float getInitialFormationWidth(Team team, FormationClass fc)
        {
            var bp                   = this.CaptureTheBannerLordParams;
            var formation            = team.GetFormation(fc);
            var mounted              = fc == FormationClass.Cavalry || fc == FormationClass.HorseArcher;
            var unitDiameter         = Formation.GetDefaultUnitDiameter(mounted);
            var unitSpacing          = 1;
            var interval             = mounted ? Formation.CavalryInterval(unitSpacing) : Formation.InfantryInterval(unitSpacing);
            var actualSoldiersPerRow = System.Math.Min(bp.soldiersPerRow, bp.playerSoldierCount);
            var width                = (actualSoldiersPerRow - 1) * (unitDiameter + interval) + unitDiameter + 0.1f;

            return(width);
        }
예제 #2
0
        public static (float, float) GetFormationSpawnWidthAndDepth(
            FormationClass formationNo,
            int troopCount,
            bool considerCavalryAsInfantry = false)
        {
            bool  isMounted           = !considerCavalryAsInfantry && formationNo.IsMounted();
            float defaultUnitDiameter = Formation.GetDefaultUnitDiameter(isMounted);
            int   unitSpacing         = 1;
            float num1 = isMounted ? Formation.CavalryInterval(unitSpacing) : Formation.InfantryInterval(unitSpacing);
            float num2 = isMounted ? Formation.CavalryDistance(unitSpacing) : Formation.InfantryDistance(unitSpacing);
            int   num3 = Math.Max(1, (int)(((double)Math.Max(0, troopCount - 1) * ((double)num1 + (double)defaultUnitDiameter) + (double)defaultUnitDiameter) / Math.Sqrt((isMounted ? 24.0 : 12.0) * (double)troopCount + 1.0)));

            return(Math.Max(0.0f, (float)troopCount / (float)num3 - 1f) * (num1 + defaultUnitDiameter) + defaultUnitDiameter, (float)(num3 - 1) * (num2 + defaultUnitDiameter) + defaultUnitDiameter);
        }
        public virtual void OnTick(float dt)
        {
            foreach (MissionPeer peer in VirtualPlayer.Peers <MissionPeer>())
            {
                if (peer.GetNetworkPeer().IsSynchronized&& peer.ControlledAgent == null && (peer.HasSpawnedAgentVisuals && !this.CanUpdateSpawnEquipment(peer)))
                {
                    BasicCultureObject basicCultureObject1 = MBObjectManager.Instance.GetObject <BasicCultureObject>(MultiplayerOptions.OptionType.CultureTeam1.GetStrValue());
                    BasicCultureObject basicCultureObject2 = MBObjectManager.Instance.GetObject <BasicCultureObject>(MultiplayerOptions.OptionType.CultureTeam2.GetStrValue());
                    MultiplayerClassDivisions.MPHeroClass heroClassForPeer = MultiplayerClassDivisions.GetMPHeroClassForPeer(peer);
                    MPPerkObject.MPOnSpawnPerkHandler     spawnPerkHandler = MPPerkObject.GetOnSpawnPerkHandler(peer);
                    int  num1  = 0;
                    bool flag1 = false;
                    if (MultiplayerOptions.OptionType.NumberOfBotsPerFormation.GetIntValue() > 0 && (this.GameMode.WarmupComponent == null || !this.GameMode.WarmupComponent.IsInWarmup))
                    {
                        num1 = MPPerkObject.GetTroopCount(heroClassForPeer, spawnPerkHandler);
                        foreach (MPPerkObject selectedPerk in (IEnumerable <MPPerkObject>)peer.SelectedPerks)
                        {
                            if (selectedPerk.HasBannerBearer)
                            {
                                flag1 = true;
                                break;
                            }
                        }
                    }
                    if (num1 > 0)
                    {
                        num1 = (int)((double)num1 * (double)this.GameMode.GetTroopNumberMultiplierForMissingPlayer(peer));
                    }
                    int num2 = num1 + (flag1 ? 2 : 1);
                    IEnumerable <(EquipmentIndex, EquipmentElement)> alternativeEquipments = spawnPerkHandler?.GetAlternativeEquipments(false);
                    for (int index = 0; index < num2; ++index)
                    {
                        bool isPlayer = index == 0;
