Пример #1
0
    private bool TrySelectRegionToExplore(global::Empire empire, ref List <Region> regionList)
    {
        Diagnostics.Assert(AIScheduler.Services != null);
        IIntelligenceAIHelper service = AIScheduler.Services.GetService <IIntelligenceAIHelper>();

        Diagnostics.Assert(service != null);
        return(service.TryGetListOfRegionToExplore(base.AIEntity.Empire, 0.95f, ref regionList));
    }
Пример #2
0
    protected override bool TryComputeArmyMissionParameter()
    {
        if (this.ticket != null)
        {
            if (this.ticket.Raised)
            {
                this.ticket = null;
            }
            return(false);
        }
        if (base.AIDataArmyGUID.IsValid && this.TargetCity != null && this.TargetCity.Empire == base.Commander.Empire && this.aiDataRepository.GetAIData <AIData_City>(this.TargetCity.GUID) != null)
        {
            AIData_Army aidata = this.aiDataRepository.GetAIData <AIData_Army>(base.AIDataArmyGUID);
            if (aidata != null)
            {
                List <object> list = new List <object>();
                list.Add(this.TargetCity);
                if (this.TargetCity.MaximumUnitSlot > this.TargetCity.CurrentUnitSlot + aidata.Army.CurrentUnitSlot)
                {
                    return(base.TryCreateArmyMission("DefendCity_Bail", list));
                }
                if (aidata.Army.CurrentUnitSlot > 1)
                {
                    GameEntityGUID[] array = new GameEntityGUID[1];
                    for (int i = 0; i < aidata.Army.StandardUnits.Count; i++)
                    {
                        if (aidata.Army.StandardUnits[i].IsSettler && aidata.Army.StandardUnits[i].GetPropertyValue(SimulationProperties.Movement) > 0f)
                        {
                            array[0] = aidata.Army.StandardUnits[i].GUID;
                            break;
                        }
                    }
                    WorldPosition neighbourFirstAvailablePositionForArmyCreation = DepartmentOfDefense.GetNeighbourFirstAvailablePositionForArmyCreation(aidata.Army);
                    if (neighbourFirstAvailablePositionForArmyCreation.IsValid && array[0].IsValid)
                    {
                        OrderTransferGarrisonToNewArmy order = new OrderTransferGarrisonToNewArmy(base.Commander.Empire.Index, base.AIDataArmyGUID, array, neighbourFirstAvailablePositionForArmyCreation, null, false, true, true);
                        base.Commander.Empire.PlayerControllers.AI.PostOrder(order, out this.ticket, null);
                    }
                    return(false);
                }
                return(base.TryCreateArmyMission("ReachTarget", list));
            }
        }
        Diagnostics.Assert(AIScheduler.Services != null);
        IIntelligenceAIHelper service = AIScheduler.Services.GetService <IIntelligenceAIHelper>();

        Diagnostics.Assert(service != null);
        List <Region> list2 = new List <Region>();

        if (service.TryGetListOfRegionToExplore(base.Commander.Empire, 0.95f, ref list2))
        {
            foreach (Region region in list2)
            {
                if (AILayer_Exploration.IsRegionValidForExploration(base.Commander.Empire, region))
                {
                    return(base.TryCreateArmyMission("ExploreAt", new List <object>
                    {
                        region.Index
                    }));
                }
            }
            return(false);
        }
        return(false);
    }