Table of Contents

Class Team

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public class Team : IMissionTeam
Inheritance
Team
Implements
Inherited Members
Extension Methods

Constructors

Team(MBTeam, BattleSideEnum, Mission, uint, uint, Banner)

public Team(MBTeam mbTeam, BattleSideEnum side, Mission mission, uint color = 4294967295, uint color2 = 4294967295, Banner banner = null)

Parameters

mbTeam MBTeam
side BattleSideEnum
mission Mission
color uint
color2 uint
banner Banner

Fields

MBTeam

public readonly MBTeam MBTeam

Field Value

MBTeam

Properties

ActiveAgents

public MBReadOnlyList<Agent> ActiveAgents { get; }

Property Value

MBReadOnlyList<Agent>

Banner

public Banner Banner { get; }

Property Value

Banner

BodyGuardFormation

public Formation BodyGuardFormation { get; set; }

Property Value

Formation

CachedEnemyDataForFleeing

public MBReadOnlyList<(float, WorldPosition, int, Vec2, Vec2, bool)> CachedEnemyDataForFleeing { get; }

Property Value

MBReadOnlyList<(float, WorldPosition, int, Vec2, Vec2, bool)>

Color

public uint Color { get; }

Property Value

uint

Color2

public uint Color2 { get; }

Property Value

uint

DetachmentManager

public DetachmentManager DetachmentManager { get; }

Property Value

DetachmentManager

FormationsIncludingEmpty

public MBList<Formation> FormationsIncludingEmpty { get; }

Property Value

MBList<Formation>

FormationsIncludingSpecialAndEmpty

public MBList<Formation> FormationsIncludingSpecialAndEmpty { get; }

Property Value

MBList<Formation>

GeneralAgent

public Agent GeneralAgent { get; set; }

Property Value

Agent

GeneralsFormation

public Formation GeneralsFormation { get; set; }

Property Value

Formation

HasBots

public bool HasBots { get; }

Property Value

bool

HasTeamAi

public bool HasTeamAi { get; }

Property Value

bool

Heroes

public IEnumerable<Agent> Heroes { get; }

Property Value

IEnumerable<Agent>

Invalid

public static Team Invalid { get; }

Property Value

Team

IsAttacker

public bool IsAttacker { get; }

Property Value

bool

IsDefender

public bool IsDefender { get; }

Property Value

bool

IsPlayerAlly

public bool IsPlayerAlly { get; }

Property Value

bool

IsPlayerGeneral

public bool IsPlayerGeneral { get; }

Property Value

bool

IsPlayerSergeant

public bool IsPlayerSergeant { get; }

Property Value

bool

IsPlayerTeam

public bool IsPlayerTeam { get; }

Property Value

bool

IsValid

public bool IsValid { get; }

Property Value

bool

Leader

public Agent Leader { get; }

Property Value

Agent

MasterOrderController

public OrderController MasterOrderController { get; }

Property Value

OrderController

Mission

public Mission Mission { get; }

Property Value

Mission

MoraleChangeFactor

public float MoraleChangeFactor { get; }

Property Value

float

PlayerOrderController

public OrderController PlayerOrderController { get; }

Property Value

OrderController

QuerySystem

public TeamQuerySystem QuerySystem { get; }

Property Value

TeamQuerySystem

Side

public BattleSideEnum Side { get; }

Property Value

BattleSideEnum

TeamAI

public TeamAIComponent TeamAI { get; }

Property Value

TeamAIComponent

TeamAgents

public MBReadOnlyList<Agent> TeamAgents { get; }

Property Value

MBReadOnlyList<Agent>

TeamIndex

public int TeamIndex { get; }

Property Value

int

Methods

AddAgentToTeam(Agent)

public void AddAgentToTeam(Agent unit)

Parameters

unit Agent

AddTacticOption(TacticComponent)

public void AddTacticOption(TacticComponent tacticOption)

Parameters

tacticOption TacticComponent

AddTeamAI(TeamAIComponent, bool)

public void AddTeamAI(TeamAIComponent teamAI, bool forceNotAIControlled = false)

Parameters

teamAI TeamAIComponent
forceNotAIControlled bool

AssignPlayerAsSergeantOfFormation(MissionPeer, FormationClass)

public void AssignPlayerAsSergeantOfFormation(MissionPeer peer, FormationClass formationClass)

