예제 #1
0
    protected override bool TryComputeArmyMissionParameter()
    {
        if (this.RegionTarget == null || base.AIDataArmyGUID == GameEntityGUID.Zero)
        {
            base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
            return(false);
        }
        base.ArmyMissionParameters.Clear();
        Army army = this.aiDataRepository.GetAIData <AIData_Army>(base.AIDataArmyGUID).Army;

        if (army == null || !army.GUID.IsValid)
        {
            return(false);
        }
        if (this.game.Turn == 0 && army.StandardUnits != null && army.StandardUnits.Count > 1 && army.GetPropertyValue(SimulationProperties.Movement) > 1f)
        {
            List <Unit> list = army.StandardUnits.ToList <Unit>().FindAll((Unit U) => !U.IsSettler);
            if (list != null)
            {
                IGameService              service  = Services.GetService <IGameService>();
                IPathfindingService       service2 = service.Game.Services.GetService <IPathfindingService>();
                IWorldPositionningService service3 = service.Game.Services.GetService <IWorldPositionningService>();
                WorldPosition             validArmySpawningPosition = AILayer_ArmyRecruitment.GetValidArmySpawningPosition(army, service3, service2);
                if (validArmySpawningPosition.IsValid)
                {
                    OrderTransferGarrisonToNewArmy order = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, army.GUID, list.ConvertAll <GameEntityGUID>((Unit unit) => unit.GUID).ToArray(), validArmySpawningPosition, StaticString.Empty, false, true, true);
                    Ticket ticket;
                    base.Commander.Empire.PlayerControllers.Server.PostOrder(order, out ticket, new EventHandler <TicketRaisedEventArgs>(this.OrderSplitUnit));
                    return(false);
                }
            }
        }
        if (this.RegionTarget == null || this.RegionTarget.IsRegionColonized() || !army.IsSettler)
        {
            return(base.TryCreateArmyMission("MajorFactionRoaming", new List <object>
            {
                this.RegionTarget.Index,
                false
            }));
        }
        if (base.AIDataArmyGUID == GameEntityGUID.Zero || this.PositionIndex >= this.ListOfPosition.Length)
        {
            return(false);
        }
        if (base.Commander.Empire.GetAgency <DepartmentOfTheInterior>().Cities.Count == 0)
        {
            return(base.TryCreateArmyMission("ColonizeAtImmediatly", new List <object>
            {
                this.ListOfPosition[this.PositionIndex]
            }));
        }
        return(base.TryCreateArmyMission("ColonizeAt", new List <object>
        {
            this.ListOfPosition[this.PositionIndex]
        }));
    }
예제 #2
0
    protected override bool TryComputeArmyMissionParameter()
    {
        base.ArmyMissionParameters.Clear();
        if (base.AIDataArmyGUID == GameEntityGUID.Zero)
        {
            return(false);
        }
        if (this.POI == null)
        {
            base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
            return(false);
        }
        Army army = this.aiDataRepository.GetAIData <AIData_Army>(base.AIDataArmyGUID).Army;

        if (army.Hero != null)
        {
            OrderChangeHeroAssignment orderChangeHeroAssignment = new OrderChangeHeroAssignment(base.Commander.Empire.Index, army.Hero.GUID, GameEntityGUID.Zero);
            orderChangeHeroAssignment.IgnoreCooldown = true;
            base.Commander.Empire.PlayerControllers.AI.PostOrder(orderChangeHeroAssignment);
            return(true);
        }
        if (army.StandardUnits.Count((Unit x) => x.UnitDesign.UnitBodyDefinition.SubCategory == "SubCategoryFlying" && x.GetPropertyValue(SimulationProperties.LevelDisplayed) >= 4f) == 0)
        {
            this.Success();
        }
        if (army.StandardUnits.Count <= 1)
        {
            return(base.TryCreateArmyMission("VisitQuestRuin", new List <object>
            {
                this.RegionTarget.Index,
                this.POI
            }));
        }
        Unit        item   = army.StandardUnits.First((Unit x) => x.UnitDesign.UnitBodyDefinition.SubCategory == "SubCategoryFlying" && x.GetPropertyValue(SimulationProperties.LevelDisplayed) >= 4f);
        List <Unit> second = new List <Unit>
        {
            item
        };
        List <Unit>   list = army.StandardUnits.Except(second).ToList <Unit>();
        WorldPosition validArmySpawningPosition = AILayer_ArmyRecruitment.GetValidArmySpawningPosition(army, this.worldPositionningService, this.pathfindingService);

