Table of Contents

Class TacticComponent

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public abstract class TacticComponent
Inheritance
TacticComponent
Derived
Inherited Members

Constructors

TacticComponent(Team)

protected TacticComponent(Team team)

Parameters

team Team

Fields

AttackHornSoundIndex

public static readonly int AttackHornSoundIndex

Field Value

int

IsTacticReapplyNeeded

protected bool IsTacticReapplyNeeded

Field Value

bool

MoveHornSoundIndex

public static readonly int MoveHornSoundIndex

Field Value

int

RetreatHornSoundIndex

public static readonly int RetreatHornSoundIndex

Field Value

int

_AIControlledFormationCount

protected int _AIControlledFormationCount

Field Value

int

_archers

protected Formation _archers

Field Value

Formation

_leftCavalry

protected Formation _leftCavalry

Field Value

Formation

_mainInfantry

protected Formation _mainInfantry

Field Value

Formation

_rangedCavalry

protected Formation _rangedCavalry

Field Value

Formation

_rightCavalry

protected Formation _rightCavalry

Field Value

Formation

Properties

AreFormationsCreated

protected bool AreFormationsCreated { get; }

Property Value

bool

FormationsIncludingEmpty

protected MBList<Formation> FormationsIncludingEmpty { get; }

Property Value

MBList<Formation>

FormationsIncludingSpecialAndEmpty

protected MBList<Formation> FormationsIncludingSpecialAndEmpty { get; }

Property Value

MBList<Formation>

Team

public Team Team { get; protected set; }

Property Value

Team

Methods

AssignTacticFormations1121()

protected void AssignTacticFormations1121()

CalculateNotEngagingTacticalAdvantage(TeamQuerySystem)

protected static float CalculateNotEngagingTacticalAdvantage(TeamQuerySystem team)

Parameters

team TeamQuerySystem

Returns

float

CheckAndDetermineFormation(ref Formation, Func<Formation, bool>)

protected bool CheckAndDetermineFormation(ref Formation formation, Func<Formation, bool> isEligible)

Parameters

formation Formation
isEligible Func<Formation, bool>

Returns

bool

CheckAndSetAvailableFormationsChanged()

protected virtual bool CheckAndSetAvailableFormationsChanged()

Returns

bool

ChooseAndSortByPriority(IEnumerable<Formation>, Func<Formation, bool>, Func<Formation, bool>, Func<Formation, float>)

protected static List<Formation> ChooseAndSortByPriority(IEnumerable<Formation> formations, Func<Formation, bool> isEligible, Func<Formation, bool> isPrioritized, Func<Formation, float> score)

Parameters

formations IEnumerable<Formation>
isEligible Func<Formation, bool>
isPrioritized Func<Formation, bool>
score Func<Formation, float>

Returns

List<Formation>

ConsolidateFormations(List<Formation>, int)

protected List<Formation> ConsolidateFormations(List<Formation> formationsToBeConsolidated, int neededCount)

Parameters

formationsToBeConsolidated List<Formation>
neededCount int

Returns

List<Formation>

DebugTick(float)

[Conditional("DEBUG")]
protected virtual void DebugTick(float dt)

Parameters

dt float

GetFormationEffectivenessOverOrder(Formation, OrderType, IOrderable)

protected static float GetFormationEffectivenessOverOrder(Formation formation, OrderType orderType, IOrderable targetObject = null)

Parameters

formation Formation
orderType OrderType
targetObject IOrderable

Returns

float

GetFormationGroupEffectivenessOverOrder(IEnumerable<Formation>, OrderType, IOrderable)

protected static float GetFormationGroupEffectivenessOverOrder(IEnumerable<Formation> formationGroup, OrderType orderType, IOrderable targetObject = null)

Parameters

formationGroup IEnumerable<Formation>
orderType OrderType
targetObject IOrderable

Returns

float

GetTacticWeight()

protected virtual float GetTacticWeight()

Returns

float

ManageFormationCounts()

protected virtual void ManageFormationCounts()

ManageFormationCounts(int, int, int, int)

protected void ManageFormationCounts(int infantryCount, int rangedCount, int cavalryCount, int rangedCavalryCount)

Parameters

infantryCount int
rangedCount int
cavalryCount int
rangedCavalryCount int

OnApply()

protected virtual void OnApply()

OnCancel()

protected virtual void OnCancel()

ResetTactic()

public void ResetTactic()

ResetTacticalPositions()

protected virtual bool ResetTacticalPositions()

Returns

bool

SetDefaultBehaviorWeights(Formation)

public static void SetDefaultBehaviorWeights(Formation f)

Parameters

f Formation

SoundTacticalHorn(int)

protected void SoundTacticalHorn(int soundCode)

Parameters

soundCode int

SplitFormationClassIntoGivenNumber(Func<Formation, bool>, int)

protected void SplitFormationClassIntoGivenNumber(Func<Formation, bool> formationClass, int count)

Parameters

formationClass Func<Formation, bool>
count int

StopUsingAllMachines()

protected virtual void StopUsingAllMachines()

StopUsingAllRangedSiegeWeapons()

protected void StopUsingAllRangedSiegeWeapons()

TickOccasionally()

protected virtual void TickOccasionally()

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