Class MobileParty
- Namespace
- TaleWorlds.CampaignSystem.Party
- Assembly
- TaleWorlds.CampaignSystem.dll
public sealed class MobileParty : CampaignObjectBase, IMapPoint, ITrackableCampaignObject, ITrackableBase, IMapEntity, IRandomOwner
- Inheritance
-
MobileParty
- Implements
- Inherited Members
- Extension Methods
Constructors
MobileParty()
public MobileParty()
Fields
AverageFleeTargetDirection
[SaveableField(1071)]
public Vec2 AverageFleeTargetDirection
Field Value
ClanRoleAssignmentMinimumSkillValue
public const int ClanRoleAssignmentMinimumSkillValue = 0
Field Value
DefaultPartyTradeInitialGold
public const int DefaultPartyTradeInitialGold = 5000
Field Value
HasUnpaidWages
[SaveableField(1006)]
public float HasUnpaidWages
Field Value
Properties
ActualClan
public Clan ActualClan { get; set; }
Property Value
Aggressiveness
[SaveableProperty(1009)]
public float Aggressiveness { get; set; }
Property Value
Ai
[SaveableProperty(1019)]
public MobilePartyAi Ai { get; }
Property Value
AiBehaviorTarget
public Vec2 AiBehaviorTarget { get; }
Property Value
All
public static MBReadOnlyList<MobileParty> All { get; }
Property Value
AllBanditParties
public static MBReadOnlyList<MobileParty> AllBanditParties { get; }
Property Value
AllCaravanParties
public static MBReadOnlyList<MobileParty> AllCaravanParties { get; }
Property Value
AllCustomParties
public static MBReadOnlyList<MobileParty> AllCustomParties { get; }
Property Value
AllGarrisonParties
public static MBReadOnlyList<MobileParty> AllGarrisonParties { get; }
Property Value
AllLordParties
public static MBReadOnlyList<MobileParty> AllLordParties { get; }
Property Value
AllMilitiaParties
public static MBReadOnlyList<MobileParty> AllMilitiaParties { get; }
Property Value
AllPartiesWithoutPartyComponent
public static MBReadOnlyList<MobileParty> AllPartiesWithoutPartyComponent { get; }
Property Value
AllVillagerParties
public static MBReadOnlyList<MobileParty> AllVillagerParties { get; }
Property Value
Army
public Army Army { get; set; }
Property Value
ArmyName
public TextObject ArmyName { get; }
Property Value
ArmyPositionAdder
[SaveableProperty(1005)]
public Vec2 ArmyPositionAdder { get; }
Property Value
AttachedParties
public MBReadOnlyList<MobileParty> AttachedParties { get; }
Property Value
AttachedTo
public MobileParty AttachedTo { get; set; }
Property Value
AvoidHostileActions
public bool AvoidHostileActions { get; }
Property Value
BanditPartyComponent
public BanditPartyComponent BanditPartyComponent { get; }
Property Value
BaseFoodChange
public float BaseFoodChange { get; }
Property Value
Bearing
[SaveableProperty(1004)]
public Vec2 Bearing { get; }
Property Value
BesiegedSettlement
public Settlement BesiegedSettlement { get; }
Property Value
BesiegerCamp
public BesiegerCamp BesiegerCamp { get; set; }
Property Value
CaravanPartyComponent
public CaravanPartyComponent CaravanPartyComponent { get; }
Property Value
ConversationParty
public static MobileParty ConversationParty { get; }
Property Value
Count
public static int Count { get; }
Property Value
CurrentNavigationFace
[CachedData]
public PathFaceRecord CurrentNavigationFace { get; }
Property Value
CurrentSettlement
public Settlement CurrentSettlement { get; set; }
Property Value
DefaultBehavior
public AiBehavior DefaultBehavior { get; }
Property Value
DisorganizedUntilTime
public CampaignTime DisorganizedUntilTime { get; }
Property Value
EffectiveEngineer
public Hero EffectiveEngineer { get; }
Property Value
EffectiveQuartermaster
public Hero EffectiveQuartermaster { get; }
Property Value
EffectiveScout
public Hero EffectiveScout { get; }
Property Value
EffectiveSurgeon
public Hero EffectiveSurgeon { get; }
Property Value
ErrorPosition
[CachedData]
public Vec2 ErrorPosition { get; }
Property Value
EventPositionAdder
public Vec2 EventPositionAdder { get; set; }
Property Value
Food
public float Food { get; }
Property Value
FoodChange
public float FoodChange { get; }
Property Value
FoodChangeExplained
public ExplainedNumber FoodChangeExplained { get; }
