protected override void CalculateCurrentOrder()
        {
            Vec2  direction1 = this.formation.Direction;
            float num        = 5f;
            Vec2  direction2;

            if (this._tacticalDefendPosition != null)
            {
                direction2 = this._tacticalDefendPosition.IsInsurmountable ? (this.formation.Team.QuerySystem.AverageEnemyPosition - this._tacticalDefendPosition.Position.AsVec2).Normalized() : this._tacticalDefendPosition.Direction;
            }
            else if (this.formation.QuerySystem.ClosestEnemyFormation == null)
            {
                direction2 = this.formation.Direction;
            }
            else if (this._defendedSiegeWeapon != null)
            {
                direction2 = this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2 - this._defendedSiegeWeapon.GameEntity.GlobalPosition.AsVec2;
                num        = Math.Max(Math.Min(direction2.Normalize(), 5f), !((NativeObject)this._defendedSiegeWeapon.WaitEntity != (NativeObject)null) ? 3f : (this._defendedSiegeWeapon.WaitEntity.GlobalPosition - this._defendedSiegeWeapon.GameEntity.GlobalPosition).Length);
            }
            else
            {
                direction2 = ((double)this.formation.Direction.DotProduct((this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized()) < 0.5 ? this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition : this.formation.Direction).Normalized();
            }
            if (this._tacticalDefendPosition != null)
            {
                if (!this._tacticalDefendPosition.IsInsurmountable)
                {
                    this.CurrentOrder = MovementOrder.MovementOrderMove(this._tacticalDefendPosition.Position);
                }
                else
                {
                    Vec2          vec2     = this._tacticalDefendPosition.Position.AsVec2 + this._tacticalDefendPosition.Width * 0.5f * direction2;
                    WorldPosition position = this._tacticalDefendPosition.Position;
                    position.SetVec2(vec2);
                    this.CurrentOrder = MovementOrder.MovementOrderMove(position);
                }
                if (!this._tacticalDefendPosition.IsInsurmountable)
                {
                    this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction2);
                }
                else
                {
                    this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
                }
            }
            else if (this._defensePosition.IsValid)
            {
                WorldPosition defensePosition = this._defensePosition;
                defensePosition.SetVec2(this._defensePosition.AsVec2 + direction2 * num);
                this.CurrentOrder       = MovementOrder.MovementOrderMove(defensePosition);
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction2);
            }
            else
            {
                WorldPosition medianPosition = this.formation.QuerySystem.MedianPosition;
                medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
                this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition);
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction2);
            }
        }
示例#2
0
        private void ResetOrderPositions()
        {
            this._behaviourState = BehaviorRetakeCastleKeyPosition.BehaviourState.UnSet;
            this._gatheringSide  = this.DetermineGatheringSide();
            SiegeLane  siegeLane        = TeamAISiegeComponent.SiegeLanes.FirstOrDefault <SiegeLane>((Func <SiegeLane, bool>)(sl => sl.LaneSide == this._gatheringSide));
            WorldFrame defenseWaitFrame = siegeLane.DefensePoints.FirstOrDefault <ICastleKeyPosition>().DefenseWaitFrame;

            this._gatheringTacticalPos = siegeLane.DefensePoints.FirstOrDefault <ICastleKeyPosition>().WaitPosition;
            if (this._gatheringTacticalPos != null)
            {
                this._gatherOrder          = MovementOrder.MovementOrderMove(this._gatheringTacticalPos.Position);
                this._gatheringFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            else if (defenseWaitFrame.Origin.IsValid)
            {
                double num = (double)defenseWaitFrame.Rotation.f.Normalize();
                this._gatherOrder          = MovementOrder.MovementOrderMove(defenseWaitFrame.Origin);
                this._gatheringFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            else
            {
                this._gatherOrder          = MovementOrder.MovementOrderMove(this.formation.QuerySystem.MedianPosition);
                this._gatheringFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            this._attackOrder       = MovementOrder.MovementOrderMove(TeamAISiegeComponent.SiegeLanes.FirstOrDefault <SiegeLane>((Func <SiegeLane, bool>)(sl => sl.LaneSide == this.behaviorSide)).DefensePoints.FirstOrDefault <ICastleKeyPosition>().MiddleFrame.Origin);
            this._attackFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            this.CurrentOrder       = this._behaviourState == BehaviorRetakeCastleKeyPosition.BehaviourState.Attacking ? this._attackOrder : this._gatherOrder;
            this.CurrentFacingOrder = this._behaviourState == BehaviorRetakeCastleKeyPosition.BehaviourState.Attacking ? this._attackFacingOrder : this._gatheringFacingOrder;
        }
示例#3
0
        private void ResetOrderPositions()
        {
            this.behaviorSide = this.DetermineGatheringSide();
            SiegeLane  siegeLane  = TeamAISiegeComponent.SiegeLanes.FirstOrDefault <SiegeLane>((Func <SiegeLane, bool>)(sl => sl.LaneSide == this.behaviorSide));
            WorldFrame worldFrame = siegeLane == null ? WorldFrame.Invalid : siegeLane.DefensePoints.FirstOrDefault <ICastleKeyPosition>().DefenseWaitFrame;

            this._gatheringTacticalPos = siegeLane != null?siegeLane.DefensePoints.FirstOrDefault <ICastleKeyPosition>().WaitPosition : (TacticalPosition)null;

            if (this._gatheringTacticalPos != null)
            {
                this._gatherOrder          = MovementOrder.MovementOrderMove(this._gatheringTacticalPos.Position);
                this._gatheringFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            else if (worldFrame.Origin.IsValid)
            {
                double num = (double)worldFrame.Rotation.f.Normalize();
                this._gatherOrder          = MovementOrder.MovementOrderMove(worldFrame.Origin);
                this._gatheringFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            else
            {
                this._gatherOrder          = MovementOrder.MovementOrderMove(this.formation.QuerySystem.MedianPosition);
                this._gatheringFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            this._attackOrder       = MovementOrder.MovementOrderChargeToTarget(this._targetEnemyFormation);
            this._attackFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            this.CurrentOrder       = this._behaviourState == BehaviorEliminateEnemyInsideCastle.BehaviourState.Attacking ? this._attackOrder : this._gatherOrder;
            this.CurrentFacingOrder = this._behaviourState == BehaviorEliminateEnemyInsideCastle.BehaviourState.Attacking ? this._attackFacingOrder : this._gatheringFacingOrder;
        }
 protected override void CalculateCurrentOrder()
 {
     BehaviorWaitForLadders.BehaviourState behaviourState = this._followOrder != (object)null ? BehaviorWaitForLadders.BehaviourState.Follow : BehaviorWaitForLadders.BehaviourState.Stop;
     if (behaviourState == this._behaviourState)
     {
         return;
     }
     if (behaviourState == BehaviorWaitForLadders.BehaviourState.Follow)
     {
         this.CurrentOrder = this._followOrder;
         if (this._followTacticalPosition != null)
         {
             this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(this._followTacticalPosition.Direction);
         }
         else
         {
             this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
         }
     }
     else
     {
         this.CurrentOrder       = this._stopOrder;
         this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
     }
     this._behaviourState = behaviourState;
 }
        protected override void CalculateCurrentOrder()
        {
            WorldPosition medianPosition;
            Vec2          direction;