Parameters

peer MissionPeer
formationClass FormationClass

Clear()

public void Clear()

ClearTacticOptions()

public void ClearTacticOptions()

DeactivateAgent(Agent)

public void DeactivateAgent(Agent agent)

Parameters

agent Agent

DelegateCommandToAI()

public void DelegateCommandToAI()

DoesFirstFormationClassContainSecond(FormationClass, FormationClass)

public static bool DoesFirstFormationClassContainSecond(FormationClass f1, FormationClass f2)

Parameters

f1 FormationClass
f2 FormationClass

Returns

bool

ExpireAIQuerySystem()

public void ExpireAIQuerySystem()

GetAIControlledFormationCount()

public int GetAIControlledFormationCount()

Returns

int

GetAveragePosition()

public Vec2 GetAveragePosition()

Returns

Vec2

GetAveragePositionOfEnemies()

public Vec2 GetAveragePositionOfEnemies()

Returns

Vec2

GetFormation(FormationClass)

public Formation GetFormation(FormationClass formationClass)

Parameters

formationClass FormationClass

Returns

Formation

GetFormationCount()

public int GetFormationCount()

Returns

int

GetFormationFormationClass(Formation)

public static FormationClass GetFormationFormationClass(Formation f)

Parameters

f Formation

Returns

FormationClass

GetMedianPosition(Vec2)

public WorldPosition GetMedianPosition(Vec2 averagePosition)

Parameters

averagePosition Vec2

Returns

WorldPosition

GetOrderControllerOf(Agent)

public OrderController GetOrderControllerOf(Agent agent)

Parameters

agent Agent

Returns

OrderController

GetPlayerTeamFormationClass(Agent)

public static FormationClass GetPlayerTeamFormationClass(Agent mainAgent)

Parameters

mainAgent Agent

Returns

FormationClass

GetWeightedAverageOfEnemies(Vec2)

public Vec2 GetWeightedAverageOfEnemies(Vec2 basePoint)

Parameters

basePoint Vec2

Returns

Vec2

HasAnyEnemyTeamsWithAgents(bool)

public bool HasAnyEnemyTeamsWithAgents(bool ignoreMountedAgents)

Parameters

ignoreMountedAgents bool

Returns

bool

HasAnyFormationsIncludingSpecialThatIsNotEmpty()

public bool HasAnyFormationsIncludingSpecialThatIsNotEmpty()

Returns

bool

IsEnemyOf(Team)

public bool IsEnemyOf(Team otherTeam)

Parameters

otherTeam Team

Returns

bool

IsFriendOf(Team)

public bool IsFriendOf(Team otherTeam)

Parameters

otherTeam Team

Returns

bool

OnAgentRemoved(Agent)

public void OnAgentRemoved(Agent agent)

Parameters

agent Agent

OnDeployed()

public void OnDeployed()

OnMissionEnded()

public void OnMissionEnded()

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

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

Parameters

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

RemoveAgentFromTeam(Agent)

public void RemoveAgentFromTeam(Agent unit)

Parameters

unit Agent

RemoveTacticOption(Type)

public void RemoveTacticOption(Type tacticType)

Parameters

tacticType Type

Reset()

public void Reset()

ResetTactic()

public void ResetTactic()

SetIsEnemyOf(Team, bool)

public void SetIsEnemyOf(Team otherTeam, bool isEnemyOf)

Parameters

otherTeam Team
isEnemyOf bool

SetPlayerRole(bool, bool)

public void SetPlayerRole(bool isPlayerGeneral, bool isPlayerSergeant)

Parameters

isPlayerGeneral bool
isPlayerSergeant bool

Tick(float)

public void Tick(float dt)

Parameters

dt float

ToString()

public override string ToString()

Returns

string

TriggerOnFormationsChanged(Formation)

public void TriggerOnFormationsChanged(Formation formation)

Parameters

formation Formation

UpdateCachedEnemyDataForFleeing()

public void UpdateCachedEnemyDataForFleeing()

Events

OnFormationAIActiveBehaviorChanged

public event Action<Formation> OnFormationAIActiveBehaviorChanged

Event Type

Action<Formation>

OnFormationsChanged

public event Action<Team, Formation> OnFormationsChanged

Event Type

Action<Team, Formation>

OnOrderIssued

public event OnOrderIssuedDelegate OnOrderIssued

Event Type

OnOrderIssuedDelegate

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