public override void AfterStart() { int ofHealthyMembers1 = _defenderParty.NumberOfHealthyMembers; int ofHealthyMembers2 = _attackerParty.NumberOfHealthyMembers; int defenderInitialSpawn = ofHealthyMembers1; int attackerInitialSpawn = ofHealthyMembers2; _missionAgentSpawnLogic.SetSpawnHorses(BattleSideEnum.Defender, true); _missionAgentSpawnLogic.SetSpawnHorses(BattleSideEnum.Attacker, true); _missionAgentSpawnLogic.InitWithSinglePhase(ofHealthyMembers1, ofHealthyMembers2, defenderInitialSpawn, attackerInitialSpawn, true, true); }
public override void AfterStart() { int ofHealthyMembers1 = _battleCombatants[0].NumberOfHealthyMembers; int ofHealthyMembers2 = _battleCombatants[1].NumberOfHealthyMembers; int defenderInitialSpawn = ofHealthyMembers1; int attackerInitialSpawn = ofHealthyMembers2; _missionAgentSpawnLogic.SetSpawnHorses(BattleSideEnum.Defender, false); _missionAgentSpawnLogic.SetSpawnHorses(BattleSideEnum.Attacker, false); _missionAgentSpawnLogic.InitWithSinglePhase(ofHealthyMembers1, ofHealthyMembers2, defenderInitialSpawn, attackerInitialSpawn, false, false); }
public override void AfterStart() { int ofHealthyMembers1 = _battleCombatants[0].NumberOfHealthyMembers; int ofHealthyMembers2 = _battleCombatants[1].NumberOfHealthyMembers; int defenderInitialSpawn = MBMath.Floor(ofHealthyMembers1); int attackerInitialSpawn = MBMath.Floor(ofHealthyMembers2 * 0.1f); _missionAgentSpawnLogic.SetSpawnHorses(BattleSideEnum.Defender, true); _missionAgentSpawnLogic.SetSpawnHorses(BattleSideEnum.Attacker, true); _missionAgentSpawnLogic.InitWithSinglePhase(ofHealthyMembers1, ofHealthyMembers2, defenderInitialSpawn, attackerInitialSpawn, false, false); _missionAgentSpawnLogic.ReserveReinforcement(BattleSideEnum.Attacker, ofHealthyMembers2 - attackerInitialSpawn); }
public override void AfterStart() { int defenderTotalSpawn; int attackerTotalSpawn; if (_mapEvent.PlayerSide == BattleSideEnum.Attacker) { defenderTotalSpawn = AITroopLimit; attackerTotalSpawn = PlayerTroopLimit; } else { defenderTotalSpawn = PlayerTroopLimit; attackerTotalSpawn = AITroopLimit; } int defenderInitialSpawn = defenderTotalSpawn; int attackerInitialSpawn = attackerTotalSpawn; _missionAgentSpawnLogic.SetSpawnHorses(BattleSideEnum.Defender, UseHorses); _missionAgentSpawnLogic.SetSpawnHorses(BattleSideEnum.Attacker, UseHorses); _missionAgentSpawnLogic.InitWithSinglePhase(defenderTotalSpawn, attackerTotalSpawn, defenderInitialSpawn, attackerInitialSpawn, true, true); }