            if (this.formation.QuerySystem.ClosestEnemyFormation != null)
            {
                medianPosition = this.formation.QuerySystem.MedianPosition;
                medianPosition.SetVec2((double)this.formation.QuerySystem.AveragePosition.DistanceSquared(this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2) > 400.0 ? this.formation.QuerySystem.HighGroundCloseToForeseenBattleGround : this.formation.QuerySystem.AveragePosition);
                Vec2 vec2_1;
                if ((double)this.formation.QuerySystem.AveragePosition.DistanceSquared(this.formation.QuerySystem.HighGroundCloseToForeseenBattleGround) <= 25.0)
                {
                    Vec2 vec2_2 = this.formation.Direction;
                    vec2_2 = (double)vec2_2.DotProduct((this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized()) < 0.5 ? this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition : this.formation.Direction;
                    vec2_1 = vec2_2.Normalized();
                }
                else
                {
                    vec2_1 = (this.formation.QuerySystem.Team.MedianTargetFormationPosition.AsVec2 - medianPosition.AsVec2).Normalized();
                }
                direction = vec2_1;
            }
            else
            {
                direction      = this.formation.Direction;
                medianPosition = this.formation.QuerySystem.MedianPosition;
                medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
            }
            this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition);
            this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
        }
示例#6
0
        protected override void CalculateCurrentOrder()
        {
            WorldPosition position  = this.formation.AI.Side == FormationAI.BehaviorSide.Right ? this.formation.QuerySystem.Team.RightFlankEdgePosition : this.formation.QuerySystem.Team.LeftFlankEdgePosition;
            Vec2          direction = (position.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized();

            this.CurrentOrder       = MovementOrder.MovementOrderMove(position);
            this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
        }
        protected override void CalculateCurrentOrder()
        {
            switch (this._behaviourState)
            {
            case BehaviorAssaultWalls.BehaviorState.Deciding:
                this.CurrentOrder = this._stopOrder;
                break;

            case BehaviorAssaultWalls.BehaviorState.ClimbWall:
                this.CurrentOrder            = this._wallSegmentMoveOrder;
                this.CurrentFacingOrder      = FacingOrder.FacingOrderLookAtDirection(-this._wallSegment.MiddleFrame.Rotation.f.AsVec2.Normalized());
                this.CurrentArrangementOrder = ArrangementOrder.ArrangementOrderLine;
                break;

            case BehaviorAssaultWalls.BehaviorState.AttackEntity:
                if (!this._teamAISiegeComponent.OuterGate.IsGateOpen)
                {
                    this.CurrentOrder = this._attackEntityOrderOuterGate;
                }
                else
                {
                    this.CurrentOrder = this._attackEntityOrderInnerGate;
                }
                this.CurrentFacingOrder      = FacingOrder.FacingOrderLookAtEnemy;
                this.CurrentArrangementOrder = ArrangementOrder.ArrangementOrderLine;
                break;

            case BehaviorAssaultWalls.BehaviorState.TakeControl:
                if (this.formation.QuerySystem.ClosestEnemyFormation != null)
                {
                    this.CurrentOrder = MovementOrder.MovementOrderChargeToTarget(this.formation.QuerySystem.ClosestEnemyFormation.Formation);
                }
                else
                {
                    this.CurrentOrder = MovementOrder.MovementOrderCharge;
                }
                this.CurrentFacingOrder      = FacingOrder.FacingOrderLookAtDirection(-this._wallSegment.MiddleFrame.Rotation.f.AsVec2.Normalized());
                this.CurrentArrangementOrder = ArrangementOrder.ArrangementOrderLine;
                break;

            case BehaviorAssaultWalls.BehaviorState.MoveToGate:
                this.CurrentOrder            = this._castleGateMoveOrder;
                this.CurrentFacingOrder      = FacingOrder.FacingOrderLookAtDirection(-this._innerGate.MiddleFrame.Rotation.f.AsVec2.Normalized());
                this.CurrentArrangementOrder = ArrangementOrder.ArrangementOrderLine;
                break;

            case BehaviorAssaultWalls.BehaviorState.Charging:
                this.CurrentOrder            = this._chargeOrder;
                this.CurrentFacingOrder      = FacingOrder.FacingOrderLookAtEnemy;
                this.CurrentArrangementOrder = ArrangementOrder.ArrangementOrderLoose;
                break;

            case BehaviorAssaultWalls.BehaviorState.Stop:
                this.CurrentOrder = this._stopOrder;
                break;
            }
        }
        protected override void CalculateCurrentOrder()
        {
            Vec2          direction      = this.formation.QuerySystem.ClosestEnemyFormation == null ? this.formation.Direction : (this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized();
            WorldPosition medianPosition = this.formation.QuerySystem.MedianPosition;

            medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
            this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition);
            this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
        }
 protected override void CalculateCurrentOrder()
 {
     if (this._switchedToShieldWallRecently && !this._switchedToShieldWallTimer.Check(Mission.Current.Time) && (double)this.formation.QuerySystem.FormationDispersedness > 2.0)
     {
         WorldPosition medianPosition = this.formation.QuerySystem.MedianPosition;
         if (this._reformPosition.IsValid)
         {
             medianPosition.SetVec2(this._reformPosition);
         }
         else
         {
             this._reformPosition = this.formation.QuerySystem.AveragePosition + (this.formation.QuerySystem.Team.MedianTargetFormationPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized() * 5f;
             medianPosition.SetVec2(this._reformPosition);
         }
         this.CurrentOrder = MovementOrder.MovementOrderMove(medianPosition);
     }
     else
     {
         this._switchedToShieldWallRecently = false;
         bool flag = false;
         Vec2 vec2_1;
         if (this.formation.QuerySystem.ClosestEnemyFormation != null && this.formation.QuerySystem.ClosestEnemyFormation.IsCavalryFormation)
         {
             Vec2   vec2_2          = this.formation.QuerySystem.AveragePosition - this.formation.QuerySystem.ClosestEnemyFormation.AveragePosition;
             double num1            = (double)vec2_2.Normalize();
             Vec2   currentVelocity = this.formation.QuerySystem.ClosestEnemyFormation.CurrentVelocity;
             float  num2            = currentVelocity.Normalize();
             if (num1 < 30.0 && (double)num2 > 2.0 && (double)vec2_2.DotProduct(currentVelocity) > 0.5)
             {
                 flag = true;
                 WorldPosition medianPosition = this.formation.QuerySystem.MedianPosition;
                 if (this._reformPosition.IsValid)
                 {
                     medianPosition.SetVec2(this._reformPosition);
                 }
                 else
                 {
                     vec2_1 = this.formation.QuerySystem.Team.MedianTargetFormationPosition.AsVec2 - this.formation.QuerySystem.AveragePosition;
                     this._reformPosition = this.formation.QuerySystem.AveragePosition + vec2_1.Normalized() * 5f;
                     medianPosition.SetVec2(this._reformPosition);
                 }
                 this.CurrentOrder = MovementOrder.MovementOrderMove(medianPosition);
             }
         }
         if (flag)
         {
             return;
         }
         this._reformPosition = Vec2.Invalid;
         WorldPosition position = this.formation.Team.QuerySystem.EnemyTeams.SelectMany <TeamQuerySystem, Formation>((Func <TeamQuerySystem, IEnumerable <Formation> >)(t => t.Team.FormationsIncludingSpecial)).Count <Formation>() == 1 ? this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition : this.formation.QuerySystem.Team.MedianTargetFormationPosition;
         vec2_1 = this.formation.QuerySystem.Team.MedianTargetFormationPosition.AsVec2 - this.formation.QuerySystem.AveragePosition;
         Vec2 direction = vec2_1.Normalized();
         this.CurrentOrder       = MovementOrder.MovementOrderMove(position);
         this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
     }
 }
 protected override void CalculateCurrentOrder()
 {
     if (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation == null || (double)this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition) > 2500.0)
     {
         this.CurrentOrder       = this.UncapturedFlagMoveOrder();
         this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
     }
     else
     {
         FlagCapturePoint flagCapturePoint = (FlagCapturePoint)null;
         if (this._flagpositions.Any <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) != this.formation.Team && !fp.IsContested)))
         {
             flagCapturePoint = this._flagpositions.Where <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) != this.formation.Team && !fp.IsContested)).MinBy <FlagCapturePoint, float>((Func <FlagCapturePoint, float>)(fp => this.formation.QuerySystem.AveragePosition.DistanceSquared(fp.Position.AsVec2)));
         }
         if (!this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.IsInfantryFormation && flagCapturePoint != null)
         {
             this.CurrentOrder       = MovementOrder.MovementOrderMove(new WorldPosition(Mission.Current.Scene, UIntPtr.Zero, flagCapturePoint.Position, false));
             this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
         }
         else if (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.IsRangedFormation)
         {
             this.CurrentOrder       = MovementOrder.MovementOrderChargeToTarget(this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.Formation);
             this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
         }
         else
         {
             Vec2          direction      = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition;
             float         num            = direction.Normalize();
             WorldPosition medianPosition = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition;
             if ((double)num > (double)this.formation.QuerySystem.MissileRange)
             {
                 medianPosition.SetVec2(medianPosition.AsVec2 - direction * (this.formation.QuerySystem.MissileRange - this.formation.Depth * 0.5f));
             }
             else if ((double)num < (double)this.formation.QuerySystem.MissileRange * 0.400000005960464)
             {
                 medianPosition.SetVec2(medianPosition.AsVec2 - direction * (this.formation.QuerySystem.MissileRange * 0.7f));
             }
             else
             {
                 direction = direction.RightVec();
                 medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition + direction * 20f);
             }
             this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition);
             this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
         }
     }
 }
示例#11
0
        protected override void CalculateCurrentOrder()
        {
            Vec2 direction = this.TacticalDefendPosition == null ? (this.formation.QuerySystem.ClosestEnemyFormation != null ? ((double)this.formation.Direction.DotProduct((this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized()) < 0.5 ? this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition : this.formation.Direction).Normalized() : this.formation.Direction) : this.TacticalDefendPosition.Direction;

            if (this.TacticalDefendPosition != null)
            {
                this.CurrentOrder       = MovementOrder.MovementOrderMove(this.TacticalDefendPosition.Position);
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
            }
            else
            {
                WorldPosition medianPosition = this.formation.QuerySystem.MedianPosition;
                medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
                this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition);
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
            }
        }
        private void ResetOrderPositions()
        {
            this._primarySiegeWeapons = Mission.Current.ActiveMissionObjects.FindAllWithType <UsableMachine>().Where <UsableMachine>((Func <UsableMachine, bool>)(amo => amo is IPrimarySiegeWeapon)).Select <UsableMachine, IPrimarySiegeWeapon>((Func <UsableMachine, IPrimarySiegeWeapon>)(amo => amo as IPrimarySiegeWeapon)).ToList <IPrimarySiegeWeapon>();
            this._primarySiegeWeapons.RemoveAll((Predicate <IPrimarySiegeWeapon>)(uM => uM.WeaponSide != this.behaviorSide));
            IEnumerable <ICastleKeyPosition> source = TeamAISiegeComponent.SiegeLanes.Where <SiegeLane>((Func <SiegeLane, bool>)(sl => sl.LaneSide == this.behaviorSide)).SelectMany <SiegeLane, ICastleKeyPosition>((Func <SiegeLane, IEnumerable <ICastleKeyPosition> >)(sila => (IEnumerable <ICastleKeyPosition>)sila.DefensePoints));

            this._innerGate   = this._teamAISiegeComponent.InnerGate;
            this._isGateLane  = this._teamAISiegeComponent.OuterGate.DefenseSide == this.behaviorSide;
            this._wallSegment = !this._isGateLane ? (!(source.FirstOrDefault <ICastleKeyPosition>((Func <ICastleKeyPosition, bool>)(dp => dp is WallSegment && (dp as WallSegment).IsBreachedWall)) is WallSegment wallSegment) ? this._primarySiegeWeapons.MaxBy <IPrimarySiegeWeapon, float>((Func <IPrimarySiegeWeapon, float>)(psw => psw.SiegeWeaponPriority)).TargetCastlePosition as WallSegment : wallSegment) : (WallSegment)null;
            this._stopOrder   = MovementOrder.MovementOrderStop;
            this._chargeOrder = MovementOrder.MovementOrderCharge;
            bool flag = this._teamAISiegeComponent.OuterGate != null && this.behaviorSide == this._teamAISiegeComponent.OuterGate.DefenseSide;