Property Value
GetPosition2D
public Vec2 GetPosition2D { get; }
Property Value
HealingRateForHeroes
public float HealingRateForHeroes { get; }
Property Value
HealingRateForHeroesExplained
public ExplainedNumber HealingRateForHeroesExplained { get; }
Property Value
HealingRateForRegulars
public float HealingRateForRegulars { get; }
Property Value
HealingRateForRegularsExplained
public ExplainedNumber HealingRateForRegularsExplained { get; }
Property Value
HomeSettlement
public Settlement HomeSettlement { get; }
Property Value
InventoryCapacity
public int InventoryCapacity { get; }
Property Value
InventoryCapacityExplainedNumber
public ExplainedNumber InventoryCapacityExplainedNumber { get; }
Property Value
IsActive
[SaveableProperty(1023)]
public bool IsActive { get; set; }
Property Value
IsBandit
[CachedData]
public bool IsBandit { get; }
Property Value
IsBanditBossParty
public bool IsBanditBossParty { get; }
Property Value
IsCaravan
[CachedData]
public bool IsCaravan { get; }
Property Value
IsCurrentlyGoingToSettlement
public bool IsCurrentlyGoingToSettlement { get; }
Property Value
IsCurrentlyUsedByAQuest
public bool IsCurrentlyUsedByAQuest { get; }
Property Value
IsCustomParty
[CachedData]
public bool IsCustomParty { get; }
Property Value
IsDisbanding
[SaveableProperty(1081)]
public bool IsDisbanding { get; set; }
Property Value
IsDisorganized
public bool IsDisorganized { get; }
Property Value
IsEngaging
public bool IsEngaging { get; }
Property Value
IsGarrison
[CachedData]
public bool IsGarrison { get; }
Property Value
IsInspected
public bool IsInspected { get; set; }
Property Value
IsLordParty
[CachedData]
public bool IsLordParty { get; }
Property Value
IsMainParty
public bool IsMainParty { get; }
Property Value
IsMilitia
[CachedData]
public bool IsMilitia { get; }
Property Value
IsMoving
public bool IsMoving { get; }
Property Value
IsPartyTradeActive
[SaveableProperty(1958)]
public bool IsPartyTradeActive { get; }
Property Value
IsVillager
[CachedData]
public bool IsVillager { get; }
Property Value
IsVisible
public bool IsVisible { get; set; }
Property Value
ItemRoster
public ItemRoster ItemRoster { get; }
Property Value
LastVisitedSettlement
[SaveableProperty(1002)]
public Settlement LastVisitedSettlement { get; }
Property Value
LeaderHero
public Hero LeaderHero { get; }
Property Value
LimitedPartySize
public int LimitedPartySize { get; }
Property Value
LordPartyComponent
public LordPartyComponent LordPartyComponent { get; }
Property Value
MainParty
public static MobileParty MainParty { get; }
Property Value
MapEvent
public MapEvent MapEvent { get; }
Property Value
MapEventSide
public MapEventSide MapEventSide { get; set; }
Property Value
MapFaction
public IFaction MapFaction { get; }
Property Value
MemberRoster
public TroopRoster MemberRoster { get; }
Property Value
Morale
public float Morale { get; }
Property Value
MoraleExplained
public ExplainedNumber MoraleExplained { get; }
Property Value
Name
public TextObject Name { get; }
Property Value
Objective
[SaveableProperty(1090)]
public MobileParty.PartyObjective Objective { get; }
Property Value
Owner
public Hero Owner { get; }
Property Value
Party
[SaveableProperty(1020)]
public PartyBase Party { get; }
Property Value
PartyComponent
public PartyComponent PartyComponent { get; set; }
Property Value
PartySizeRatio
public float PartySizeRatio { get; }
Property Value
PartyTradeGold
public int PartyTradeGold { get; set; }
Property Value
PartyTradeTaxGold
[SaveableProperty(1957)]
public int PartyTradeTaxGold { get; }
Property Value
PaymentLimit
public int PaymentLimit { get; }
Property Value
Position2D
public Vec2 Position2D { get; set; }
Property Value
PrisonRoster
public TroopRoster PrisonRoster { get; }
Property Value
RandomValue
public int RandomValue { get; }
Property Value
RecentEventsMorale
public float RecentEventsMorale { get; set; }
Property Value
SeeingRange
public float SeeingRange { get; }
Property Value
SeeingRangeExplanation
public ExplainedNumber SeeingRangeExplanation { get; }