        if (!validArmySpawningPosition.IsValid || list.Count == 0)
        {
            return(base.TryCreateArmyMission("MajorFactionRoaming", new List <object>
            {
                this.RegionTarget.Index,
                true
            }));
        }
        OrderTransferGarrisonToNewArmy order = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, army.GUID, list.ConvertAll <GameEntityGUID>((Unit unit) => unit.GUID).ToArray(), validArmySpawningPosition, StaticString.Empty, false, true, true);

        base.Commander.Empire.PlayerControllers.Server.PostOrder(order);
        return(true);
    }
    protected override bool TryComputeArmyMissionParameter()
    {
        if (this.RegionTarget == null)
        {
            base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
            return(false);
        }
        base.ArmyMissionParameters.Clear();
        if (base.AIDataArmyGUID == GameEntityGUID.Zero)
        {
            return(false);
        }
        this.POI = this.SelectPOI();
        if (this.POI == null)
        {
            base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
            return(false);
        }
        AICommander_Victory comm = base.Commander as AICommander_Victory;

        if (comm == null)
        {
            return(false);
        }
        Army  army          = this.aiDataRepository.GetAIData <AIData_Army>(base.AIDataArmyGUID).Army;
        int   num           = army.StandardUnits.Count((Unit x) => x.UnitDesign.Name.ToString().Contains(comm.VictoryDesign));
        float propertyValue = army.GetPropertyValue(SimulationProperties.Movement);