            this._attackEntityOrderOuterGate = !flag || this._teamAISiegeComponent.OuterGate.IsDeactivated || this._teamAISiegeComponent.OuterGate.State == CastleGate.GateState.Open ? MovementOrder.MovementOrderStop : MovementOrder.MovementOrderAttackEntity(this._teamAISiegeComponent.OuterGate.GameEntity, false);
            this._attackEntityOrderInnerGate = !flag || this._teamAISiegeComponent.InnerGate == null || (this._teamAISiegeComponent.InnerGate.IsDeactivated || this._teamAISiegeComponent.InnerGate.State == CastleGate.GateState.Open) ? MovementOrder.MovementOrderStop : MovementOrder.MovementOrderAttackEntity(this._teamAISiegeComponent.InnerGate.GameEntity, false);
            this._castleGateMoveOrder        = MovementOrder.MovementOrderMove(this._teamAISiegeComponent.OuterGate.MiddleFrame.Origin);
            this._wallSegmentMoveOrder       = !this._isGateLane ? MovementOrder.MovementOrderMove(this._wallSegment.MiddleFrame.Origin) : this._castleGateMoveOrder;
            this._facingOrder = FacingOrder.FacingOrderLookAtEnemy;
        }
        protected override void CalculateCurrentOrder()
        {
            Vec2          direction;
            WorldPosition medianPosition;

            if (this._mainFormation != null)
            {
                direction = this._mainFormation.Direction;
                Vec2 vec2 = (this.formation.QuerySystem.Team.MedianTargetFormationPosition.AsVec2 - this._mainFormation.QuerySystem.MedianPosition.AsVec2).Normalized();
                medianPosition = this._mainFormation.QuerySystem.MedianPosition;
                medianPosition.SetVec2(this._mainFormation.CurrentPosition + vec2 * (float)(((double)this._mainFormation.Depth + (double)this.formation.Depth) * 0.5 + 10.0));
            }
            else
            {
                direction      = this.formation.Direction;
                medianPosition = this.formation.QuerySystem.MedianPosition;
                medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
            }
            this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition);
            this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
        }
 protected override void CalculateCurrentOrder()
 {
     if (this._mainFormation == null || this.formation.AI.IsMainFormation || this.formation.QuerySystem.ClosestEnemyFormation == null)
     {
         this.CurrentOrder       = MovementOrder.MovementOrderStop;
         this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
     }
     else
     {
         if (this._protectFlankState != BehaviorProtectFlank.BehaviourState.HoldingFlank && this._protectFlankState != BehaviorProtectFlank.BehaviourState.Returning)
         {
             return;
         }
         Vec2          direction      = this._mainFormation.Direction;
         Vec2          vec2_1         = (this.formation.QuerySystem.Team.MedianTargetFormationPosition.AsVec2 - this._mainFormation.QuerySystem.MedianPosition.AsVec2).Normalized();
         Vec2          vec2_2         = this.behaviorSide == FormationAI.BehaviorSide.Right || this.FlankSide == FormationAI.BehaviorSide.Right ? this._mainFormation.CurrentPosition + vec2_1.RightVec().Normalized() * (float)((double)this._mainFormation.Width + (double)this.formation.Width + 10.0) - vec2_1 * (this._mainFormation.Depth + this.formation.Depth) : (this.behaviorSide == FormationAI.BehaviorSide.Left || this.FlankSide == FormationAI.BehaviorSide.Left ? this._mainFormation.CurrentPosition + vec2_1.LeftVec().Normalized() * (float)((double)this._mainFormation.Width + (double)this.formation.Width + 10.0) - vec2_1 * (this._mainFormation.Depth + this.formation.Depth) : this._mainFormation.CurrentPosition + vec2_1 * (float)(((double)this._mainFormation.Depth + (double)this.formation.Depth) * 0.5 + 10.0));
         WorldPosition medianPosition = this._mainFormation.QuerySystem.MedianPosition;
         medianPosition.SetVec2(vec2_2);
         this._movementOrder     = MovementOrder.MovementOrderMove(medianPosition);
         this.CurrentOrder       = this._movementOrder;
         this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
     }
 }
        protected override void CalculateCurrentOrder()
        {
            BehaviorSergeantMPInfantry.BehaviorState behaviorState = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation == null || (!this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.IsRangedFormation || (double)this.formation.QuerySystem.AveragePosition.DistanceSquared(this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2) > (this._behaviorState == BehaviorSergeantMPInfantry.BehaviorState.Attacking ? 3600.0 : 2500.0)) && (!this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.IsInfantryFormation || (double)this.formation.QuerySystem.AveragePosition.DistanceSquared(this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2) > (this._behaviorState == BehaviorSergeantMPInfantry.BehaviorState.Attacking ? 900.0 : 400.0)) ? BehaviorSergeantMPInfantry.BehaviorState.GoingToFlag : BehaviorSergeantMPInfantry.BehaviorState.Attacking;
            if (behaviorState == BehaviorSergeantMPInfantry.BehaviorState.Attacking && (this._behaviorState != BehaviorSergeantMPInfantry.BehaviorState.Attacking || this.CurrentOrder.OrderEnum != MovementOrder.MovementOrderEnum.ChargeToTarget || this.CurrentOrder.TargetFormation.QuerySystem != this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation))
            {
                this._behaviorState = BehaviorSergeantMPInfantry.BehaviorState.Attacking;
                this.CurrentOrder   = MovementOrder.MovementOrderChargeToTarget(this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.Formation);
            }
            if (behaviorState != BehaviorSergeantMPInfantry.BehaviorState.GoingToFlag)
            {
                return;
            }
            this._behaviorState = behaviorState;
            WorldPosition position;

            if (this._flagpositions.Any <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) != this.formation.Team)))
            {
                position = new WorldPosition(Mission.Current.Scene, UIntPtr.Zero, this._flagpositions.Where <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) != this.formation.Team)).MinBy <FlagCapturePoint, float>((Func <FlagCapturePoint, float>)(fp => fp.Position.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition))).Position, false);
            }
            else if (this._flagpositions.Any <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) == this.formation.Team)))
            {
                position = new WorldPosition(Mission.Current.Scene, UIntPtr.Zero, this._flagpositions.Where <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) == this.formation.Team)).MinBy <FlagCapturePoint, float>((Func <FlagCapturePoint, float>)(fp => fp.Position.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition))).Position, false);
            }
            else
            {
                position = this.formation.QuerySystem.MedianPosition;
                position.SetVec2(this.formation.QuerySystem.AveragePosition);
            }
            if (this.CurrentOrder.OrderEnum != MovementOrder.MovementOrderEnum.Invalid && !(this.CurrentOrder.GetPosition(this.formation).AsVec2 != position.AsVec2))
            {
                return;
            }
            Vec2 direction = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation != null ? (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized() : this.formation.Direction;

            this.CurrentOrder       = MovementOrder.MovementOrderMove(position);
            this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
        }
示例#16
0
        protected override void CalculateCurrentOrder()
        {
            WorldPosition medianPosition = this.formation.QuerySystem.MedianPosition;
            bool          flag           = false;
            Vec2          vec2_1;
            WorldPosition worldPosition;
            Vec2          vec2_2;

