - (double)averagePositionOfUnits.y)); num2 += (float)(((double)vec2.x - (double)localAveragePosition.x) * ((double)asVec2.y - (double)averagePositionOfUnits.y) - ((double)vec2.y - (double)localAveragePosition.y) * ((double)asVec2.x - (double)averagePositionOfUnits.x)); } } float num3 = 1f / (float)formation.CountOfUnitsWithoutDetachedOnes; float num4 = num1 * num3; float num5 = num2 * num3; float num6 = MathF.Sqrt((float)((double)num4 * (double)num4 + (double)num5 * (double)num5)); if ((double)num6 > 0.0) { double num7 = Math.Acos((double)MBMath.ClampFloat(num4 / num6, -1f, 1f)); Vec2 vec2_1 = Vec2.FromRotation((float)num7); Vec2 vec2_2 = Vec2.FromRotation((float)-num7); float num8 = 0.0f; float num9 = 0.0f; foreach (Agent looseDetachedOne in formation.UnitsWithoutLooseDetachedOnes) { Vec2?positionOfUnitOrDefault = formation.arrangement.GetLocalPositionOfUnitOrDefault((IFormationUnit)looseDetachedOne); if (positionOfUnitOrDefault.HasValue) { Vec2 parentUnitF1 = vec2_1.TransformToParentUnitF(positionOfUnitOrDefault.Value - localAveragePosition); Vec2 parentUnitF2 = vec2_2.TransformToParentUnitF(positionOfUnitOrDefault.Value - localAveragePosition); Vec2 asVec2 = looseDetachedOne.Position.AsVec2; num8 += (parentUnitF1 - asVec2 + averagePositionOfUnits).LengthSquared; num9 += (parentUnitF2 - asVec2 + averagePositionOfUnits).LengthSquared; } } return((double)num8 >= (double)num9 ? vec2_2 : vec2_1); } } return(new Vec2(0.0f, 1f)); }), 0.2f); this._medianPosition = new QueryData <WorldPosition>((Func <WorldPosition>)(() => { if (formation.CountOfUnitsWithoutDetachedOnes != 0) { return(formation.CountOfUnitsWithoutDetachedOnes != 1 ? formation.GetMedianAgent(true, true, formationQuerySystem.AveragePosition).GetWorldPosition() : formation.GetMedianAgent(true, false, formationQuerySystem.AveragePosition).GetWorldPosition()); } if (formation.CountOfUnits == 0) { return(formation.OrderPosition); } return(formation.CountOfUnits != 1 ? formation.GetMedianAgent(false, true, formationQuerySystem.AveragePosition).GetWorldPosition() : formation.GetFirstUnit().GetWorldPosition()); }), 0.05f); this._averageAllyPosition = new QueryData <Vec2>((Func <Vec2>)(() => { IEnumerable <Formation> source = mission.Teams.GetAlliesOf(formation.Team, true).SelectMany <TaleWorlds.MountAndBlade.Team, Formation>((Func <TaleWorlds.MountAndBlade.Team, IEnumerable <Formation> >)(t => t.FormationsIncludingSpecial)).Where <Formation>(closure_1 ?? (closure_1 = (Func <Formation, bool>)(f => f != formation))); if (source.IsEmpty <Formation>()) { return(closure_0.AveragePosition); } Vec2 zero = Vec2.Zero; int num = 0; foreach (Formation formation1 in source) { zero += formation1.GetAveragePositionOfUnits(false, false) * (float)formation1.CountOfUnits; num += formation1.CountOfUnits; } return(num == 0 ? Vec2.Invalid : zero *(1f / (float)num)); }), 5f); this._idealAverageDisplacement = new QueryData <float>((Func <float>)(() => (float)Math.Sqrt(Math.Pow((double)formation.Width / 2.0, 2.0) + Math.Pow((double)formation.Depth / 2.0, 2.0)) / 2f), 5f); this._formationIntegrityData = new QueryData <FormationQuerySystem.FormationIntegrityDataGroup>((Func <FormationQuerySystem.FormationIntegrityDataGroup>)(() => { if (formation.CountOfUnitsWithoutDetachedOnes > 0) { float num1 = 0.0f; List <IFormationUnit> allUnits = formation.arrangement.GetAllUnits(); Vec3 vec3; for (int index = 0; index < allUnits.Count; ++index) { Agent unit = allUnits[index] as Agent; double num2 = (double)num1; Vec2 globalPositionOfUnit = formation.GetCurrentGlobalPositionOfUnit(unit, false); vec3 = unit.Position; Vec2 asVec2 = vec3.AsVec2; double lengthSquared = (double)(globalPositionOfUnit - asVec2).LengthSquared; num1 = (float)(num2 + lengthSquared); } Vec2 vec2_1; for (int index = 0; index < formation.LooseDetachedUnits.Count; ++index) { Agent looseDetachedUnit = formation.LooseDetachedUnits[index]; double num2 = (double)num1; Vec2 globalPositionOfUnit = formation.GetCurrentGlobalPositionOfUnit(looseDetachedUnit, false); vec3 = looseDetachedUnit.Position; Vec2 asVec2 = vec3.AsVec2; vec2_1 = globalPositionOfUnit - asVec2; double lengthSquared = (double)vec2_1.LengthSquared; num1 = (float)(num2 + lengthSquared); } float num3 = (float)((double)num1 / (double)formation.CountOfUnitsWithoutDetachedOnes * 4.0); float num4 = 0.0f; Vec2 vec2_2 = Vec2.Zero; float num5 = 0.0f; int num6 = 0; for (int index = 0; index < allUnits.Count; ++index) { Agent unit = allUnits[index] as Agent; Vec2 globalPositionOfUnit = formation.GetCurrentGlobalPositionOfUnit(unit, false); vec3 = unit.Position; Vec2 asVec2_1 = vec3.AsVec2; vec2_1 = globalPositionOfUnit - asVec2_1; float lengthSquared = vec2_1.LengthSquared; if ((double)lengthSquared < (double)num3) { num4 += lengthSquared; Vec2 vec2_3 = vec2_2; vec3 = unit.AverageVelocity; Vec2 asVec2_2 = vec3.AsVec2; vec2_2 = vec2_3 + asVec2_2; num5 += unit.MaximumForwardUnlimitedSpeed; ++num6; } } for (int index = 0; index < formation.LooseDetachedUnits.Count; ++index) { Agent looseDetachedUnit = formation.LooseDetachedUnits[index]; Vec2 globalPositionOfUnit = formation.GetCurrentGlobalPositionOfUnit(looseDetachedUnit, false); vec3 = looseDetachedUnit.Position; Vec2 asVec2_1 = vec3.AsVec2; vec2_1 = globalPositionOfUnit - asVec2_1; float lengthSquared = vec2_1.LengthSquared; if ((double)lengthSquared < (double)num3) { num4 += lengthSquared; Vec2 vec2_3 = vec2_2; vec3 = looseDetachedUnit.AverageVelocity; Vec2 asVec2_2 = vec3.AsVec2; vec2_2 = vec2_3 + asVec2_2; num5 += looseDetachedUnit.MaximumForwardUnlimitedSpeed; ++num6; } } if (num6 > 0) { Vec2 vec2_3 = vec2_2 * (1f / (float)num6); float x = num4 / (float)num6; float num2 = num5 / (float)num6; FormationQuerySystem.FormationIntegrityDataGroup integrityDataGroup; integrityDataGroup.AverageVelocityExcludeFarAgents = vec2_3; integrityDataGroup.DeviationOfPositionsExcludeFarAgents = MathF.Sqrt(x); integrityDataGroup.AverageMaxUnlimitedSpeedExcludeFarAgents = num2; return(integrityDataGroup); } } FormationQuerySystem.FormationIntegrityDataGroup integrityDataGroup1; integrityDataGroup1.AverageVelocityExcludeFarAgents = Vec2.Zero; integrityDataGroup1.DeviationOfPositionsExcludeFarAgents = 0.0f; integrityDataGroup1.AverageMaxUnlimitedSpeedExcludeFarAgents = 0.0f; return(integrityDataGroup1); }), 1f); this._formationDispersedness = new QueryData <float>((Func <float>)(() => { if (formation.CountOfUnits == 0) { return(0.0f); } float num1 = 0.0f; int num2 = 0; foreach (IFormationUnit allUnit in formation.arrangement.GetAllUnits()) { Vec2?positionOfUnitOrDefault = formation.arrangement.GetLocalPositionOfUnitOrDefault(allUnit); if (positionOfUnitOrDefault.HasValue) { MatrixFrame m = new MatrixFrame(Mat3.Identity, new Vec3(positionOfUnitOrDefault.Value)); MatrixFrame matrixFrame; ref MatrixFrame local = ref matrixFrame; Mat3 rot = new Mat3(new Vec3(formation.Direction.RightVec()), new Vec3(formation.Direction), new Vec3(z: 1f)); WorldPosition worldPosition = formation.QuerySystem.MedianPosition; Vec3 navMeshVec3 = worldPosition.GetNavMeshVec3(); local = new MatrixFrame(rot, navMeshVec3); MatrixFrame parent = matrixFrame.TransformToParent(m); double num3 = (double)num1; worldPosition = (allUnit as Agent).GetWorldPosition(); double num4 = (double)worldPosition.GetGroundVec3().Distance(parent.origin); num1 = (float)(num3 + num4); }