        if (propertyValue <= 0.01f)
        {
            base.State = TickableState.NoTick;
            return(false);
        }
        if (num > 5 || this.worldPositionningService.IsWaterTile(army.WorldPosition))
        {
            return(base.TryCreateArmyMission("VisitQuestRuinFinal", new List <object>
            {
                this.RegionTarget.Index,
                this.POI
            }));
        }
        if (num == 0)
        {
            return(base.TryCreateArmyMission("MajorFactionWarRoaming", new List <object>
            {
                this.RegionTarget.Index,
                true
            }));
        }
        if (num <= 0 || army.StandardUnits.Count - num <= 0)
        {
            List <AICommanderMission> list = comm.Missions.FindAll((AICommanderMission x) => x is AICommanderMission_VictoryRuinFinal && x.AIDataArmyGUID.IsValid);
            List <Army> list2 = new List <Army>();
            Func <Unit, bool> < > 9__4;
            foreach (AICommanderMission aicommanderMission in list)
            {
                Army army2 = this.aiDataRepository.GetAIData <AIData_Army>(aicommanderMission.AIDataArmyGUID).Army;
                if (army2 != army)
                {
                    IEnumerable <Unit> standardUnits = army2.StandardUnits;
                    Func <Unit, bool>  selector;
                    if ((selector = < > 9__4) == null)
                    {
                        selector = (< > 9__4 = ((Unit y) => y.UnitDesign.Name.ToString().Contains(comm.VictoryDesign)));
                    }
                    int num2 = standardUnits.Count(selector);
                    if (num2 > 0 && num2 < 6)
                    {
                        list2.Add(army2);
                    }
                }
            }
            int num3 = (int)base.Commander.Empire.GetPropertyValue(SimulationProperties.ArmyUnitSlot);
            Predicate <Unit> < > 9__5;
            foreach (Army army3 in list2)
            {
                if (this.worldPositionningService.GetDistance(army.WorldPosition, army3.WorldPosition) == 1 && this.worldPositionningService.IsWaterTile(army.WorldPosition) == this.worldPositionningService.IsWaterTile(army3.WorldPosition) && this.pathfindingService.IsTransitionPassable(army.WorldPosition, army3.WorldPosition, army, PathfindingFlags.IgnoreArmies | PathfindingFlags.IgnoreFogOfWar, null))
                {
                    float propertyValue2 = army3.GetPropertyValue(SimulationProperties.Movement);
                    if ((propertyValue > propertyValue2 || (propertyValue == propertyValue2 && army.GUID < army3.GUID) || (army.StandardUnits.Count >= num3 && propertyValue > 0.01f)) && army3.StandardUnits.Count < num3)
                    {
                        List <Unit>      list3 = army.StandardUnits.ToList <Unit>();
                        Predicate <Unit> match;
                        if ((match = < > 9__5) == null)
                        {
                            match = (< > 9__5 = ((Unit z) => z.UnitDesign.Name.ToString().Contains(comm.VictoryDesign)));
                        }
                        List <Unit> list4 = list3.FindAll(match);
                        int         num4  = list4.Count - 1;
                        while (num4 >= 0 && list4.Count + army3.StandardUnits.Count > num3)
                        {
                            list4.RemoveAt(num4);
                            num4--;
                        }
                        OrderTransferUnits order = new OrderTransferUnits(base.Commander.Empire.Index, army.GUID, army3.GUID, list4.ConvertAll <GameEntityGUID>((Unit unit) => unit.GUID).ToArray(), false);
                        Ticket             ticket;
                        base.Commander.Empire.PlayerControllers.Server.PostOrder(order, out ticket, new EventHandler <TicketRaisedEventArgs>(this.OrderTransferUnitToArmyTicketRaised));
                        return(true);
                    }
                    if (army.StandardUnits.Count < num3)
                    {
                        return(base.TryCreateArmyMission("ELCPWait", new List <object>()));
                    }
                }
            }
            int  num5  = int.MaxValue;
            Army army4 = null;
            foreach (Army army5 in list2)
            {
                int distance = this.worldPositionningService.GetDistance(army.WorldPosition, army5.WorldPosition);
                if (distance < num5)
                {
                    num5  = distance;
                    army4 = army5;
                }
            }
            if (army4 != null && army4.GUID > army.GUID && army4.GetPropertyValue(SimulationProperties.Movement) > 0.01f)
            {
                army4 = null;
            }
            if (army4 != null)
            {
                return(base.TryCreateArmyMission("ReachTarget", new List <object>
                {
                    army4
                }));
            }
            return(base.TryCreateArmyMission("ELCPWait", new List <object>()));
        }
        if (army.IsInEncounter || army.IsLocked)
        {
            return(base.TryCreateArmyMission("ELCPWait", new List <object>()));
        }
        WorldPosition validArmySpawningPosition = AILayer_ArmyRecruitment.GetValidArmySpawningPosition(army, this.worldPositionningService, this.pathfindingService);

        if (!validArmySpawningPosition.IsValid)
        {
            return(base.TryCreateArmyMission("MajorFactionWarRoaming", new List <object>
            {
                this.RegionTarget.Index,
                true
            }));
        }
        List <Unit> list5 = army.StandardUnits.ToList <Unit>().FindAll((Unit x) => !x.UnitDesign.Name.ToString().Contains(comm.VictoryDesign));
        OrderTransferGarrisonToNewArmy order2 = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, army.GUID, list5.ConvertAll <GameEntityGUID>((Unit unit) => unit.GUID).ToArray(), validArmySpawningPosition, StaticString.Empty, false, true, true);
        Ticket ticket2;

        base.Commander.Empire.PlayerControllers.Server.PostOrder(order2, out ticket2, new EventHandler <TicketRaisedEventArgs>(this.OrderSplitUnit));
        return(true);
    }
    protected override bool TryGetArmyData()
    {
        if (this.createFirstArmyTicket != null)
        {
            return(false);
        }
        if (base.AIDataArmyGUID.IsValid)
        {
            return(true);
        }
        if (this.currentTicket != null)
        {
            return(false);
        }
        IGameEntity gameEntity;

