Table of Contents

Class OrderController

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public class OrderController
Inheritance
OrderController
Inherited Members

Constructors

OrderController(Mission, Team, Agent)

public OrderController(Mission mission, Team team, Agent owner)

Parameters

mission Mission
team Team
owner Agent

Fields

FormationGapInLine

public const float FormationGapInLine = 1.5

Field Value

float

Owner

public Agent Owner

Field Value

Agent

Properties

FormationUpdateEnabledAfterSetOrder

public bool FormationUpdateEnabledAfterSetOrder { get; }

Property Value

bool

SelectedFormations

public MBReadOnlyList<Formation> SelectedFormations { get; }

Property Value

MBReadOnlyList<Formation>

SiegeWeaponController

public SiegeWeaponController SiegeWeaponController { get; }

Property Value

SiegeWeaponController

simulationFormations

public Dictionary<Formation, Formation> simulationFormations { get; }

Property Value

Dictionary<Formation, Formation>

Methods

AddOrderOverride(Func<Formation, MovementOrder, MovementOrder>)

public void AddOrderOverride(Func<Formation, MovementOrder, MovementOrder> orderOverride)

Parameters

orderOverride Func<Formation, MovementOrder, MovementOrder>

BackupAndDisableGesturesEnabled()

public bool BackupAndDisableGesturesEnabled()

Returns

bool

ClearSelectedFormations()

public void ClearSelectedFormations()

DeselectFormation(Formation)

public void DeselectFormation(Formation formation)

Parameters

formation Formation

GetActiveAIControlOrderOf(Formation)

public static OrderType GetActiveAIControlOrderOf(Formation formation)

Parameters

formation Formation

Returns

OrderType

GetActiveArrangementOrderOf(Formation)

public static OrderType GetActiveArrangementOrderOf(Formation formation)

Parameters

formation Formation

Returns

OrderType

GetActiveFacingOrderOf(Formation)

public static OrderType GetActiveFacingOrderOf(Formation formation)

Parameters

formation Formation

Returns

OrderType

GetActiveFiringOrderOf(Formation)

public static OrderType GetActiveFiringOrderOf(Formation formation)

Parameters

formation Formation

Returns

OrderType

GetActiveFormOrderOf(Formation)

public static OrderType GetActiveFormOrderOf(Formation formation)

Parameters

formation Formation

Returns

OrderType

GetActiveMovementOrderOf(Formation)

public static OrderType GetActiveMovementOrderOf(Formation formation)

Parameters

formation Formation

Returns

OrderType

GetActiveRidingOrderOf(Formation)

public static OrderType GetActiveRidingOrderOf(Formation formation)

Parameters

formation Formation

Returns

OrderType

GetOrderFormCustomWidth(IEnumerable<Formation>, Vec3)

public static float GetOrderFormCustomWidth(IEnumerable<Formation> formations, Vec3 orderPosition)

Parameters

formations IEnumerable<Formation>
orderPosition Vec3

Returns

float

GetOrderLookAtDirection(IEnumerable<Formation>, Vec2)

public static Vec2 GetOrderLookAtDirection(IEnumerable<Formation> formations, Vec2 target)

Parameters

formations IEnumerable<Formation>
target Vec2

Returns

Vec2

GetOverridenOrderType(Formation)

public OrderType GetOverridenOrderType(Formation formation)

Parameters

formation Formation

Returns

OrderType

IsFormationListening(Formation)

public bool IsFormationListening(Formation formation)

Parameters

formation Formation

Returns

bool

IsFormationSelectable(Formation)

public bool IsFormationSelectable(Formation formation)

Parameters

formation Formation

Returns

bool

RearrangeFormationsAccordingToFilters(Team, List<Tuple<Formation, int, TroopFilter, List<Agent>>>)

public void RearrangeFormationsAccordingToFilters(Team team, List<Tuple<Formation, int, Team.TroopFilter, List<Agent>>> MassTransferData)

Parameters

team Team
MassTransferData List<Tuple<Formation, int, Team.TroopFilter, List<Agent>>>

RestoreGesturesEnabled(bool)

public void RestoreGesturesEnabled(bool oldValue)

Parameters

oldValue bool

SelectAllFormations(bool)

public void SelectAllFormations(bool uiFeedback = false)

Parameters

uiFeedback bool

SelectFormation(Formation)

public void SelectFormation(Formation formation)

Parameters

formation Formation

SetOrder(OrderType)

public void SetOrder(OrderType orderType)

Parameters

orderType OrderType

SetOrderWithAgent(OrderType, Agent)

public void SetOrderWithAgent(OrderType orderType, Agent agent)

Parameters

orderType OrderType
agent Agent

SetOrderWithFormation(OrderType, Formation)

public void SetOrderWithFormation(OrderType orderType, Formation orderFormation)

Parameters

orderType OrderType
orderFormation Formation

SetOrderWithFormationAndNumber(OrderType, Formation, int)

public void SetOrderWithFormationAndNumber(OrderType orderType, Formation orderFormation, int number)

