private void RegroupSmallFreeArmies() { List <Army> list = new List <Army>(); IAIDataRepositoryAIHelper service = AIScheduler.Services.GetService <IAIDataRepositoryAIHelper>(); this.smallEntitiesToRegroup.Clear(); this.tempEntitiesToRegroup.Clear(); int num = (int)this.Empire.GetPropertyValue(SimulationProperties.ArmyUnitSlot); DepartmentOfDefense agency = this.Empire.GetAgency <DepartmentOfDefense>(); for (int i = 0; i < agency.Armies.Count; i++) { Army army = agency.Armies[i]; AIData_Army aidata = service.GetAIData <AIData_Army>(army.GUID); if (aidata != null && !aidata.IsSolitary && !aidata.Army.IsSeafaring && !aidata.Army.HasCatspaw && !(aidata.Army is KaijuArmy)) { if (aidata.CommanderMission != null) { if (aidata.CommanderMission.Commander == null) { AILayer.LogError("[AILayer_ArmyRecruitment] Commander Mission without a commander"); goto IL_131; } if (!AILayer_ArmyRecruitment.IsCommanderMissionNotInteresting(aidata.CommanderMission.Commander.Category)) { goto IL_131; } } else if (!aidata.IsTaggedFreeForExploration()) { goto IL_131; } if (army.StandardUnits.Count < num) { if (!this.IsMercArmy(aidata.Army)) { this.smallEntitiesToRegroup.Add(aidata); } else { list.Add(aidata.Army); } } } IL_131 :; } if (this.Empire is MajorEmpire) { DepartmentOfTheInterior agency2 = this.Empire.GetAgency <DepartmentOfTheInterior>(); if (agency2 != null) { for (int j = 0; j < agency2.Cities.Count; j++) { City garrison = agency2.Cities[j]; this._Internal_RegroupSmallFreeArmies(garrison); } } List <Village> convertedVillages = ((MajorEmpire)this.Empire).ConvertedVillages; for (int k = 0; k < convertedVillages.Count; k++) { Village village = convertedVillages[k]; if (village != null) { this._Internal_RegroupSmallFreeArmies(village); } } } while (this.smallEntitiesToRegroup.Count > 1) { AIData_GameEntity aidata_GameEntity = this.smallEntitiesToRegroup[0]; this.smallEntitiesToRegroup.RemoveAt(0); int num2; if (aidata_GameEntity is AIData_Army) { num2 = (aidata_GameEntity as AIData_Army).Army.StandardUnits.Count; } else { if (!(aidata_GameEntity is AIData_Unit)) { continue; } num2 = 1; } this.tempEntitiesToRegroup.Clear(); this.tempEntitiesToRegroup.Add(aidata_GameEntity); int num3 = this.smallEntitiesToRegroup.Count - 1; while (num3 >= 0 && num2 < num) { AIData_GameEntity item = this.smallEntitiesToRegroup[num3]; int num4; if (aidata_GameEntity is AIData_Army) { num4 = (aidata_GameEntity as AIData_Army).Army.StandardUnits.Count; goto IL_29E; } if (aidata_GameEntity is AIData_Unit) { num4 = 1; goto IL_29E; } IL_296: num3--; continue; IL_29E: if (num2 + num4 <= num) { num2 += num4; this.tempEntitiesToRegroup.Add(item); this.smallEntitiesToRegroup.RemoveAt(num3); goto IL_296; } goto IL_296; } if (this.tempEntitiesToRegroup.Count > 1) { this.unitsGUIDS.Clear(); for (int l = 0; l < this.tempEntitiesToRegroup.Count; l++) { AIData_GameEntity aidata_GameEntity2 = this.tempEntitiesToRegroup[l]; if (aidata_GameEntity2 is AIData_Army) { AIData_Army aidata_Army = aidata_GameEntity2 as AIData_Army; if (aidata_Army.CommanderMission != null) { aidata_Army.CommanderMission.Interrupt(); } for (int m = 0; m < aidata_Army.Army.StandardUnits.Count; m++) { AIData_Unit aidata_Unit; if (service.TryGetAIData <AIData_Unit>(aidata_Army.Army.StandardUnits[m].GUID, out aidata_Unit)) { aidata_Unit.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; this.unitsGUIDS.Add(aidata_Unit.Unit.GUID); } } } else if (aidata_GameEntity2 is AIData_Unit) { AIData_Unit aidata_Unit2 = aidata_GameEntity2 as AIData_Unit; aidata_Unit2.