        if (!this.gameEntityRepositoryService.TryGetValue(this.SourceGuid, out gameEntity))
        {
            base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
            return(false);
        }
        for (int i = this.UnitGuids.Length - 1; i >= 0; i--)
        {
            AIData_Unit aidata_Unit;
            this.aiDataRepository.TryGetAIData <AIData_Unit>(this.UnitGuids[i], out aidata_Unit);
            if (aidata_Unit == null)
            {
                Diagnostics.LogWarning("[AICommanderMission_RegroupArmyAt] no AIData for Unit {0}", new object[]
                {
                    this.UnitGuids[i].ToString()
                });
            }
            else
            {
                if (aidata_Unit.IsUnitLocked() && !aidata_Unit.IsUnitLockedByMe(base.InternalGUID))
                {
                    WorldPosition worldPosition = WorldPosition.Invalid;
                    if (aidata_Unit.Unit.Garrison is IWorldPositionable)
                    {
                        worldPosition = (aidata_Unit.Unit.Garrison as IWorldPositionable).WorldPosition;
                    }
                    Diagnostics.LogWarning(string.Format("{1} {2} LOCKING: Unit shouldn't be in use, current unit state: {0}", aidata_Unit.GetLockingStateString(), base.Commander.Empire, worldPosition));
                    base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
                    return(false);
                }
                if (aidata_Unit.Unit.UnitDesign.Tags.Contains(DownloadableContent9.TagSolitary))
                {
                    Diagnostics.LogWarning("You cannot regroup Colossus or Solitary unit with something else.");
                    base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
                    return(false);
                }
            }
        }
        IGarrison garrison = gameEntity as IGarrison;

        if (garrison == null)
        {
            base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
            return(false);
        }
        if (this.AICommanderRegroupArmies != null && this.AICommanderRegroupArmies.RequestUnitListMessageID != 0UL)
        {
            RequestUnitListMessage requestUnitListMessage = base.Commander.AIPlayer.Blackboard.GetMessage(this.AICommanderRegroupArmies.RequestUnitListMessageID) as RequestUnitListMessage;
            if (requestUnitListMessage == null)
            {
                base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
                return(false);
            }
            requestUnitListMessage.ExecutionState = RequestUnitListMessage.RequestUnitListState.Regrouping;
        }
        bool flag = false;

        for (int j = 0; j < this.UnitGuids.Length; j++)
        {
            if (!garrison.ContainsUnit(this.UnitGuids[j]))
            {
                flag = true;
                break;
            }
        }
        if (flag)
        {
            List <GameEntityGUID> list = new List <GameEntityGUID>();
            for (int k = 0; k < this.UnitGuids.Length; k++)
            {
                if (garrison.ContainsUnit(this.UnitGuids[k]))
                {
                    list.Add(this.UnitGuids[k]);
                }
            }
            this.UnitGuids = list.ToArray();
        }
        if (this.UnitGuids.Length == 0)
        {
            base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
            return(false);
        }
        WorldPosition armyPosition = WorldPosition.Invalid;
        Army          army         = gameEntity as Army;

