Class FormationQuerySystem
- Namespace
- TaleWorlds.MountAndBlade
- Assembly
- TaleWorlds.MountAndBlade.dll
public class FormationQuerySystem
- Inheritance
-
FormationQuerySystem
- Inherited Members
Constructors
FormationQuerySystem(Formation)
public FormationQuerySystem(Formation formation)
Parameters
formation
Formation
Fields
Formation
public readonly Formation Formation
Field Value
Properties
AverageAllyPosition
public Vec2 AverageAllyPosition { get; }
Property Value
AveragePosition
public Vec2 AveragePosition { get; }
Property Value
CasualtyRatio
public float CasualtyRatio { get; }
Property Value
CavalryUnitRatio
public float CavalryUnitRatio { get; }
Property Value
ClosestEnemyAgent
public Agent ClosestEnemyAgent { get; }
Property Value
ClosestEnemyFormation
public FormationQuerySystem ClosestEnemyFormation { get; }
Property Value
ClosestSignificantlyLargeEnemyFormation
public FormationQuerySystem ClosestSignificantlyLargeEnemyFormation { get; }
Property Value
CurrentVelocity
public Vec2 CurrentVelocity { get; }
Property Value
EstimatedDirection
public Vec2 EstimatedDirection { get; }
Property Value
EstimatedInterval
public float EstimatedInterval { get; }
Property Value
FastestSignificantlyLargeEnemyFormation
public FormationQuerySystem FastestSignificantlyLargeEnemyFormation { get; }
Property Value
FormationIntegrityData
public FormationQuerySystem.FormationIntegrityDataGroup FormationIntegrityData { get; }
Property Value
FormationMeleeFightingPower
public float FormationMeleeFightingPower { get; }
Property Value
FormationPower
public float FormationPower { get; }
Property Value
GetCavalryUnitRatioWithoutExpiration
public float GetCavalryUnitRatioWithoutExpiration { get; }
Property Value
GetRangedCavalryUnitRatioWithoutExpiration
public float GetRangedCavalryUnitRatioWithoutExpiration { get; }
Property Value
HasShield
public bool HasShield { get; }
Property Value
HasShieldUnitRatio
public float HasShieldUnitRatio { get; }
Property Value
HasThrowing
public bool HasThrowing { get; }
Property Value
HasThrowingUnitRatio
public float HasThrowingUnitRatio { get; }
Property Value
HighGroundCloseToForeseenBattleGround
public Vec2 HighGroundCloseToForeseenBattleGround { get; }
Property Value
IdealAverageDisplacement
public float IdealAverageDisplacement { get; }
Property Value
InfantryUnitRatio
public float InfantryUnitRatio { get; }
Property Value
InsideCastleUnitCountIncludingUnpositioned
public int InsideCastleUnitCountIncludingUnpositioned { get; }
Property Value
InsideCastleUnitCountPositioned
public int InsideCastleUnitCountPositioned { get; }
Property Value
IsCavalryFormation
public bool IsCavalryFormation { get; }
Property Value
IsInfantryFormation
public bool IsInfantryFormation { get; }
Property Value
IsMeleeFormation
public bool IsMeleeFormation { get; }
Property Value
IsRangedCavalryFormation
public bool IsRangedCavalryFormation { get; }
Property Value
IsRangedFormation
public bool IsRangedFormation { get; }
Property Value
IsUnderRangedAttack
public bool IsUnderRangedAttack { get; }
Property Value
LocalAllyPower
public float LocalAllyPower { get; }
Property Value
LocalAllyUnits
public MBList<Agent> LocalAllyUnits { get; }
Property Value
LocalCavalryUnitRatio
public float LocalCavalryUnitRatio { get; }
Property Value
LocalEnemyPower
public float LocalEnemyPower { get; }
Property Value
LocalEnemyUnits
public MBList<Agent> LocalEnemyUnits { get; }
Property Value
LocalInfantryUnitRatio
public float LocalInfantryUnitRatio { get; }
Property Value
LocalPowerRatio
public float LocalPowerRatio { get; }
Property Value
LocalRangedCavalryUnitRatio
public float LocalRangedCavalryUnitRatio { get; }
Property Value
LocalRangedUnitRatio
public float LocalRangedUnitRatio { get; }
Property Value
MainClass
public FormationClass MainClass { get; }
Property Value
MainFormation
public Formation MainFormation { get; }
Property Value
MainFormationReliabilityFactor
public float MainFormationReliabilityFactor { get; }
Property Value
MakingRangedAttackRatio
public float MakingRangedAttackRatio { get; }
Property Value
MaximumMissileRange
public float MaximumMissileRange { get; }
Property Value
MedianPosition
public WorldPosition MedianPosition { get; }
Property Value
MissileRangeAdjusted
public float MissileRangeAdjusted { get; }
Property Value
MovementSpeed
public float MovementSpeed { get; }
Property Value
MovementSpeedMaximum
public float MovementSpeedMaximum { get; }
Property Value
RangedCavalryUnitRatio
public float RangedCavalryUnitRatio { get; }
Property Value
RangedUnitRatio
public float RangedUnitRatio { get; }
Property Value
Team
public TeamQuerySystem Team { get; }
Property Value
UnderRangedAttackRatio
public float UnderRangedAttackRatio { get; }
Property Value
WeightedAverageEnemyPosition
public Vec2 WeightedAverageEnemyPosition { get; }
Property Value
Methods
EvaluateAllPreliminaryQueryData()
public void EvaluateAllPreliminaryQueryData()
Expire()
public void Expire()
ExpireAfterUnitAddRemove()
public void ExpireAfterUnitAddRemove()
ForceExpireCavalryUnitRatio()
public void ForceExpireCavalryUnitRatio()
GetAveragePositionWithMaxAge(float)
public Vec2 GetAveragePositionWithMaxAge(float age)
Parameters
age
float
Returns
GetClassWeightedFactor(float, float, float, float)
public float GetClassWeightedFactor(float infantryWeight, float rangedWeight, float cavalryWeight, float rangedCavalryWeight)
Parameters
Returns
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).