public float GetUnitPriorityInCamp(int slotIndex) { if (this.Camp == null || base.Commander == null) { return(0f); } float num = AILayer_Military.GetCampDefenseLocalPriority(this.Camp, this.unitRatioBoost, AICommanderMission_GarrisonCamp.SimulatedUnitsCount); num *= (base.Commander as AICommanderWithObjective).GlobalPriority; return(this.militaryLayer.GetUnitPriority(this.Camp, slotIndex, num, 0.5f)); }
private bool IsMissionValid() { return(this.Camp != null && this.Camp.Empire == base.Commander.Empire && AILayer_Military.GetCampDefenseLocalPriority(this.Camp, this.unitRatioBoost, AICommanderMission_GarrisonCamp.SimulatedUnitsCount) > 0f); }