                        BasicCharacterObject basicCharacterObject = isPlayer ? heroClassForPeer.HeroCharacter : (!flag1 || index != 1 ? heroClassForPeer.TroopCharacter : heroClassForPeer.BannerBearerCharacter);
                        AgentBuildData       agentBuildData       = new AgentBuildData(basicCharacterObject);
                        if (isPlayer)
                        {
                            agentBuildData.MissionPeer(peer);
                        }
                        else
                        {
                            agentBuildData.OwningMissionPeer(peer);
                        }
                        agentBuildData.VisualsIndex(index);
                        Equipment equipment = isPlayer ? basicCharacterObject.Equipment.Clone() : Equipment.GetRandomEquipmentElements(basicCharacterObject, false, seed: MBRandom.RandomInt());
                        IEnumerable <(EquipmentIndex, EquipmentElement)> valueTuples = isPlayer ? spawnPerkHandler?.GetAlternativeEquipments(true) : alternativeEquipments;
                        if (valueTuples != null)
                        {
                            foreach ((EquipmentIndex, EquipmentElement)valueTuple in valueTuples)
                            {
                                equipment[valueTuple.Item1] = valueTuple.Item2;
                            }
                        }
                        agentBuildData.Equipment(equipment);
                        agentBuildData.Team(peer.Team);
                        agentBuildData.Formation(peer.ControlledFormation);
                        agentBuildData.IsFemale(isPlayer ? peer.Peer.IsFemale : basicCharacterObject.IsFemale);
                        agentBuildData.TroopOrigin((IAgentOriginBase) new BasicBattleAgentOrigin(basicCharacterObject));
                        BasicCultureObject basicCultureObject3 = peer.Team == this.Mission.AttackerTeam ? basicCultureObject1 : basicCultureObject2;
                        if (isPlayer)
                        {
                            agentBuildData.BodyProperties(this.GetBodyProperties(peer, peer.Team == this.Mission.AttackerTeam ? basicCultureObject1 : basicCultureObject2));
                        }
                        else
                        {
                            agentBuildData.EquipmentSeed(this.MissionLobbyComponent.GetRandomFaceSeedForCharacter(basicCharacterObject, agentBuildData.AgentVisualsIndex));
                            agentBuildData.BodyProperties(BodyProperties.GetRandomBodyProperties(agentBuildData.AgentIsFemale, basicCharacterObject.GetBodyPropertiesMin(), basicCharacterObject.GetBodyPropertiesMax(), (int)agentBuildData.AgentOverridenSpawnEquipment.HairCoverType, agentBuildData.AgentEquipmentSeed, basicCharacterObject.HairTags, basicCharacterObject.BeardTags, basicCharacterObject.TattooTags));
                        }
                        agentBuildData.ClothingColor1(peer.Team == this.Mission.AttackerTeam ? basicCultureObject3.Color : basicCultureObject3.ClothAlternativeColor);
                        agentBuildData.ClothingColor2(peer.Team == this.Mission.AttackerTeam ? basicCultureObject3.Color2 : basicCultureObject3.ClothAlternativeColor2);
                        Banner banner = new Banner(peer.Peer.BannerCode, peer.Team.Color, peer.Team.Color2);
                        agentBuildData.Banner(banner);
                        if (peer.ControlledFormation != null && peer.ControlledFormation.Banner == null)
                        {
                            peer.ControlledFormation.Banner = banner;
                        }
                        SpawnComponent   spawnComponent   = this.SpawnComponent;
                        Team             team             = peer.Team;
                        EquipmentElement equipmentElement = equipment[EquipmentIndex.ArmorItemEndSlot];
                        int         num3       = equipmentElement.Item != null ? 1 : 0;
                        int         num4       = peer.SpawnCountThisRound == 0 ? 1 : 0;
                        MatrixFrame spawnFrame = spawnComponent.GetSpawnFrame(team, num3 != 0, num4 != 0);
