Table of Contents

Class Town

Namespace
TaleWorlds.CampaignSystem.Settlements
Assembly
TaleWorlds.CampaignSystem.dll
public class Town : Fief
Inheritance
Town
Inherited Members

Constructors

Town()

public Town()

Fields

BesiegerCampPositions1

[CachedData]
public MatrixFrame[] BesiegerCampPositions1

Field Value

MatrixFrame[]

BesiegerCampPositions2

[CachedData]
public MatrixFrame[] BesiegerCampPositions2

Field Value

MatrixFrame[]

BoostBuildingProcess

[SaveableField(1008)]
public int BoostBuildingProcess

Field Value

int

Buildings

[SaveableField(1006)]
public MBList<Building> Buildings

Field Value

MBList<Building>

BuildingsInProgress

[SaveableField(1007)]
public Queue<Building> BuildingsInProgress

Field Value

Queue<Building>

GarrisonAutoRecruitmentIsEnabled

[SaveableField(1016)]
public bool GarrisonAutoRecruitmentIsEnabled

Field Value

bool

InRebelliousState

[SaveableField(1011)]
public bool InRebelliousState

Field Value

bool

Properties

AllCastles

public static MBReadOnlyList<Town> AllCastles { get; }

Property Value

MBReadOnlyList<Town>

AllFiefs

public static IEnumerable<Town> AllFiefs { get; }

Property Value

IEnumerable<Town>

AllTowns

public static MBReadOnlyList<Town> AllTowns { get; }

Property Value

MBReadOnlyList<Town>

Construction

public float Construction { get; }

Property Value

float

ConstructionExplanation

public ExplainedNumber ConstructionExplanation { get; }

Property Value

ExplainedNumber

Culture

public CultureObject Culture { get; }

Property Value

CultureObject

CurrentBuilding

public Building CurrentBuilding { get; }

Property Value

Building

CurrentDefaultBuilding

public Building CurrentDefaultBuilding { get; }

Property Value

Building

FoodChange

public float FoodChange { get; }

Property Value

float

FoodChangeExplanation

public ExplainedNumber FoodChangeExplanation { get; }

Property Value

ExplainedNumber

FoodChangeWithoutMarketStocks

public float FoodChangeWithoutMarketStocks { get; }

Property Value

float

GarrisonChange

public int GarrisonChange { get; }

Property Value

int

GarrisonChangeAutoRecruitment

public int GarrisonChangeAutoRecruitment { get; }

Property Value

int

GarrisonChangeExplanation

public ExplainedNumber GarrisonChangeExplanation { get; }

Property Value

ExplainedNumber

Governor

public Hero Governor { get; set; }

Property Value

Hero

HasTournament

public bool HasTournament { get; }

Property Value

bool

IsCastle

public override bool IsCastle { get; }

Property Value

bool

IsTown

public override bool IsTown { get; }

Property Value

bool

IsUnderSiege

public bool IsUnderSiege { get; }

Property Value

bool

LastCapturedBy

[SaveableProperty(1030)]
public Clan LastCapturedBy { get; set; }

Property Value

Clan

Loyalty

public float Loyalty { get; set; }

Property Value

float

LoyaltyChange

public float LoyaltyChange { get; }

Property Value

float

LoyaltyChangeExplanation

public ExplainedNumber LoyaltyChangeExplanation { get; }

Property Value

ExplainedNumber

MapFaction

public IFaction MapFaction { get; }

Property Value

IFaction

MarketData

public TownMarketData MarketData { get; }

Property Value

TownMarketData

MilitiaChange

public float MilitiaChange { get; }

Property Value

float

MilitiaChangeExplanation

public ExplainedNumber MilitiaChangeExplanation { get; }

Property Value

ExplainedNumber

OwnerClan

public Clan OwnerClan { get; set; }

Property Value

Clan

Prosperity

public float Prosperity { get; set; }

Property Value

float

ProsperityChange

public float ProsperityChange { get; }

