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
IsTacticReapplyNeeded
protected bool IsTacticReapplyNeeded
Field Value
MoveHornSoundIndex
public static readonly int MoveHornSoundIndex
Field Value
RetreatHornSoundIndex
public static readonly int RetreatHornSoundIndex
Field Value
_AIControlledFormationCount
protected int _AIControlledFormationCount
Field Value
_archers
protected Formation _archers
Field Value
_leftCavalry
protected Formation _leftCavalry
Field Value
_mainInfantry
protected Formation _mainInfantry
Field Value
_rangedCavalry
protected Formation _rangedCavalry
Field Value
_rightCavalry
protected Formation _rightCavalry
Field Value
Properties
AreFormationsCreated
protected bool AreFormationsCreated { get; }
Property Value
FormationsIncludingEmpty
protected MBList<Formation> FormationsIncludingEmpty { get; }
Property Value
FormationsIncludingSpecialAndEmpty
protected MBList<Formation> FormationsIncludingSpecialAndEmpty { get; }
Property Value
Team
public Team Team { get; protected set; }
Property Value
Methods
AssignTacticFormations1121()
protected void AssignTacticFormations1121()
CalculateNotEngagingTacticalAdvantage(TeamQuerySystem)
protected static float CalculateNotEngagingTacticalAdvantage(TeamQuerySystem team)
Parameters
team
TeamQuerySystem
Returns
CheckAndDetermineFormation(ref Formation, Func<Formation, bool>)
protected bool CheckAndDetermineFormation(ref Formation formation, Func<Formation, bool> isEligible)
Parameters
Returns
CheckAndSetAvailableFormationsChanged()
protected virtual bool CheckAndSetAvailableFormationsChanged()
Returns
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
ConsolidateFormations(List<Formation>, int)
protected List<Formation> ConsolidateFormations(List<Formation> formationsToBeConsolidated, int neededCount)
Parameters
Returns
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
FormationorderType
OrderTypetargetObject
IOrderable
Returns
GetFormationGroupEffectivenessOverOrder(IEnumerable<Formation>, OrderType, IOrderable)
protected static float GetFormationGroupEffectivenessOverOrder(IEnumerable<Formation> formationGroup, OrderType orderType, IOrderable targetObject = null)
Parameters
formationGroup
IEnumerable<Formation>orderType
OrderTypetargetObject
IOrderable
Returns
GetTacticWeight()
protected virtual float GetTacticWeight()
Returns
ManageFormationCounts()
protected virtual void ManageFormationCounts()
ManageFormationCounts(int, int, int, int)
protected void ManageFormationCounts(int infantryCount, int rangedCount, int cavalryCount, int rangedCavalryCount)
Parameters
OnApply()
protected virtual void OnApply()
OnCancel()
protected virtual void OnCancel()
ResetTactic()
public void ResetTactic()
ResetTacticalPositions()
protected virtual bool ResetTacticalPositions()
Returns
SetDefaultBehaviorWeights(Formation)
public static void SetDefaultBehaviorWeights(Formation f)
Parameters
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
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).