public static void MoveArmyToTarget(UnitSystem.Army army, IMoveTarget target)
 {
     if (target != null)
     {
         OrdersManager.inst.MoveTo(army, target);
     }
 }
        private static IMoveTarget GetNextTarget(Vector3 pos, float range)
        {
            IMoveTarget nextViking = GetNextViking(pos, range);

            if (nextViking != null)
            {
                return(nextViking);
            }
            return(null);
        }
 public static void Prefix(UnitSystem.Army army)
 {
     if (originalPos.ContainsKey(army))
     {
         IMoveTarget target = army.moveTarget;
         RemoveAssignment(target);
         originalPos.Remove(army);
     }
     if (enemyAssignments.ContainsKey(army))
     {
         enemyAssignments.Remove(army);
     }
 }
 private static bool LessThanMinimumAssignment(IMoveTarget target)
 {
     if (target != null && enemyAssignments.ContainsKey(target))
     {
         int points = enemyAssignments[target];
         if ((target is SiegeMonster && points < ogreMinPoints) ||
             (target is UnitSystem.Army && points < vikingMinPoints))
         {
             return(true);
         }
     }
     return(false);
 }
        // Reassigns some allied soldiers in order to redistribute them.
        private static void TryReassignAllArmy()
        {
            int armiesCount = UnitSystem.inst.ArmyCount();

            for (int i = 0; i < armiesCount; i++)
            {
                UnitSystem.Army army    = UnitSystem.inst.GetAmry(i);
                IMoveTarget     target  = army.moveTarget;
                Vector3         armyPos = army.GetPos();

                bool alliedSoldier = army.TeamID() == 0 && army.armyType == UnitSystem.ArmyType.Default;
                bool valid         = !army.IsInvalid();

                // Only valid allied soldiers can be reassigned.
                if (!alliedSoldier || !valid)
                {
                    continue;
                }

                IMoveTarget newTarget = GetTargetForArmy(army, settings.patrolRadius.Value);

                // If the current target enemy is not a viking, disabled through settings, or invalid (dying or getting
                // on a boat), always reassign.
                bool targetIsViking = target != null && enemyAssignments.ContainsKey(target);
                if (!targetIsViking || !TargetTypeEnabled(target) || TargetTypeInvalid(target))
                {
                    MoveArmyToTarget(army, newTarget);
                }
                else if (target != null && target is UnitSystem.Army)
                {
                    if (newTarget is UnitSystem.Army && !AtMinimumAssignment(target) &&
                        LessThanMinimumAssignment(newTarget))
                    {
                        MoveArmyToTarget(army, newTarget);
                    }
                    else if (newTarget is SiegeMonster && LessThanMinimumAssignment(newTarget))
                    {
                        // Ogres are always prioritized by always pulling soldiers away from viking squads.
                        MoveArmyToTarget(army, newTarget);
                    }
                }
                else if (target != null && target is SiegeMonster)
                {
                    if (!AtMinimumAssignment(target) && LessThanMinimumAssignment(newTarget))
                    {
                        MoveArmyToTarget(army, newTarget);
                    }
                }
            }
        }
 private static void RemoveAssignment(IMoveTarget target)
 {
     if (target != null && enemyAssignments.ContainsKey(target))
     {
         if (target is SiegeMonster)
         {
             enemyAssignments[target] -= ogreAssignPoints;
         }
         else if (target is UnitSystem.Army)
         {
             enemyAssignments[target] -= vikingAssignPoints;
         }
     }
 }
        private static bool TargetTypeInvalid(IMoveTarget target)
        {
            UnitSystem.Army army = target as UnitSystem.Army;
            SiegeMonster    ogre = target as SiegeMonster;

