Table of Contents

Class MapEventSide

Namespace
TaleWorlds.CampaignSystem.MapEvents
Assembly
TaleWorlds.CampaignSystem.dll
public class MapEventSide
Inheritance
MapEventSide
Inherited Members

Fields

Casualties

[SaveableField(14)]
public int Casualties

Field Value

int

InfluenceValue

[SaveableField(11)]
public float InfluenceValue

Field Value

float

RenownAtMapEventEnd

public float RenownAtMapEventEnd

Field Value

float

RenownValue

[SaveableField(10)]
public float RenownValue

Field Value

float

StrengthRatio

[SaveableField(9)]
public float StrengthRatio

Field Value

float

Properties

CasualtyStrength

[SaveableProperty(15)]
public float CasualtyStrength { get; }

Property Value

float

LeaderParty

[SaveableProperty(4)]
public PartyBase LeaderParty { get; }

Property Value

PartyBase

MapEvent

public MapEvent MapEvent { get; }

Property Value

MapEvent

MapFaction

public IFaction MapFaction { get; }

Property Value

IFaction

MissionSide

[SaveableProperty(7)]
public BattleSideEnum MissionSide { get; }

Property Value

BattleSideEnum

NumRemainingSimulationTroops

public int NumRemainingSimulationTroops { get; }

Property Value

int

OtherSide

public MapEventSide OtherSide { get; }

Property Value

MapEventSide

Parties

public MBReadOnlyList<MapEventParty> Parties { get; }

Property Value

MBReadOnlyList<MapEventParty>

TroopCount

public int TroopCount { get; }

Property Value

int

Methods

AddHeroDamage(Hero, int)

public void AddHeroDamage(Hero character, int damage)

Parameters

character Hero
damage int

AllocateTroops(ref List<UniqueTroopDescriptor>, int, Func<UniqueTroopDescriptor, MapEventParty, bool>)

public void AllocateTroops(ref List<UniqueTroopDescriptor> troopsList, int number = -1, Func<UniqueTroopDescriptor, MapEventParty, bool> customAllocationConditions = null)

Parameters

troopsList List<UniqueTroopDescriptor>
number int
customAllocationConditions Func<UniqueTroopDescriptor, MapEventParty, bool>

ApplyFinalRewardsAndChanges()

public void ApplyFinalRewardsAndChanges()

ApplyRenownAndInfluenceChanges()

public void ApplyRenownAndInfluenceChanges()

ApplySimulatedHitRewardToSelectedTroop(CharacterObject, CharacterObject, int, bool)

public void ApplySimulatedHitRewardToSelectedTroop(CharacterObject strikerTroop, CharacterObject attackedTroop, int damage, bool isFinishingStrike)

Parameters

strikerTroop CharacterObject
attackedTroop CharacterObject
damage int
isFinishingStrike bool

AutoGeneratedInstanceCollectObjects(List<object>)

protected virtual void AutoGeneratedInstanceCollectObjects(List<object> collectedObjects)

Parameters

collectedObjects List<object>

CalculatePlunderedGoldShare(float, MapEventResultExplainer)

public virtual void CalculatePlunderedGoldShare(float totalPlunderedGold, MapEventResultExplainer resultExplainers = null)

Parameters

totalPlunderedGold float
resultExplainers MapEventResultExplainer

CalculateRenownAndInfluenceValues(float[])

public void CalculateRenownAndInfluenceValues(float[] strengthOfSide)

Parameters

strengthOfSide float[]

Clear()

public void Clear()

CountTroops(Func<FlattenedTroopRosterElement, bool>)

public int CountTroops(Func<FlattenedTroopRosterElement, bool> pred)

Parameters

pred Func<FlattenedTroopRosterElement, bool>

Returns

int

DistributeRenownAndInfluence(MapEventResultExplainer, bool)

public virtual void DistributeRenownAndInfluence(MapEventResultExplainer resultExplainers = null, bool forScoreboard = false)

Parameters

resultExplainers MapEventResultExplainer
forScoreboard bool

EndSimulation()

public void EndSimulation()

GetAllTroops(ref List<UniqueTroopDescriptor>)

public void GetAllTroops(ref List<UniqueTroopDescriptor> troopsList)