Property Value
ShortTermBehavior
[SaveableProperty(1050)]
public AiBehavior ShortTermBehavior { get; }
Property Value
ShortTermTargetParty
public MobileParty ShortTermTargetParty { get; }
Property Value
ShortTermTargetSettlement
public Settlement ShortTermTargetSettlement { get; }
Property Value
ShouldBeIgnored
public bool ShouldBeIgnored { get; }
Property Value
ShouldJoinPlayerBattles
[SaveableProperty(1080)]
public bool ShouldJoinPlayerBattles { get; set; }
Property Value
SiegeEvent
public SiegeEvent SiegeEvent { get; }
Property Value
Speed
public float Speed { get; }
Property Value
SpeedExplained
public ExplainedNumber SpeedExplained { get; }
Property Value
StationaryStartTime
[SaveableProperty(1960)]
public CampaignTime StationaryStartTime { get; }
Property Value
TargetParty
public MobileParty TargetParty { get; }
Property Value
TargetPosition
public Vec2 TargetPosition { get; }
Property Value
TargetSettlement
public Settlement TargetSettlement { get; }
Property Value
ThinkParamsCache
[CachedData]
public PartyThinkParams ThinkParamsCache { get; }
Property Value
TotalFoodAtInventory
public int TotalFoodAtInventory { get; }
Property Value
TotalWage
public int TotalWage { get; }
Property Value
TotalWageExplained
public ExplainedNumber TotalWageExplained { get; }
Property Value
TotalWeightCarried
public float TotalWeightCarried { get; }
Property Value
VersionNo
[CachedData]
public int VersionNo { get; }
Property Value
VisualPosition2DWithoutError
public Vec2 VisualPosition2DWithoutError { get; }
Property Value
WarPartyComponent
public WarPartyComponent WarPartyComponent { get; }
Property Value
Methods
AddElementToMemberRoster(CharacterObject, int, bool)
public int AddElementToMemberRoster(CharacterObject element, int numberToAdd, bool insertAtFront = false)
Parameters
element
CharacterObjectnumberToAdd
intinsertAtFront
bool
Returns
AddPrisoner(CharacterObject, int)
public int AddPrisoner(CharacterObject element, int numberToAdd)
Parameters
element
CharacterObjectnumberToAdd
int
Returns
AddTaxGold(int)
public void AddTaxGold(int amount)
Parameters
amount
int
AfterLoad()
protected override void AfterLoad()
AutoGeneratedInstanceCollectObjects(List<object>)
protected override void AutoGeneratedInstanceCollectObjects(List<object> collectedObjects)
Parameters
CanPayMoreWage()
public bool CanPayMoreWage()
Returns
ChangePartyLeader(Hero)
public void ChangePartyLeader(Hero newLeader)
Parameters
newLeader
Hero
CheckTracked(BasicCharacterObject)
public bool CheckTracked(BasicCharacterObject basicCharacter)
Parameters
basicCharacter
BasicCharacterObject
Returns
ComputeIsWaiting()
public bool ComputeIsWaiting()
Returns
CreateParty(string, PartyComponent, OnPartyComponentCreatedDelegate)
public static MobileParty CreateParty(string stringId, PartyComponent component, PartyComponent.OnPartyComponentCreatedDelegate delegateFunction = null)
Parameters
stringId
stringcomponent
PartyComponentdelegateFunction
PartyComponent.OnPartyComponentCreatedDelegate
Returns
FindNextLocatable(ref LocatableSearchData<MobileParty>)
public static MobileParty FindNextLocatable(ref LocatableSearchData<MobileParty> data)
Parameters
Returns
GetEffectiveRoleHolder(PerkRole)
public Hero GetEffectiveRoleHolder(SkillEffect.PerkRole perkRole)
Parameters
perkRole
SkillEffect.PerkRole
Returns
GetHeroPerkRole(Hero)
public SkillEffect.PerkRole GetHeroPerkRole(Hero hero)
Parameters
hero
Hero
Returns
GetLogicalPosition()
public Vec3 GetLogicalPosition()
Returns
GetMountAndHarnessVisualIdsForPartyIcon(out string, out string)
public void GetMountAndHarnessVisualIdsForPartyIcon(out string mountStringId, out string harnessStringId)
Parameters
GetNumDaysForFoodToLast()
public int GetNumDaysForFoodToLast()
Returns
GetPosition()
public Vec3 GetPosition()
Returns
GetRoleHolder(PerkRole)
public Hero GetRoleHolder(SkillEffect.PerkRole perkRole)
Parameters
perkRole
SkillEffect.PerkRole
Returns
GetTotalStrengthWithFollowers(bool)
public float GetTotalStrengthWithFollowers(bool includeNonAttachedArmyMembers = true)
Parameters