            if (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation == null || this._archerFormation == null)
            {
                vec2_1 = this.formation.Direction;
                medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
            }
            else
            {
                worldPosition = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition;
                vec2_1        = worldPosition.AsVec2 - this.formation.QuerySystem.AveragePosition;
                float val2 = vec2_1.Normalize();
                float num  = this._archerFormation.QuerySystem.RangedUnitRatio * 0.5f / (float)this._archerFormation.arrangement.RankCount;
                switch (this._behaviorState)
                {
                case BehaviorCautiousAdvance.BehaviorState.Approaching:
                    if ((double)val2 < (double)this._cantShootDistance * 0.800000011920929)
                    {
                        this._behaviorState = BehaviorCautiousAdvance.BehaviorState.Shooting;
                        this._cantShoot     = false;
                        flag = true;
                    }
                    else if ((double)this._archerFormation.QuerySystem.MakingRangedAttackRatio >= (double)num * 1.20000004768372)
                    {
                        this._behaviorState = BehaviorCautiousAdvance.BehaviorState.Shooting;
                        this._cantShoot     = false;
                        flag = true;
                    }
                    if (this._behaviorState == BehaviorCautiousAdvance.BehaviorState.Shooting)
                    {
                        this._shootPosition = this.formation.QuerySystem.AveragePosition + vec2_1 * 5f;
                        break;
                    }
                    break;

                case BehaviorCautiousAdvance.BehaviorState.Shooting:
                    if ((double)this._archerFormation.QuerySystem.MakingRangedAttackRatio <= (double)num)
                    {
                        if ((double)val2 > (double)this._archerFormation.QuerySystem.MissileRange)
                        {
                            this._behaviorState     = BehaviorCautiousAdvance.BehaviorState.Approaching;
                            this._cantShootDistance = Math.Min(this._cantShootDistance, this._archerFormation.QuerySystem.MissileRange * 0.9f);
                            this._shootPosition     = Vec2.Invalid;
                            break;
                        }
                        if (!this._cantShoot)
                        {
                            this._cantShoot = true;
                            this._cantShootTimer.Reset(Mission.Current.Time, this._archerFormation == null ? 10f : MBMath.Lerp(10f, 15f, (float)(((double)MBMath.ClampFloat((float)this._archerFormation.CountOfUnits, 10f, 60f) - 10.0) * 0.0199999995529652)));
                            break;
                        }
                        if (this._cantShootTimer.Check(Mission.Current.Time))
                        {
                            this._behaviorState     = BehaviorCautiousAdvance.BehaviorState.Approaching;
                            this._cantShootDistance = Math.Min(this._cantShootDistance, val2);
                            this._shootPosition     = Vec2.Invalid;
                            break;
                        }
                        break;
                    }
                    this._cantShootDistance = Math.Max(this._cantShootDistance, val2);
                    this._cantShoot         = false;
                    if ((!this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.IsRangedFormation && !this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.IsRangedCavalryFormation || (double)val2 < (double)this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MissileRange && (double)this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MakingRangedAttackRatio < 0.100000001490116) && (double)val2 < (double)Math.Min(this._archerFormation.QuerySystem.MissileRange * 0.4f, this._cantShootDistance * 0.667f))
                    {
                        this._behaviorState = BehaviorCautiousAdvance.BehaviorState.PullingBack;
                        this._shootPosition = Vec2.Invalid;
                        break;
                    }
                    break;

                case BehaviorCautiousAdvance.BehaviorState.PullingBack:
                    if ((double)val2 > (double)Math.Min(this._cantShootDistance, this._archerFormation.QuerySystem.MissileRange) * 0.800000011920929)
                    {
                        this._behaviorState = BehaviorCautiousAdvance.BehaviorState.Shooting;
                        this._cantShoot     = false;
                        this._shootPosition = this.formation.QuerySystem.AveragePosition + vec2_1 * 5f;
                        flag = true;
                        break;
                    }
                    break;
                }
                switch (this._behaviorState)
                {
                case BehaviorCautiousAdvance.BehaviorState.Approaching:
                    medianPosition = this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition;
                    if (this._switchedToShieldWallRecently && !this._switchedToShieldWallTimer.Check(Mission.Current.Time) && (double)this.formation.QuerySystem.FormationDispersedness > 2.0)
                    {
                        if (this._reformPosition.IsValid)
                        {
                            medianPosition.SetVec2(this._reformPosition);
                            break;
                        }
                        worldPosition        = this.formation.QuerySystem.Team.MedianTargetFormationPosition;
                        vec2_2               = worldPosition.AsVec2 - this.formation.QuerySystem.AveragePosition;
                        vec2_1               = vec2_2.Normalized();
                        this._reformPosition = this.formation.QuerySystem.AveragePosition + vec2_1 * 5f;
                        medianPosition.SetVec2(this._reformPosition);
                        break;
                    }
                    this._switchedToShieldWallRecently = false;
                    this._reformPosition = Vec2.Invalid;
                    medianPosition.SetVec2(this.formation.QuerySystem.ClosestEnemyFormation.AveragePosition);
                    break;

                case BehaviorCautiousAdvance.BehaviorState.Shooting:
                    if (this._shootPosition.IsValid)
                    {
                        medianPosition.SetVec2(this._shootPosition);
                        break;
                    }
                    medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
                    break;

                case BehaviorCautiousAdvance.BehaviorState.PullingBack:
                    medianPosition = this.formation.QuerySystem.MedianPosition;
                    medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
                    break;
                }
            }
            worldPosition = this.CurrentOrder.GetPosition(this.formation);
            if (((!worldPosition.IsValid ? 1 : (this._behaviorState != BehaviorCautiousAdvance.BehaviorState.Shooting ? 1 : 0)) | (flag ? 1 : 0)) == 0)
            {
                worldPosition = this.CurrentOrder.GetPosition(this.formation);
                if ((double)worldPosition.GetNavMeshVec3().DistanceSquared(medianPosition.GetNavMeshVec3()) < (double)this.formation.Depth * (double)this.formation.Depth)
                {
                    goto label_34;
                }
            }
            this.CurrentOrder = MovementOrder.MovementOrderMove(medianPosition);
label_34:
            vec2_2 = this.CurrentFacingOrder.GetDirection(this.formation);
            if (vec2_2.IsValid && !(this._behaviorState != BehaviorCautiousAdvance.BehaviorState.Shooting | flag))
            {
                vec2_2 = this.CurrentFacingOrder.GetDirection(this.formation);
                if ((double)vec2_2.DotProduct(vec2_1) > (double)MBMath.Lerp(0.5f, 1f, (float)(1.0 - (double)MBMath.ClampFloat(this.formation.Width, 1f, 20f) * 0.0500000007450581)))
                {
                    return;
                }
            }
            this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(vec2_1);
        }
示例#17
0
        protected override void CalculateCurrentOrder()
        {
            List <Formation> list = this.formation.Team.QuerySystem.EnemyTeams.SelectMany <TeamQuerySystem, Formation>((Func <TeamQuerySystem, IEnumerable <Formation> >)(t => t.Team.Formations)).ToList <Formation>();