            if (ogre != null)
            {
                return(ogre.IsInvalid());
            }
            if (army != null)
            {
                return(army.IsInvalid());
            }
            return(true);
        }
 private static void RecordAssignment(IMoveTarget target)
 {
     // By adding a smaller number to every assignment to an ogre, the mod will try to assign more soldiers to
     // it.
     if (target != null && enemyAssignments.ContainsKey(target))
     {
         if (target is SiegeMonster)
         {
             enemyAssignments[target] += ogreAssignPoints;
         }
         else if (target is UnitSystem.Army)
         {
             enemyAssignments[target] += vikingAssignPoints;
         }
     }
 }
 private static int PointsToSoldiers(IMoveTarget target)
 {
     if (target != null && enemyAssignments.ContainsKey(target))
     {
         int points = enemyAssignments[target];
         if (target is SiegeMonster)
         {
             return((points - ogreStartPoints) / ogreAssignPoints);
         }
         else if (target is UnitSystem.Army)
         {
             return((points - vikingStartPoints) / vikingAssignPoints);
         }
     }
     return(-1);
 }
            public static void Prefix(IMoveableUnit moveableUnit, IMoveTarget moveTarget)
            {
                UnitSystem.Army army = moveableUnit as UnitSystem.Army;
                if (army != null && army.TeamID() == 0 && army.armyType == UnitSystem.ArmyType.Default &&
                    !army.IsInvalid())
                {
                    if (moveTarget != null && !(moveTarget is SiegeMonster) && !(moveTarget is UnitSystem.Army) &&
                        VikingInvasion())
                    {
                        originalPos[army] = moveTarget.GetPos();
                    }
                    string armyType = army.armyType.ToString();

                    RemoveAssignment(army.moveTarget);
                    RecordAssignment(moveTarget);
                }
            }
            public static void Postfix(General __instance)
            {
                UnitSystem.Army army = __instance.army;
                if (!settings.enabled.Value || army.TeamID() != 0 || army.armyType != UnitSystem.ArmyType.Default ||
                    army.IsInvalid())
                {
                    return;
                }

                if (VikingInvasion())
                {
                    try
                    {
                        if (!army.moving && ArmyIdle(army))
                        {
                            if (!originalPos.ContainsKey(army))
                            {
                                // At the beginning of an invasion, record the soldier squad's original position so it
                                // can be returned at the end.
                                originalPos[army] = army.GetPos();
                            }
                            AssignTargetToArmyAndMove(army, settings.patrolRadius.Value);
                        }
                    }
                    catch {}
                }
                else
                {
                    if (originalPos.ContainsKey(army))
                    {
                        // At the end of a viking invasion, move all soldiers back to their original position.
                        IMoveTarget target = World.inst.GetCellData(originalPos[army]);
                        if (target != null)
                        {
                            OrdersManager.inst.MoveTo(army, target);
                        }
                        originalPos.Remove(army);
                    }
                }
            }
        private static IMoveTarget GetNextViking(Vector3 pos, float range)
        {
            // Refer to SiegeMonster::ClosestMonster and UnitSystem::GetClosestDamageable.
            float       rangeSquared           = range * range;
            float       currentClosestDistance = float.MaxValue;
            int         currentLowestAssigned  = int.MaxValue;
            IMoveTarget nextViking             = null;

            foreach (IMoveTarget viking in enemyAssignments.Keys)
            {
                UnitSystem.Army army = viking as UnitSystem.Army;
                SiegeMonster    ogre = viking as SiegeMonster;
                if ((army == null && ogre == null) ||
                    (army != null && (army.IsInvalid() || !OnSameLandmass(pos, army.GetPos()))) ||
                    (ogre != null && (ogre.IsInvalid() || !OnSameLandmass(pos, ogre.GetPos()))) ||
                    !TargetTypeEnabled(viking))
                {
                    continue;
                }