Property Value

float

ProsperityChangeExplanation

public ExplainedNumber ProsperityChangeExplanation { get; }

Property Value

ExplainedNumber

Security

public float Security { get; set; }

Property Value

float

SecurityChange

public float SecurityChange { get; }

Property Value

float

SecurityChangeExplanation

public ExplainedNumber SecurityChangeExplanation { get; }

Property Value

ExplainedNumber

SoldItems

public IReadOnlyCollection<Town.SellLog> SoldItems { get; }

Property Value

IReadOnlyCollection<Town.SellLog>

TradeBoundVillages

public MBReadOnlyList<Village> TradeBoundVillages { get; }

Property Value

MBReadOnlyList<Village>

TradeTaxAccumulated

public int TradeTaxAccumulated { get; set; }

Property Value

int

Villages

[CachedData]
public MBReadOnlyList<Village> Villages { get; }

Property Value

MBReadOnlyList<Village>

Workshops

[SaveableProperty(1005)]
public Workshop[] Workshops { get; protected set; }

Property Value

Workshop[]

Methods

AfterLoad()

protected override void AfterLoad()

AutoGeneratedInstanceCollectObjects(List<object>)

protected override void AutoGeneratedInstanceCollectObjects(List<object> collectedObjects)

Parameters

collectedObjects List<object>

Deserialize(MBObjectManager, XmlNode)

public override void Deserialize(MBObjectManager objectManager, XmlNode node)

Parameters

objectManager MBObjectManager
node XmlNode

FoodStocksUpperLimit()

public int FoodStocksUpperLimit()

Returns

int

GetDefenderParties(BattleTypes)

public IEnumerable<PartyBase> GetDefenderParties(MapEvent.BattleTypes battleType)

Parameters

battleType MapEvent.BattleTypes

Returns

IEnumerable<PartyBase>

GetEffectOfBuildings(BuildingEffectEnum)

public float GetEffectOfBuildings(BuildingEffectEnum buildingEffect)

Parameters

buildingEffect BuildingEffectEnum

Returns

float

GetItemCategoryPriceIndex(ItemCategory)

public float GetItemCategoryPriceIndex(ItemCategory itemCategory)

Parameters

itemCategory ItemCategory

Returns

float

GetItemPrice(EquipmentElement, MobileParty, bool)

public override int GetItemPrice(EquipmentElement itemRosterElement, MobileParty tradingParty = null, bool isSelling = false)

Parameters

itemRosterElement EquipmentElement
tradingParty MobileParty
isSelling bool

Returns

int

GetItemPrice(ItemObject, MobileParty, bool)

public override int GetItemPrice(ItemObject item, MobileParty tradingParty = null, bool isSelling = false)

Parameters

item ItemObject
tradingParty MobileParty
isSelling bool

Returns

int

GetNextDefenderParty(ref int, BattleTypes)

public PartyBase GetNextDefenderParty(ref int partyIndex, MapEvent.BattleTypes battleType)

Parameters

partyIndex int
battleType MapEvent.BattleTypes

Returns

PartyBase

GetProsperityLevel()

public override SettlementComponent.ProsperityLevel GetProsperityLevel()

Returns

SettlementComponent.ProsperityLevel

GetWallLevel()

public int GetWallLevel()

Returns

int

InitializeWorkshops(int)

public void InitializeWorkshops(int count)

Parameters

count int

OnInit()

public override void OnInit()

OnInventoryUpdated(ItemRosterElement, int)

protected override void OnInventoryUpdated(ItemRosterElement item, int count)

Parameters

item ItemRosterElement
count int

PreAfterLoad()

protected override void PreAfterLoad()

SetSoldItems(IEnumerable<SellLog>)

public void SetSoldItems(IEnumerable<Town.SellLog> logList)

Parameters

logList IEnumerable<Town.SellLog>

ToString()

public override string ToString()

Returns

string

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