            if (this.formation.Team.Formations.Any <Formation>((Func <Formation, bool>)(f => f != this.formation && f.QuerySystem.IsInfantryFormation)))
            {
                this._attachedInfantry = this.formation.Team.Formations.Where <Formation>((Func <Formation, bool>)(f => f != this.formation && f.QuerySystem.IsInfantryFormation)).MinBy <Formation, float>((Func <Formation, float>)(f => f.QuerySystem.MedianPosition.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition)));
                Formation formation = (Formation)null;
                if (list.Any <Formation>())
                {
                    if ((double)this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition) <= 4900.0)
                    {
                        formation = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.Formation;
                    }
                    else if (list.Any <Formation>((Func <Formation, bool>)(ef => ef.QuerySystem.IsCavalryFormation || ef.QuerySystem.IsRangedCavalryFormation)))
                    {
                        formation = list.Where <Formation>((Func <Formation, bool>)(ef => ef.QuerySystem.IsCavalryFormation || ef.QuerySystem.IsRangedCavalryFormation)).MinBy <Formation, float>((Func <Formation, float>)(ecf => ecf.QuerySystem.MedianPosition.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition)));
                    }
                }
                Vec2 vec2;
                if (formation != null)
                {
                    WorldPosition medianPosition = formation.QuerySystem.MedianPosition;
                    Vec2          asVec2_1       = medianPosition.AsVec2;
                    medianPosition = this._attachedInfantry.QuerySystem.MedianPosition;
                    Vec2 asVec2_2 = medianPosition.AsVec2;
                    vec2 = (asVec2_1 - asVec2_2).Normalized();
                }
                else
                {
                    vec2 = this._attachedInfantry.Direction;
                }
                Vec2          direction       = vec2;
                WorldPosition medianPosition1 = this._attachedInfantry.QuerySystem.MedianPosition;
                medianPosition1.SetVec2(medianPosition1.AsVec2 - direction * (float)(((double)this._attachedInfantry.Depth + (double)this.formation.Depth) / 2.0));
                this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition1);
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
            }
            else if (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation != null && (double)this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition) <= 4900.0)
            {
                Vec2          direction      = (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized();
                float         num            = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition.AsVec2.Distance(this.formation.QuerySystem.AveragePosition);
                WorldPosition medianPosition = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition;
                if ((double)num > (double)this.formation.QuerySystem.MissileRange)
                {
                    medianPosition.SetVec2(medianPosition.AsVec2 - direction * (this.formation.QuerySystem.MissileRange - this.formation.Depth * 0.5f));
                }
                else if ((double)num < (double)this.formation.QuerySystem.MissileRange * 0.400000005960464)
                {
                    medianPosition.SetVec2(medianPosition.AsVec2 - direction * (this.formation.QuerySystem.MissileRange * 0.4f));
                }
                else
                {
                    medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
                }
                this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition);
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
            }
            else if (this._flagpositions.Any <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) != this.formation.Team)))
            {
                Vec3          position = this._flagpositions.Where <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) != this.formation.Team)).MinBy <FlagCapturePoint, float>((Func <FlagCapturePoint, float>)(fp => fp.Position.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition))).Position;
                WorldPosition worldPosition;
                if (this.CurrentOrder.OrderEnum != MovementOrder.MovementOrderEnum.Invalid)
                {
                    worldPosition = this.CurrentOrder.GetPosition(this.formation);
                    if (!(worldPosition.AsVec2 != position.AsVec2))
                    {
                        return;
                    }
                }
                Vec2 direction;
                if (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation == null)
                {
                    direction = this.formation.Direction;
                }
                else
                {
                    worldPosition = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition;
                    direction     = (worldPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized();
                }
                this.CurrentOrder       = MovementOrder.MovementOrderMove(new WorldPosition(Mission.Current.Scene, UIntPtr.Zero, position, false));
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
            }
            else if (this._flagpositions.Any <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) == this.formation.Team)))
            {
                Vec3 position = this._flagpositions.Where <FlagCapturePoint>((Func <FlagCapturePoint, bool>)(fp => this._flagDominationGameMode.GetFlagOwnerTeam(fp) == this.formation.Team)).MinBy <FlagCapturePoint, float>((Func <FlagCapturePoint, float>)(fp => fp.Position.AsVec2.DistanceSquared(this.formation.QuerySystem.AveragePosition))).Position;
                this.CurrentOrder       = MovementOrder.MovementOrderMove(new WorldPosition(Mission.Current.Scene, UIntPtr.Zero, position, false));
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            else
            {
                WorldPosition medianPosition = this.formation.QuerySystem.MedianPosition;
                medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
                this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition);
                this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
        }
示例#18
0
        private void ResetOrderPositions()
        {
            this.behaviorSide = this.formation.AI.Side;
            this._innerGate   = (CastleGate)null;
            this._outerGate   = (CastleGate)null;
            this._laddersOnThisSide.Clear();
            int num1 = Mission.Current.ActiveMissionObjects.FindAllWithType <CastleGate>().Any <CastleGate>((Func <CastleGate, bool>)(cg => cg.DefenseSide == this.behaviorSide && cg.GameEntity.HasTag("outer_gate"))) ? 1 : 0;

            this._isDefendingWideGap = false;
            WorldFrame worldFrame1;
            WorldFrame worldFrame2;