                // Select the closest viking squad or ogre with the least points to obey the assignment and distribution
                // rules.
                int   assigned        = enemyAssignments[viking];
                float distanceSquared = Mathff.DistSqrdXZ(pos, viking.GetPos());

                if (distanceSquared > rangeSquared || assigned > currentLowestAssigned)
                {
                    continue;
                }

                if (nextViking == null || assigned < currentLowestAssigned ||
                    (distanceSquared < currentClosestDistance && assigned == currentLowestAssigned))
                {
                    nextViking             = viking;
                    currentClosestDistance = distanceSquared;
                    currentLowestAssigned  = assigned;
                }
            }
            return(nextViking);
        }
        private static bool TargetTypeEnabled(IMoveTarget target)
        {
            UnitSystem.Army army = target as UnitSystem.Army;
            SiegeMonster    ogre = target as SiegeMonster;

            if (ogre != null)
            {
                return(settings.ogres.Value);
            }
            if (army != null)
            {
                if (army.armyType == UnitSystem.ArmyType.Default)
                {
                    return(settings.defaultViking.Value);
                }
                if (army.armyType == UnitSystem.ArmyType.Thief)
                {
                    return(settings.thieves.Value);
                }
            }
            return(false);
        }
        private static IMoveTarget GetTargetForArmy(UnitSystem.Army army, float range)
        {
            if (!originalPos.ContainsKey(army))
            {
                return(null);
            }

            // Soldiers will patrol a radius around its starting point specified by range.
            IMoveTarget target = null;

            target = GetNextTarget(originalPos[army], range);

            if (target == null)
            {
                // If there are no more targets, return the soldier squad to its original position if it's not already
                // there.
                if (originalPos[army] != army.GetPos())
                {
                    target = World.inst.GetCellData(originalPos[army]);
                }
            }
            return(target);
        }
        private static bool ArmyIdle(UnitSystem.Army army)
        {
            IMoveTarget target = army.moveTarget;

            return(target == null || (!(target is SiegeMonster) && !(target is UnitSystem.Army)));
        }
            static void Postfix(TroopTransportShip __instance, IMoveTarget target, List <IMoveableUnit> ___loadTarget)
            {
                if (__instance.TeamID() != 0 || target == null || target.TeamID() == 0 || target.TeamID() == -1)
                {
                    // Not an allied ship, no target, target is allied, or target is environment.
                    // Refer to UnitSystem::UpdatePathing for determining if target is an enemy.
                    return;
                }

                // Check if ship has archers.
                bool shipHasArchers = false;

                // Refer to TroopTransportShip::UpdateArmyPosition.
                for (int i = 0; i < ___loadTarget.Count(); i++)
                {
                    UnitSystem.Army army = ___loadTarget[i] as UnitSystem.Army;
                    if (army != null)
                    {
                        bool isArcher = army.armyType == UnitSystem.ArmyType.Archer;
                        if (isArcher)
                        {
                            shipHasArchers = true;
                            break;
                        }
                    }
                }

                if (shipHasArchers)
                {
                    IMoveTarget archersTarget = null;

                    if (target is SiegeMonster)
                    {
                        SiegeMonster ogre            = (SiegeMonster)target;
                        bool         ogreTargettable = !ogre.IsInvalid();
                        bool         ogreDead        = ogre.IsDead();

                        if (ogreTargettable)
                        {
                            // Ogre is on land.
                            archersTarget = target;
                        }
                        else if (!ogreTargettable && !ogreDead)
                        {
                            // Ogre is on a ship. Assumption is that the closest ship is the ship it's on.
                            Vector3 pos = ogre.GetPos();

                            // Refer to ProjectileDefense::GetTarget
                            IProjectileHitable closestShip = ShipSystem.inst.GetClosestShipToAttack(pos, 1, 1f);
                            ShipBase           shipBase    = closestShip as ShipBase;
                            if (shipBase != null)
                            {
                                archersTarget = shipBase.GetComponentInParent <TroopTransportShip>();
                            }
                        }
                    }
                    else if (target is TroopTransportShip || target is IProjectileHitable)
                    {
                        archersTarget = target;
                    }

                    // Set archer target.
                    if (archersTarget != null)
                    {
                        for (int i = 0; i < ___loadTarget.Count(); i++)
                        {
                            UnitSystem.Army army = ___loadTarget[i] as UnitSystem.Army;
                            if (army != null)
                            {
                                bool isArcher = army.armyType == UnitSystem.ArmyType.Archer;
                                if (isArcher)
                                {
                                    army.moveTarget = archersTarget;
                                }
                            }
                        }
                    }
                }
            }