        if (army != null)
        {
            AIData_Army aidata = this.aiDataRepository.GetAIData <AIData_Army>(gameEntity.GUID);
            Diagnostics.Assert(aidata != null);
            if (army.GetPropertyValue(SimulationProperties.Movement) <= 0f)
            {
                return(false);
            }
            if (aidata.CommanderMission != null)
            {
                aidata.CommanderMission.Interrupt();
            }
            if (aidata.Army.IsInEncounter || aidata.Army.IsLocked)
            {
                return(false);
            }
            if (aidata.Army.StandardUnits.Count != this.UnitGuids.Length)
            {
                armyPosition = AILayer_ArmyRecruitment.GetValidArmySpawningPosition(aidata.Army, this.worldPositionningService, this.pathfindingService);
                int num = (int)base.Commander.Empire.GetPropertyValue(SimulationProperties.ArmyUnitSlot);
                if (aidata.Army.StandardUnits.Count > num)
                {
                    Array.Resize <GameEntityGUID>(ref this.UnitGuids, num);
                }
            }
            else
            {
                if (!aidata.AssignCommanderMission(this))
                {
                    base.Completion = AICommanderMission.AICommanderMissionCompletion.Fail;
                    return(false);
                }
                base.AIDataArmyGUID = gameEntity.GUID;
                return(true);
            }
        }
        else if (gameEntity is Village)
        {
            Village village = gameEntity as Village;
            if (village.IsInEncounter)
            {
                return(false);
            }
            WorldPosition    worldPosition2   = village.WorldPosition;
            WorldOrientation worldOrientation = WorldOrientation.East;
            if (this.AICommanderRegroupArmies.FinalPosition.IsValid)
            {
                worldOrientation = this.worldPositionningService.GetOrientation(worldPosition2, this.AICommanderRegroupArmies.FinalPosition);
            }
            for (int l = 0; l < 6; l++)
            {
                WorldPosition neighbourTile = this.worldPositionningService.GetNeighbourTile(worldPosition2, worldOrientation, 1);
                if (DepartmentOfDefense.CheckWhetherTargetPositionIsValidForUseAsArmySpawnLocation(neighbourTile, PathfindingMovementCapacity.Ground | PathfindingMovementCapacity.Water) && this.pathfindingService.IsTransitionPassable(village.WorldPosition, neighbourTile, this.pathfindingContext, PathfindingFlags.IgnoreFogOfWar, null) && this.pathfindingService.IsTilePassable(neighbourTile, this.pathfindingContext, (PathfindingFlags)0, null) && this.pathfindingService.IsTileStopable(neighbourTile, this.pathfindingContext, (PathfindingFlags)0, null))
                {
                    if (this.worldPositionningService.GetArmyAtPosition(neighbourTile) == null)
                    {
                        armyPosition = neighbourTile;
                        break;
                    }
                }
                else
                {
                    worldOrientation = worldOrientation.Rotate(1);
                }
            }
        }
        else if (gameEntity is City)
        {
            City city = gameEntity as City;
            if (city.IsInEncounter)
            {
                return(false);
            }
            if (!DepartmentOfTheInterior.TryGetWorldPositionForNewArmyFromCity(city, this.pathfindingService, this.pathfindingContext, out armyPosition))
            {
                return(false);
            }
        }
        else
        {
            Diagnostics.LogError(string.Format("[AICommanderMission_RegroupArmyAt] The garrison {0} is not valid.", garrison.GUID));
        }
        if (armyPosition.IsValid)
        {
            if (army != null && army.WorldPath != null && army.WorldPath.Destination != army.WorldPosition)
            {
                OrderGoTo orderGoTo = new OrderGoTo(army.Empire.Index, army.GUID, army.WorldPosition);
                orderGoTo.Flags = (PathfindingFlags)0;
                base.Commander.Empire.PlayerControllers.AI.PostOrder(orderGoTo, out this.currentTicket, new EventHandler <TicketRaisedEventArgs>(this.MoveOrder_TicketRaised));
                if (this.currentTicket != null)
                {
                    return(false);
                }
                if (!this.orderExecuted)
                {
                    Diagnostics.LogError("[AICommanderMission_RegroupArmyAt] new cancelation move order was not executed, from {0} to {1}", new object[]
                    {
                        army.WorldPosition,
                        army.WorldPosition
                    });
                    return(false);
                }
            }
            for (int m = 0; m < this.UnitGuids.Length; m++)
            {
                AIData_Unit aidata_Unit2;
                this.aiDataRepository.TryGetAIData <AIData_Unit>(this.UnitGuids[m], out aidata_Unit2);
                if (aidata_Unit2 == null)
                {
                    Diagnostics.LogWarning("[AICommanderMission_RegroupArmyAt] no AIData for Unit {0}", new object[]
                    {
                        this.UnitGuids[m].ToString()
                    });
                }
                else if (!aidata_Unit2.IsUnitLockedByMe(base.InternalGUID))
                {
                    aidata_Unit2.TryLockUnit(base.InternalGUID, base.GetType().ToString(), AIData_Unit.AIDataReservationExtraTag.Regrouping, base.Commander.GetPriority(this));
                }
            }
            OrderTransferGarrisonToNewArmy order = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, this.SourceGuid, this.UnitGuids, armyPosition, "Regroup", false, true, true);
            base.Commander.Empire.PlayerControllers.Server.PostOrder(order, out this.createFirstArmyTicket, new EventHandler <TicketRaisedEventArgs>(this.OrderTransferUnitToNewArmyTicketRaised));
        }
        return(false);
    }