            if (num1 != 0)
            {
                CastleGate outerGate = this._teamAISiegeDefender.OuterGate;
                this._innerGate          = this._teamAISiegeDefender.InnerGate;
                this._outerGate          = this._teamAISiegeDefender.OuterGate;
                worldFrame1              = outerGate.MiddleFrame;
                worldFrame2              = outerGate.DefenseWaitFrame;
                this._tacticalMiddlePos  = outerGate.MiddlePosition;
                this._tacticalWaitPos    = outerGate.WaitPosition;
                this._isDefendingWideGap = false;
            }
            else
            {
                WallSegment wallSegment = Mission.Current.ActiveMissionObjects.FindAllWithType <WallSegment>().Where <WallSegment>((Func <WallSegment, bool>)(ws => ws.DefenseSide == this.behaviorSide && ws.IsBreachedWall)).FirstOrDefault <WallSegment>();
                if (wallSegment != null)
                {
                    worldFrame1              = wallSegment.MiddleFrame;
                    worldFrame2              = wallSegment.DefenseWaitFrame;
                    this._tacticalMiddlePos  = wallSegment.MiddlePosition;
                    this._tacticalWaitPos    = wallSegment.WaitPosition;
                    this._isDefendingWideGap = false;
                }
                else
                {
                    IEnumerable <SiegeWeapon> source = Mission.Current.ActiveMissionObjects.FindAllWithType <SiegeWeapon>().Where <SiegeWeapon>((Func <SiegeWeapon, bool>)(sw =>
                    {
                        if (!(sw is IPrimarySiegeWeapon) || (sw as IPrimarySiegeWeapon).WeaponSide != this.behaviorSide)
                        {
                            return(false);
                        }
                        return(!sw.IsDestroyed || (sw as IPrimarySiegeWeapon).HasCompletedAction());
                    }));
                    if (!source.Any <SiegeWeapon>())
                    {
                        worldFrame1             = WorldFrame.Invalid;
                        worldFrame2             = WorldFrame.Invalid;
                        this._tacticalMiddlePos = (TacticalPosition)null;
                        this._tacticalWaitPos   = (TacticalPosition)null;
                    }
                    else
                    {
                        this._laddersOnThisSide = source.Where <SiegeWeapon>((Func <SiegeWeapon, bool>)(aw => aw is SiegeLadder)).Select <SiegeWeapon, SiegeLadder>((Func <SiegeWeapon, SiegeLadder>)(aw => aw as SiegeLadder)).ToList <SiegeLadder>();
                        ICastleKeyPosition targetCastlePosition = (source.FirstOrDefault <SiegeWeapon>() as IPrimarySiegeWeapon).TargetCastlePosition as ICastleKeyPosition;
                        worldFrame1             = targetCastlePosition.MiddleFrame;
                        worldFrame2             = targetCastlePosition.DefenseWaitFrame;
                        this._tacticalMiddlePos = targetCastlePosition.MiddlePosition;
                        this._tacticalWaitPos   = targetCastlePosition.WaitPosition;
                    }
                }
            }
            if (this._tacticalMiddlePos != null)
            {
                this._readyOrder       = MovementOrder.MovementOrderMove(this._tacticalMiddlePos.Position);
                this._readyFacingOrder = FacingOrder.FacingOrderLookAtDirection(this._tacticalMiddlePos.Direction);
            }
            else if (worldFrame1.Origin.IsValid)
            {
                double num2 = (double)worldFrame1.Rotation.f.Normalize();
                this._readyOrder       = MovementOrder.MovementOrderMove(worldFrame1.Origin);
                this._readyFacingOrder = FacingOrder.FacingOrderLookAtDirection(worldFrame1.Rotation.f.AsVec2);
            }
            else
            {
                this._readyOrder       = MovementOrder.MovementOrderStop;
                this._readyFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            if (this._tacticalWaitPos != null)
            {
                this._waitOrder       = MovementOrder.MovementOrderMove(this._tacticalWaitPos.Position);
                this._waitFacingOrder = FacingOrder.FacingOrderLookAtDirection(this._tacticalWaitPos.Direction);
            }
            else if (worldFrame2.Origin.IsValid)
            {
                double num2 = (double)worldFrame2.Rotation.f.Normalize();
                this._waitOrder       = MovementOrder.MovementOrderMove(worldFrame2.Origin);
                this._waitFacingOrder = FacingOrder.FacingOrderLookAtDirection(worldFrame2.Rotation.f.AsVec2);
            }
            else
            {
                this._waitOrder       = MovementOrder.MovementOrderStop;
                this._waitFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
            }
            this.CurrentOrder       = this._behaviourState == BehaviorDefendCastleKeyPosition.BehaviourState.Ready ? this._readyOrder : this._waitOrder;
            this.CurrentFacingOrder = this.formation.QuerySystem.ClosestEnemyFormation == null || !TeamAISiegeComponent.IsFormationInsideCastle(this.formation.QuerySystem.ClosestEnemyFormation.Formation, true) ? (this._behaviourState == BehaviorDefendCastleKeyPosition.BehaviourState.Ready ? this._readyFacingOrder : this._waitFacingOrder) : FacingOrder.FacingOrderLookAtEnemy;
        }
        protected override void CalculateCurrentOrder()
        {
            if (this.formation.QuerySystem.ClosestEnemyFormation == null)
            {
                this.CurrentOrder = MovementOrder.MovementOrderCharge;
            }
            else
            {
                BehaviorTacticalCharge.ChargeState chargeState = this.CheckAndChangeState();
                if (chargeState != this._chargeState)
                {
                    this._chargeState = chargeState;
                    switch (this._chargeState)
                    {
                    case BehaviorTacticalCharge.ChargeState.Undetermined:
                        this.CurrentOrder = MovementOrder.MovementOrderCharge;
                        break;

                    case BehaviorTacticalCharge.ChargeState.Charging:
                        this._lastTarget = this.formation.QuerySystem.ClosestEnemyFormation;
                        if (this.formation.QuerySystem.IsCavalryFormation || this.formation.QuerySystem.IsRangedCavalryFormation)
                        {
                            this._initialChargeDirection    = this._lastTarget.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition;
                            this._desiredChargeStopDistance = MBMath.ClampFloat(this._initialChargeDirection.Normalize(), 20f, 50f);
                            break;
                        }
                        break;

                    case BehaviorTacticalCharge.ChargeState.ChargingPast:
                        this._chargingPastTimer = new Timer(MBCommon.GetTime(MBCommon.TimeType.Mission), 5f);
                        break;

                    case BehaviorTacticalCharge.ChargeState.Reforming:
                        this._reformTimer = new Timer(MBCommon.GetTime(MBCommon.TimeType.Mission), 2f);
                        break;

                    case BehaviorTacticalCharge.ChargeState.Bracing:
                        this._bracePosition = this.formation.QuerySystem.AveragePosition + (this.formation.QuerySystem.Team.MedianTargetFormationPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized() * 5f;
                        break;
                    }
                }
                switch (this._chargeState)
                {
                case BehaviorTacticalCharge.ChargeState.Undetermined:
                    if (this.formation.QuerySystem.ClosestEnemyFormation != null && (this.formation.QuerySystem.IsCavalryFormation || this.formation.QuerySystem.IsRangedCavalryFormation))
                    {
                        this.CurrentOrder = MovementOrder.MovementOrderMove(this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition);
                    }
                    else
                    {
                        this.CurrentOrder = MovementOrder.MovementOrderCharge;
                    }
                    this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
                    break;

                case BehaviorTacticalCharge.ChargeState.Charging:
                    if (!this.formation.QuerySystem.IsCavalryFormation && !this.formation.QuerySystem.IsRangedCavalryFormation)
                    {
                        this.CurrentOrder       = MovementOrder.MovementOrderMove(this.formation.QuerySystem.ClosestEnemyFormation.MedianPosition);
                        this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
                        break;
                    }
                    Vec2          direction1      = (this._lastTarget.MedianPosition.AsVec2 - this.formation.QuerySystem.AveragePosition).Normalized();
                    WorldPosition medianPosition1 = this._lastTarget.MedianPosition;
                    Vec2          vec2            = medianPosition1.AsVec2 + direction1 * this._desiredChargeStopDistance;
                    medianPosition1.SetVec2(vec2);
                    this.CurrentOrder       = MovementOrder.MovementOrderMove(medianPosition1);
                    this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction1);
                    break;