Parameters

troopsList List<UniqueTroopDescriptor>

GetAllocatedTroop(UniqueTroopDescriptor)

public CharacterObject GetAllocatedTroop(UniqueTroopDescriptor troopDesc0)

Parameters

troopDesc0 UniqueTroopDescriptor

Returns

CharacterObject

GetAllocatedTroopParty(UniqueTroopDescriptor)

public PartyBase GetAllocatedTroopParty(UniqueTroopDescriptor troopDescriptor)

Parameters

troopDescriptor UniqueTroopDescriptor

Returns

PartyBase

GetPlayerPartyContributionRate()

public float GetPlayerPartyContributionRate()

Returns

float

GetReadyTroop(UniqueTroopDescriptor)

public CharacterObject GetReadyTroop(UniqueTroopDescriptor troopDesc0)

Parameters

troopDesc0 UniqueTroopDescriptor

Returns

CharacterObject

GetReadyTroopParty(UniqueTroopDescriptor)

public PartyBase GetReadyTroopParty(UniqueTroopDescriptor troopDescriptor)

Parameters

troopDescriptor UniqueTroopDescriptor

Returns

PartyBase

GetTotalHealthyHeroCountOfSide()

public int GetTotalHealthyHeroCountOfSide()

Returns

int

GetTotalHealthyTroopCountOfSide()

public int GetTotalHealthyTroopCountOfSide()

Returns

int

HandleMapEventEnd()

public void HandleMapEventEnd()

IsMainPartyAmongParties()

public bool IsMainPartyAmongParties()

Returns

bool

ItemRosterForPlayerLootShare(PartyBase)

public ItemRoster ItemRosterForPlayerLootShare(PartyBase playerParty)

Parameters

playerParty PartyBase

Returns

ItemRoster

MakeReadyForMission(FlattenedTroopRoster)

public void MakeReadyForMission(FlattenedTroopRoster priorTroops)

Parameters

priorTroops FlattenedTroopRoster

MakeReadyForSimulation(FlattenedTroopRoster, int)

public void MakeReadyForSimulation(FlattenedTroopRoster priorTroops, int sizeOfSide = -1)

Parameters

priorTroops FlattenedTroopRoster
sizeOfSide int

MemberRosterForPlayerLootShare(PartyBase)

public TroopRoster MemberRosterForPlayerLootShare(PartyBase playerParty)

Parameters

playerParty PartyBase

Returns

TroopRoster

OnTroopKilled(UniqueTroopDescriptor)

public void OnTroopKilled(UniqueTroopDescriptor troopDesc1)

Parameters

troopDesc1 UniqueTroopDescriptor

OnTroopRouted(UniqueTroopDescriptor)

public void OnTroopRouted(UniqueTroopDescriptor troopDesc1)

Parameters

troopDesc1 UniqueTroopDescriptor

OnTroopScoreHit(UniqueTroopDescriptor, CharacterObject, int, bool, bool, WeaponComponentData, bool)

public void OnTroopScoreHit(UniqueTroopDescriptor troopDesc1, CharacterObject attackedTroop, int damage, bool isFatal, bool isTeamKill, WeaponComponentData attackerWeapon, bool isSimulatedHit)

Parameters

troopDesc1 UniqueTroopDescriptor
attackedTroop CharacterObject
damage int
isFatal bool
isTeamKill bool
attackerWeapon WeaponComponentData
isSimulatedHit bool

OnTroopWounded(UniqueTroopDescriptor)

public void OnTroopWounded(UniqueTroopDescriptor troopDesc1)

Parameters

troopDesc1 UniqueTroopDescriptor

PrisonerRosterForPlayerLootShare(PartyBase)

public TroopRoster PrisonerRosterForPlayerLootShare(PartyBase playerParty)

Parameters

playerParty PartyBase

Returns

TroopRoster

RecalculateMemberCountOfSide()

public int RecalculateMemberCountOfSide()

Returns

int

RecalculateStrengthOfSide()

public float RecalculateStrengthOfSide()

Returns

float

SelectRandomSimulationTroop()

public UniqueTroopDescriptor SelectRandomSimulationTroop()

Returns

UniqueTroopDescriptor

Surrender()

public void Surrender()

UpdatePartiesMoveState()

public void UpdatePartiesMoveState()

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).