includeNonAttachedArmyMembers
bool
Returns
GetTrackDistanceToMainAgent()
public float GetTrackDistanceToMainAgent()
Returns
HasLimitedWage()
public bool HasLimitedWage()
Returns
HasPerk(PerkObject, bool)
public bool HasPerk(PerkObject perk, bool checkSecondaryRole = false)
Parameters
perk
PerkObjectcheckSecondaryRole
bool
Returns
IgnoreByOtherPartiesTill(CampaignTime)
public void IgnoreByOtherPartiesTill(CampaignTime time)
Parameters
time
CampaignTime
IgnoreForHours(float)
public void IgnoreForHours(float hours)
Parameters
hours
float
Initialize()
public override void Initialize()
InitializeMobilePartyAroundPosition(PartyTemplateObject, Vec2, float, float, int)
public void InitializeMobilePartyAroundPosition(PartyTemplateObject pt, Vec2 position, float spawnRadius, float minSpawnRadius = 0, int troopNumberLimit = -1)
Parameters
pt
PartyTemplateObjectposition
Vec2spawnRadius
floatminSpawnRadius
floattroopNumberLimit
int
InitializeMobilePartyAroundPosition(TroopRoster, TroopRoster, Vec2, float, float)
public void InitializeMobilePartyAroundPosition(TroopRoster memberRoster, TroopRoster prisonerRoster, Vec2 position, float spawnRadius, float minSpawnRadius = 0)
Parameters
memberRoster
TroopRosterprisonerRoster
TroopRosterposition
Vec2spawnRadius
floatminSpawnRadius
float
InitializeMobilePartyAtPosition(PartyTemplateObject, Vec2, int)
public void InitializeMobilePartyAtPosition(PartyTemplateObject pt, Vec2 position, int troopNumberLimit = -1)
Parameters
pt
PartyTemplateObjectposition
Vec2troopNumberLimit
int
InitializeMobilePartyAtPosition(TroopRoster, TroopRoster, Vec2)
public void InitializeMobilePartyAtPosition(TroopRoster memberRoster, TroopRoster prisonerRoster, Vec2 position)
Parameters
memberRoster
TroopRosterprisonerRoster
TroopRosterposition
Vec2
InitializePartyTrade(int)
public void InitializePartyTrade(int initialGold)
Parameters
initialGold
int
IsSpotted()
public bool IsSpotted()
Returns
IsWageLimitExceeded()
public bool IsWageLimitExceeded()
Returns
OnBeforeLoad()
protected override void OnBeforeLoad()
OnGameInitialized()
public void OnGameInitialized()
PreAfterLoad()
protected override void PreAfterLoad()
RemoveHeroPerkRole(Hero)
public void RemoveHeroPerkRole(Hero hero)
Parameters
hero
Hero
RemoveParty()
public void RemoveParty()
RemovePartyLeader()
public void RemovePartyLeader()
ResetTargetParty()
public void ResetTargetParty()
SetCustomHomeSettlement(Settlement)
public void SetCustomHomeSettlement(Settlement customHomeSettlement)
Parameters
customHomeSettlement
Settlement
SetCustomName(TextObject)
public void SetCustomName(TextObject name)
Parameters
name
TextObject
SetDisorganized(bool)
public void SetDisorganized(bool isDisorganized)
Parameters
isDisorganized
bool
SetHeroPerkRole(Hero, PerkRole)
public void SetHeroPerkRole(Hero hero, SkillEffect.PerkRole perkRole)
Parameters
hero
HeroperkRole
SkillEffect.PerkRole
SetPartyEngineer(Hero)
public void SetPartyEngineer(Hero hero)
Parameters
hero
Hero
SetPartyObjective(PartyObjective)
public void SetPartyObjective(MobileParty.PartyObjective objective)
Parameters
objective
MobileParty.PartyObjective
SetPartyQuartermaster(Hero)
public void SetPartyQuartermaster(Hero hero)
Parameters
hero
Hero
SetPartyScout(Hero)
public void SetPartyScout(Hero hero)
Parameters
hero
Hero
SetPartySurgeon(Hero)
public void SetPartySurgeon(Hero hero)
Parameters
hero
Hero
SetPartyUsedByQuest(bool)
public void SetPartyUsedByQuest(bool isActivelyUsed)
Parameters
isActivelyUsed
bool
SetWagePaymentLimit(int)
public void SetWagePaymentLimit(int newLimit)
Parameters
newLimit
int
StartFindingLocatablesAroundPosition(Vec2, float)
public static LocatableSearchData<MobileParty> StartFindingLocatablesAroundPosition(Vec2 position, float radius)
Parameters
Returns
ToString()
public override string ToString()
Returns
UpdatePartyComponentFlags()
public void UpdatePartyComponentFlags()
UpdateVersionNo()
public void UpdateVersionNo()
ValidateSpeed()
public void ValidateSpeed()
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).