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; this.unitsGUIDS.Add(aidata_Unit2.Unit.GUID); } } if (this.unitsGUIDS.Count != 0) { this.CreateNewCommanderRegroup(this.unitsGUIDS.ToArray(), null); } } } if (list.Count > 1) { int num5 = 0; List <GameEntityGUID> list2 = new List <GameEntityGUID>(); for (int n = 0; n < list.Count; n++) { num5++; foreach (Unit unit in list[n].StandardUnits) { AIData_Unit aidata_Unit3; if (service.TryGetAIData <AIData_Unit>(unit.GUID, out aidata_Unit3)) { aidata_Unit3.ReservationExtraTag = AIData_Unit.AIDataReservationExtraTag.None; list2.Add(aidata_Unit3.Unit.GUID); if (list2.Count >= num) { this.CreateNewCommanderRegroup(list2.ToArray(), null); list2.Clear(); num5 = 0; break; } } } } if (num5 > 1) { this.CreateNewCommanderRegroup(list2.ToArray(), null); } } }
private void RecruitArmiesUnits(RequestUnitListMessage requestUnitListMessage, Intelligence.BestRecruitementCombination bestRecruits) { IAIDataRepositoryAIHelper service = AIScheduler.Services.GetService <IAIDataRepositoryAIHelper>(); this.unitsGUIDS.Clear(); for (int i = 0; i < bestRecruits.CombinationOfArmiesUnits.Count; i++) { AIData_GameEntity aidata_GameEntity = bestRecruits.CombinationOfArmiesUnits[i]; if (aidata_GameEntity is AIData_Army) { AIData_Army aidata_Army = aidata_GameEntity as AIData_Army; if (aidata_Army.Army == null) { AILayer.LogWarning(string.Format("[AILayer_ArmyRecruitment.UnitAssignation] Army was not found, was it destroyed?", new object[0])); } else { if (aidata_Army.CommanderMission != null) { aidata_Army.CommanderMission.Interrupt(); } for (int j = 0; j < aidata_Army.Army.StandardUnits.Count; j++) { Unit unit = aidata_Army.Army.StandardUnits[j]; AIData_Unit aidata_Unit; if (service.TryGetAIData <AIData_Unit>(unit.GUID, out aidata_Unit)) { this.unitsGUIDS.Add(unit.GUID); aidata_Unit.ClearLock(); aidata_Unit.TryLockUnit(base.InternalGUID, base.GetType().ToString(), AIData_Unit.AIDataReservationExtraTag.ArmyRecruitment, requestUnitListMessage.Priority); } } } } else if (aidata_GameEntity is AIData_Unit) { AIData_Unit aidata_Unit2 = aidata_GameEntity as AIData_Unit; Unit unit2 = aidata_Unit2.Unit; if (unit2 == null || unit2.Garrison == null) { AILayer.LogWarning(string.Format("[AILayer_ArmyRecruitment.UnitAssignation] Unit was not found, was it destroyed?", new object[0])); } else { this.unitsGUIDS.Add(unit2.GUID); if (aidata_Unit2.IsUnitLocked() && !aidata_Unit2.IsUnitLockedByMe(base.InternalGUID)) { IGarrison garrison = unit2.Garrison; if (garrison is Army) { Army army = garrison as Army; AIData_Army aidata = service.GetAIData <AIData_Army>(army.GUID); if (aidata == null) { AILayer.LogWarning(string.Format("[AILayer_ArmyRecruitment.UnitAssignation] Army was not found, was it destroyed?", new object[0])); } else if (aidata.CommanderMission != null) { aidata.CommanderMission.Interrupt(); } else { AILayer.LogWarning(string.Format("[AILayer_ArmyRecruitment.UnitAssignation] Although unit is locked, Army commander mission was not found.", new object[0])); aidata_Unit2.ClearLock(); } } else if (garrison is City) { aidata_Unit2.ClearLock(); } else { aidata_Unit2.ClearLock(); } } aidata_Unit2.TryLockUnit(base.InternalGUID, base.GetType().ToString(), AIData_Unit.AIDataReservationExtraTag.ArmyRecruitment, requestUnitListMessage.Priority); } } else { AILayer.LogError("[AILayer_ArmyRecruitment.UnitAssignation] Unknown GameEntity Type {0}", new object[] { aidata_GameEntity.GetType().ToString() }); } } if (this.unitsGUIDS.Count != 0) { this.CreateNewCommanderRegroup(this.unitsGUIDS.ToArray(), requestUnitListMessage); requestUnitListMessage.ExecutionState = RequestUnitListMessage.RequestUnitListState.Regrouping; } }