public override void UpdateRole() { base.Role = BaseNavyArmy.ArmyRole.Forteress; this.WantToKeepArmyFitness.Reset(); NavyRegionData navyRegionData = base.Commander.RegionData as NavyRegionData; this.WantToKeepArmyFitness.Add(0.3f, "constant", new object[0]); if (navyRegionData.NumberOfWaterEnemy > 0) { HeuristicValue heuristicValue = new HeuristicValue(0f); heuristicValue.Add((float)navyRegionData.NumberOfWaterEnemy, "Number of enemy water region around.", new object[0]); heuristicValue.Multiply(0.1f, "boost constant", new object[0]); heuristicValue.Min(0.5f, "Avoid too big factor!", new object[0]); this.WantToKeepArmyFitness.Boost(heuristicValue, "Water region owned by enemy around.", new object[0]); } if (navyRegionData.NumberOfEnemyCityOnTheBorder > 0) { this.WantToKeepArmyFitness.Boost(0.2f, "Enemy city in the region.", new object[0]); } if (navyRegionData.EnemyNavalPower > 0f) { this.WantToKeepArmyFitness.Boost(0.9f, "Enemy roaming in the region.", new object[0]); } MajorEmpire occupant = this.Fortress.Occupant; if (occupant != null && !AILayer_Military.AreaIsSave(this.Fortress.WorldPosition, 10, occupant.GetAgency <DepartmentOfForeignAffairs>(), true)) { this.WantToKeepArmyFitness.Boost(0.9f, "Enemy roaming in the region.", new object[0]); } }