                        if (!spawnFrame.IsIdentity)
                        {
                            MatrixFrame matrixFrame       = spawnFrame;
                            MatrixFrame?agentInitialFrame = agentBuildData.AgentInitialFrame;
                            if ((agentInitialFrame.HasValue ? (matrixFrame != agentInitialFrame.GetValueOrDefault() ? 1 : 0) : 1) != 0)
                            {
                                agentBuildData.InitialFrame(spawnFrame);
                            }
                        }
                        if (peer.ControlledAgent != null && !isPlayer)
                        {
                            MatrixFrame frame = peer.ControlledAgent.Frame;
                            frame.rotation.OrthonormalizeAccordingToForwardAndKeepUpAsZAxis();
                            MatrixFrame matrixFrame = frame;
                            matrixFrame.origin -= matrixFrame.rotation.f.NormalizedCopy() * 3.5f;
                            Mat3 rotation = matrixFrame.rotation;
                            rotation.MakeUnit();
                            equipmentElement = basicCharacterObject.Equipment[EquipmentIndex.ArmorItemEndSlot];
                            bool flag2 = !equipmentElement.IsEmpty;
                            int  num5  = Math.Min(num2, 10);
                            List <WorldFrame> formationCreation = Formation.GetFormationFramesForBeforeFormationCreation((float)((double)num5 * (double)Formation.GetDefaultUnitDiameter(flag2) + (double)(num5 - 1) * (double)Formation.GetDefaultMinimumInterval(flag2)), num2, flag2, new WorldPosition(Mission.Current.Scene, matrixFrame.origin), rotation);
                            agentBuildData.InitialFrame(formationCreation[index - 1].ToGroundMatrixFrame());
                        }
                        Agent agent = this.Mission.SpawnAgent(agentBuildData, true);
                        agent.AddComponent((AgentComponent) new MPPerksAgentComponent(agent));
                        agent.MountAgent?.UpdateAgentProperties();
                        float num6 = spawnPerkHandler != null?spawnPerkHandler.GetHitpoints(isPlayer) : 0.0f;

                        agent.HealthLimit += num6;
                        agent.Health       = agent.HealthLimit;
                        agent.AddComponent((AgentComponent) new AgentAIStateFlagComponent(agent));
                        if (!isPlayer)
                        {
                            agent.SetWatchState(AgentAIStateFlagComponent.WatchState.Alarmed);
                        }
                        agent.WieldInitialWeapons();
                        if (isPlayer)
                        {
                            Action <MissionPeer> spawnedFromVisuals = this.OnPeerSpawnedFromVisuals;
                            if (spawnedFromVisuals != null)
                            {
                                spawnedFromVisuals(peer);
                            }
                        }
                    }
                    ++peer.SpawnCountThisRound;
                    Action <MissionPeer> spawnedFromVisuals1 = this.OnAllAgentsFromPeerSpawnedFromVisuals;
                    if (spawnedFromVisuals1 != null)
                    {
                        spawnedFromVisuals1(peer);
                    }
                    this.AgentVisualSpawnComponent.RemoveAgentVisuals(peer, true);
                    MPPerkObject.GetPerkHandler(peer)?.OnEvent(MPPerkCondition.PerkEventFlags.SpawnEnd);
                }
            }
            if (this.IsSpawningEnabled || !this.IsRoundInProgress())
            {
                return;
            }
            if ((double)this.SpawningDelayTimer >= (double)this.SpawningEndDelay && !this._hasCalledSpawningEnded)
            {
                Mission.Current.AllowAiTicking = true;
                if (this.OnSpawningEnded != null)
                {
                    this.OnSpawningEnded();
                }
                this._hasCalledSpawningEnded = true;
            }
            this.SpawningDelayTimer += dt;
        }