                case BehaviorTacticalCharge.ChargeState.ChargingPast:
                    Vec2          averagePosition = this.formation.QuerySystem.AveragePosition;
                    WorldPosition medianPosition2 = this._lastTarget.MedianPosition;
                    Vec2          asVec2          = medianPosition2.AsVec2;
                    Vec2          direction2      = averagePosition - asVec2;
                    if ((double)direction2.Normalize() <= 20.0)
                    {
                        Vec2 initialChargeDirection = this._initialChargeDirection;
                    }
                    this._lastReformDestination = this._lastTarget.MedianPosition;
                    medianPosition2             = this._lastTarget.MedianPosition;
                    this._lastReformDestination.SetVec2(medianPosition2.AsVec2 + direction2 * this._desiredChargeStopDistance);
                    this.CurrentOrder       = MovementOrder.MovementOrderMove(this._lastReformDestination);
                    this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction2);
                    break;

                case BehaviorTacticalCharge.ChargeState.Reforming:
                    this.CurrentOrder       = MovementOrder.MovementOrderMove(this._lastReformDestination);
                    this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtEnemy;
                    break;

                case BehaviorTacticalCharge.ChargeState.Bracing:
                    WorldPosition medianPosition3 = this.formation.QuerySystem.MedianPosition;
                    medianPosition3.SetVec2(this._bracePosition);
                    this.CurrentOrder = MovementOrder.MovementOrderMove(medianPosition3);
                    break;
                }
            }
        }
        protected override void CalculateCurrentOrder()
        {
            WorldPosition medianPosition = this.formation.QuerySystem.MedianPosition;
            bool          flag           = false;
            Vec2          direction;
            WorldPosition worldPosition;

            if (this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation == null)
            {
                direction = this.formation.Direction;
                medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
            }
            else
            {
                worldPosition = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition;
                direction     = worldPosition.AsVec2 - this.formation.QuerySystem.AveragePosition;
                float val2 = direction.Normalize();
                float num  = MBMath.Lerp(0.1f, 0.33f, (float)(1.0 - (double)MBMath.ClampFloat((float)this.formation.CountOfUnits, 1f, 50f) * 0.0199999995529652)) * this.formation.QuerySystem.RangedUnitRatio;
                switch (this._behaviorState)
                {
                case BehaviorSkirmish.BehaviorState.Approaching:
                    if ((double)val2 < (double)this._cantShootDistance * 0.800000011920929)
                    {
                        this._behaviorState = BehaviorSkirmish.BehaviorState.Shooting;
                        this._cantShoot     = false;
                        flag = true;
                        break;
                    }
                    if ((double)this.formation.QuerySystem.MakingRangedAttackRatio >= (double)num * 1.20000004768372)
                    {
                        this._behaviorState = BehaviorSkirmish.BehaviorState.Shooting;
                        this._cantShoot     = false;
                        flag = true;
                        break;
                    }
                    break;

                case BehaviorSkirmish.BehaviorState.Shooting:
                    if ((double)this.formation.QuerySystem.MakingRangedAttackRatio <= (double)num)
                    {
                        if ((double)val2 > (double)this.formation.QuerySystem.MissileRange)
                        {
                            this._behaviorState     = BehaviorSkirmish.BehaviorState.Approaching;
                            this._cantShootDistance = Math.Min(this._cantShootDistance, this.formation.QuerySystem.MissileRange * 0.9f);
                            break;
                        }
                        if (!this._cantShoot)
                        {
                            this._cantShoot = true;
                            this._cantShootTimer.Reset(Mission.Current.Time, MBMath.Lerp(5f, 10f, (float)(((double)MBMath.ClampFloat((float)this.formation.CountOfUnits, 10f, 60f) - 10.0) * 0.0199999995529652)));
                            break;
                        }
                        if (this._cantShootTimer.Check(Mission.Current.Time))
                        {
                            this._behaviorState     = BehaviorSkirmish.BehaviorState.Approaching;
                            this._cantShootDistance = Math.Min(this._cantShootDistance, val2);
                            break;
                        }
                        break;
                    }
                    this._cantShootDistance = Math.Max(this._cantShootDistance, val2);
                    this._cantShoot         = false;
                    if (this.formation.QuerySystem.IsInfantryFormation && (double)val2 < (double)Math.Min(this.formation.QuerySystem.MissileRange * 0.4f, this._cantShootDistance * 0.666f))
                    {
                        this._behaviorState = BehaviorSkirmish.BehaviorState.PullingBack;
                        break;
                    }
                    break;

                case BehaviorSkirmish.BehaviorState.PullingBack:
                    if ((double)val2 > (double)Math.Min(this._cantShootDistance, this.formation.QuerySystem.MissileRange) * 0.800000011920929)
                    {
                        this._behaviorState = BehaviorSkirmish.BehaviorState.Shooting;
                        this._cantShoot     = false;
                        flag = true;
                        break;
                    }
                    break;
                }
                switch (this._behaviorState)
                {
                case BehaviorSkirmish.BehaviorState.Approaching:
                    medianPosition = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition;
                    medianPosition.SetVec2(this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.AveragePosition);
                    break;

                case BehaviorSkirmish.BehaviorState.Shooting:
                    medianPosition.SetVec2(this.formation.QuerySystem.AveragePosition);
                    break;

                case BehaviorSkirmish.BehaviorState.PullingBack:
                    medianPosition = this.formation.QuerySystem.ClosestSignificantlyLargeEnemyFormation.MedianPosition;
                    medianPosition.SetVec2(medianPosition.AsVec2 - direction * (float)((double)this.formation.QuerySystem.MissileRange - (double)this.formation.Depth * 0.5 - 10.0));
                    break;
                }
            }
            worldPosition = this.CurrentOrder.GetPosition(this.formation);
            if (((!worldPosition.IsValid ? 1 : (this._behaviorState != BehaviorSkirmish.BehaviorState.Shooting ? 1 : 0)) | (flag ? 1 : 0)) != 0)
            {
                this.CurrentOrder = MovementOrder.MovementOrderMove(medianPosition);
            }
            if (((!this.CurrentFacingOrder.GetDirection(this.formation).IsValid ? 1 : (this._behaviorState != BehaviorSkirmish.BehaviorState.Shooting ? 1 : 0)) | (flag ? 1 : 0)) == 0)
            {
                return;
            }
            this.CurrentFacingOrder = FacingOrder.FacingOrderLookAtDirection(direction);
        }