protected override void ManageFormationCounts() { this.ManageFormationCounts(1, 1, 1, 1); this._mainInfantry = TacticComponent.ChooseAndSortByPriority(this.Formations, (Func <Formation, bool>)(f => f.QuerySystem.IsInfantryFormation), (Func <Formation, bool>)(f => f.IsAIControlled), (Func <Formation, float>)(f => f.QuerySystem.FormationPower)).FirstOrDefault <Formation>(); if (this._mainInfantry != null) { this._mainInfantry.AI.IsMainFormation = true; } this._archers = TacticComponent.ChooseAndSortByPriority(this.Formations, (Func <Formation, bool>)(f => f.QuerySystem.IsRangedFormation), (Func <Formation, bool>)(f => f.IsAIControlled), (Func <Formation, float>)(f => f.QuerySystem.FormationPower)).FirstOrDefault <Formation>(); this._cavalry = TacticComponent.ChooseAndSortByPriority(this.Formations, (Func <Formation, bool>)(f => f.QuerySystem.IsCavalryFormation), (Func <Formation, bool>)(f => f.IsAIControlled), (Func <Formation, float>)(f => f.QuerySystem.FormationPower)).FirstOrDefault <Formation>(); this._rangedCavalry = TacticComponent.ChooseAndSortByPriority(this.Formations, (Func <Formation, bool>)(f => f.QuerySystem.IsRangedCavalryFormation), (Func <Formation, bool>)(f => f.IsAIControlled), (Func <Formation, float>)(f => f.QuerySystem.FormationPower)).FirstOrDefault <Formation>(); }
protected override void ManageFormationCounts() { if (this._weaponsToBeDefendedState == TacticSallyOutDefense.WeaponsToBeDefended.TwoPrimary) { this.ManageFormationCounts(1, 1, 1, 1); this._mainInfantry = TacticComponent.ChooseAndSortByPriority(this.Formations, (Func <Formation, bool>)(f => f.QuerySystem.IsInfantryFormation), (Func <Formation, bool>)(f => f.IsAIControlled), (Func <Formation, float>)(f => f.QuerySystem.FormationPower)).FirstOrDefault <Formation>(); if (this._mainInfantry != null) { this._mainInfantry.AI.IsMainFormation = true; } this._archers = TacticComponent.ChooseAndSortByPriority(this.Formations, (Func <Formation, bool>)(f => f.QuerySystem.IsRangedFormation), (Func <Formation, bool>)(f => f.IsAIControlled), (Func <Formation, float>)(f => f.QuerySystem.FormationPower)).FirstOrDefault <Formation>(); this._cavalryFormation = TacticComponent.ChooseAndSortByPriority(this.Formations, (Func <Formation, bool>)(f => f.QuerySystem.IsCavalryFormation), (Func <Formation, bool>)(f => f.IsAIControlled), (Func <Formation, float>)(f => f.QuerySystem.FormationPower)).FirstOrDefault <Formation>(); this._rangedCavalry = TacticComponent.ChooseAndSortByPriority(this.Formations, (Func <Formation, bool>)(f => f.QuerySystem.IsRangedCavalryFormation), (Func <Formation, bool>)(f => f.IsAIControlled), (Func <Formation, float>)(f => f.QuerySystem.FormationPower)).FirstOrDefault <Formation>(); } else { this.AssignTacticFormations1121(); } }