Parameters

orderType OrderType
orderFormation Formation
number int

SetOrderWithFormationAndPercentage(OrderType, Formation, float)

public void SetOrderWithFormationAndPercentage(OrderType orderType, Formation orderFormation, float percentage)

Parameters

orderType OrderType
orderFormation Formation
percentage float

SetOrderWithOrderableObject(IOrderable)

public void SetOrderWithOrderableObject(IOrderable target)

Parameters

target IOrderable

SetOrderWithPosition(OrderType, WorldPosition)

public void SetOrderWithPosition(OrderType orderType, WorldPosition orderPosition)

Parameters

orderType OrderType
orderPosition WorldPosition

SetOrderWithTwoPositions(OrderType, WorldPosition, WorldPosition)

public void SetOrderWithTwoPositions(OrderType orderType, WorldPosition position1, WorldPosition position2)

Parameters

orderType OrderType
position1 WorldPosition
position2 WorldPosition

SimulateDestinationFrames(out List<WorldPosition>, float)

public void SimulateDestinationFrames(out List<WorldPosition> simulationAgentFrames, float minDistance = 3)

Parameters

simulationAgentFrames List<WorldPosition>
minDistance float

SimulateNewCustomWidthOrder(float, out List<WorldPosition>)

public void SimulateNewCustomWidthOrder(float width, out List<WorldPosition> simulationAgentFrames)

Parameters

width float
simulationAgentFrames List<WorldPosition>

SimulateNewFacingOrder(Vec2, out List<WorldPosition>)

public void SimulateNewFacingOrder(Vec2 direction, out List<WorldPosition> simulationAgentFrames)

Parameters

direction Vec2
simulationAgentFrames List<WorldPosition>

SimulateNewOrderWithPositionAndDirection(IEnumerable<Formation>, Dictionary<Formation, Formation>, WorldPosition, WorldPosition, out List<(Formation, int, float, WorldPosition, Vec2)>, out bool, bool)

public static void SimulateNewOrderWithPositionAndDirection(IEnumerable<Formation> formations, Dictionary<Formation, Formation> simulationFormations, WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List<(Formation, int, float, WorldPosition, Vec2)> formationChanges, out bool isLineShort, bool isFormationLayoutVertical = true)

Parameters

formations IEnumerable<Formation>
simulationFormations Dictionary<Formation, Formation>
formationLineBegin WorldPosition
formationLineEnd WorldPosition
formationChanges List<(Formation, int, float, WorldPosition, Vec2)>
isLineShort bool
isFormationLayoutVertical bool

SimulateNewOrderWithPositionAndDirection(IEnumerable<Formation>, Dictionary<Formation, Formation>, WorldPosition, WorldPosition, out List<WorldPosition>, bool)

public static void SimulateNewOrderWithPositionAndDirection(IEnumerable<Formation> formations, Dictionary<Formation, Formation> simulationFormations, WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List<WorldPosition> simulationAgentFrames, bool isFormationLayoutVertical = true)

Parameters

formations IEnumerable<Formation>
simulationFormations Dictionary<Formation, Formation>
formationLineBegin WorldPosition
formationLineEnd WorldPosition
simulationAgentFrames List<WorldPosition>
isFormationLayoutVertical bool

SimulateNewOrderWithPositionAndDirection(WorldPosition, WorldPosition, out List<WorldPosition>, bool)

public void SimulateNewOrderWithPositionAndDirection(WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List<WorldPosition> simulationAgentFrames, bool isFormationLayoutVertical)

Parameters

formationLineBegin WorldPosition
formationLineEnd WorldPosition
simulationAgentFrames List<WorldPosition>
isFormationLayoutVertical bool

SortFormationsForHorizontalLayout(IEnumerable<Formation>)

public static IEnumerable<Formation> SortFormationsForHorizontalLayout(IEnumerable<Formation> formations)

Parameters

formations IEnumerable<Formation>

Returns

IEnumerable<Formation>

SplitFormation(Formation, int)

public IEnumerable<Formation> SplitFormation(Formation formation, int count = 2)

Parameters

formation Formation
count int

Returns

IEnumerable<Formation>

TickDebug()

[Conditional("DEBUG")]
public void TickDebug()

TransferUnitWithPriorityFunction(Formation, int, bool, bool, bool, bool, bool, bool, bool, List<Agent>)

public void TransferUnitWithPriorityFunction(Formation orderFormation, int number, bool hasShield, bool hasSpear, bool hasThrown, bool isHeavy, bool isRanged, bool isMounted, bool excludeBannerman, List<Agent> excludedAgents)

Parameters

orderFormation Formation
number int
hasShield bool
hasSpear bool
hasThrown bool
isHeavy bool
isRanged bool
isMounted bool
excludeBannerman bool
excludedAgents List<Agent>

TransferUnits(Formation, Formation, int)

public void TransferUnits(Formation source, Formation target, int count)

Parameters

source Formation
target Formation
count int

Events

OnOrderIssued

public event OnOrderIssuedDelegate OnOrderIssued

Event Type

OnOrderIssuedDelegate

OnSelectedFormationsChanged

public event Action OnSelectedFormationsChanged

Event Type

Action

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