コード例 #1
0
 protected override float GetAiWeight()
 {
     if (!this.formation.AI.IsMainFormation)
     {
         foreach (Formation formation1 in this.formation.Team.FormationsIncludingSpecialAndEmpty)
         {
             if (this.formation != formation1 && formation1.CountOfUnits > 0)
             {
                 using (IEnumerator <Team> enumerator = Mission.Current.Teams.GetEnumerator())
                 {
                     while (enumerator.MoveNext())
                     {
                         Team current = enumerator.Current;
                         if (current.IsEnemyOf(this.formation.Team))
                         {
                             foreach (Formation formation2 in current.FormationsIncludingSpecialAndEmpty)
                             {
                                 if (formation2.CountOfUnits > 0)
                                 {
                                     return(0.04f);
                                 }
                             }
                         }
                     }
                     break;
                 }
             }
         }
     }
     return(0.0f);
 }
コード例 #2
0
        protected override void CalculateCurrentOrder()
        {
            WorldPosition position = this.formation.QuerySystem.MedianPosition;

            if (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation == null)
            {
                position.SetVec2(this.formation.QuerySystem.AveragePosition);
            }
            else
            {
                int  num1     = (double)(this.formation.QuerySystem.AverageAllyPosition - this.formation.Team.QuerySystem.AverageEnemyPosition).LengthSquared <= 3600.0 ? 1 : 0;
                bool engaging = this._engaging;
                this._engaging = num1 != 0 || (this._engaging ? (double)this.formation.QuerySystem.UnderRangedAttackRatio <= (double)this.formation.QuerySystem.MakingRangedAttackRatio && (!this.formation.QuerySystem.FastestSignificantlyLargeEnemyFormation.IsCavalryFormation && !this.formation.QuerySystem.FastestSignificantlyLargeEnemyFormation.IsRangedCavalryFormation || (double)(this.formation.QuerySystem.AveragePosition - this.formation.QuerySystem.FastestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2).LengthSquared / ((double)this.formation.QuerySystem.FastestSignificantlyLargeEnemyFormation.MovementSpeed * (double)this.formation.QuerySystem.FastestSignificantlyLargeEnemyFormation.MovementSpeed) >= 16.0) : (double)(this.formation.QuerySystem.AveragePosition - this.formation.QuerySystem.AverageAllyPosition).LengthSquared <= 3600.0);
                if (this._engaging)
                {
                    Vec2 vec2_1 = this.formation.QuerySystem.AveragePosition - this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.AveragePosition;
                    vec2_1 = vec2_1.Normalized();
                    Vec2 vec2_2 = vec2_1.LeftVec();
                    FormationQuerySystem largeEnemyFormation = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation;
                    float     num2       = (float)(50.0 + ((double)this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.Formation.Width + (double)this.formation.Depth) * 0.5);
                    float     num3       = 0.0f;
                    Formation formation1 = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.Formation;
                    for (int index1 = 0; index1 < Mission.Current.Teams.Count; ++index1)
                    {
                        Team team = Mission.Current.Teams[index1];
                        if (team.IsEnemyOf(this.formation.Team))
                        {
                            for (int index2 = 0; index2 < team.FormationsIncludingSpecialAndEmpty.Count; ++index2)
                            {
                                Formation formation2 = team.FormationsIncludingSpecialAndEmpty[index2];
                                if (formation2.CountOfUnits > 0 && formation2.QuerySystem != largeEnemyFormation)
                                {
                                    Vec2  v    = formation2.QuerySystem.AveragePosition - largeEnemyFormation.AveragePosition;
                                    float num4 = v.Normalize();
                                    if ((double)vec2_2.DotProduct(v) > 0.800000011920929 && (double)num4 < (double)num2 && (double)num4 > (double)num3)
                                    {
                                        num3       = num4;
                                        formation1 = formation2;
                                    }
                                }
                            }
                        }
                    }
                    if (((double)this.formation.QuerySystem.RangedCavalryUnitRatio <= 0.949999988079071 ? 0 : (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.Formation == formation1 ? 1 : 0)) == 0)
                    {
                        bool  flag   = formation1.QuerySystem.IsCavalryFormation || formation1.QuerySystem.IsRangedCavalryFormation;
                        float radius = Math.Min((flag ? 35f : 20f) + (float)(((double)formation1.Depth + (double)this.formation.Width) * 0.5), this.formation.QuerySystem.MissileRange - this.formation.Width * 0.5f);
                        BehaviorMountedSkirmish.Ellipse ellipse = new BehaviorMountedSkirmish.Ellipse(formation1.QuerySystem.MedianPosition.AsVec2, radius, (float)((double)formation1.Width * 0.5 * (flag ? 1.5 : 1.0)), formation1.Direction);
                        position.SetVec2(ellipse.GetTargetPos(this.formation.QuerySystem.AveragePosition, 20f));
                    }
                    else
                    {
                        this.CurrentOrder = MovementOrder.MovementOrderCharge;
                        return;
                    }
                }
                else
                {
                    position = new WorldPosition(Mission.Current.Scene, new Vec3(this.formation.QuerySystem.AverageAllyPosition, this.formation.Team.QuerySystem.MedianPosition.GetNavMeshZ() + 100f));
                }
            }
            this.CurrentOrder = MovementOrder.MovementOrderMove(position);
        }