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
Fields
MBTeam
public readonly MBTeam MBTeam
Field Value
Properties
ActiveAgents
public MBReadOnlyList<Agent> ActiveAgents { get; }
Property Value
Banner
public Banner Banner { get; }
Property Value
BodyGuardFormation
public Formation BodyGuardFormation { get; set; }
Property Value
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
Color2
public uint Color2 { get; }
Property Value
DetachmentManager
public DetachmentManager DetachmentManager { get; }
Property Value
FormationsIncludingEmpty
public MBList<Formation> FormationsIncludingEmpty { get; }
Property Value
FormationsIncludingSpecialAndEmpty
public MBList<Formation> FormationsIncludingSpecialAndEmpty { get; }
Property Value
GeneralAgent
public Agent GeneralAgent { get; set; }
Property Value
GeneralsFormation
public Formation GeneralsFormation { get; set; }
Property Value
HasBots
public bool HasBots { get; }
Property Value
HasTeamAi
public bool HasTeamAi { get; }
Property Value
Heroes
public IEnumerable<Agent> Heroes { get; }
Property Value
Invalid
public static Team Invalid { get; }
Property Value
IsAttacker
public bool IsAttacker { get; }
Property Value
IsDefender
public bool IsDefender { get; }
Property Value
IsPlayerAlly
public bool IsPlayerAlly { get; }
Property Value
IsPlayerGeneral
public bool IsPlayerGeneral { get; }
Property Value
IsPlayerSergeant
public bool IsPlayerSergeant { get; }
Property Value
IsPlayerTeam
public bool IsPlayerTeam { get; }
Property Value
IsValid
public bool IsValid { get; }
Property Value
Leader
public Agent Leader { get; }
Property Value
MasterOrderController
public OrderController MasterOrderController { get; }
Property Value
Mission
public Mission Mission { get; }
Property Value
MoraleChangeFactor
public float MoraleChangeFactor { get; }
Property Value
PlayerOrderController
public OrderController PlayerOrderController { get; }
Property Value
QuerySystem
public TeamQuerySystem QuerySystem { get; }
Property Value
Side
public BattleSideEnum Side { get; }
Property Value
TeamAI
public TeamAIComponent TeamAI { get; }
Property Value
TeamAgents
public MBReadOnlyList<Agent> TeamAgents { get; }
Property Value
TeamIndex
public int TeamIndex { get; }
Property Value
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
TeamAIComponentforceNotAIControlled
bool
AssignPlayerAsSergeantOfFormation(MissionPeer, FormationClass)
public void AssignPlayerAsSergeantOfFormation(MissionPeer peer, FormationClass formationClass)
Parameters
peer
MissionPeerformationClass
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
FormationClassf2
FormationClass
Returns
ExpireAIQuerySystem()
public void ExpireAIQuerySystem()
GetAIControlledFormationCount()
public int GetAIControlledFormationCount()
Returns
GetAveragePosition()
public Vec2 GetAveragePosition()
Returns
GetAveragePositionOfEnemies()
public Vec2 GetAveragePositionOfEnemies()
Returns
GetFormation(FormationClass)
public Formation GetFormation(FormationClass formationClass)
Parameters
formationClass
FormationClass
Returns
GetFormationCount()
public int GetFormationCount()
Returns
GetFormationFormationClass(Formation)
public static FormationClass GetFormationFormationClass(Formation f)
Parameters
Returns
GetMedianPosition(Vec2)
public WorldPosition GetMedianPosition(Vec2 averagePosition)
Parameters
averagePosition
Vec2
Returns
GetOrderControllerOf(Agent)
public OrderController GetOrderControllerOf(Agent agent)
Parameters
agent
Agent
Returns
GetPlayerTeamFormationClass(Agent)
public static FormationClass GetPlayerTeamFormationClass(Agent mainAgent)
Parameters
mainAgent
Agent
Returns
GetWeightedAverageOfEnemies(Vec2)
public Vec2 GetWeightedAverageOfEnemies(Vec2 basePoint)
Parameters
basePoint
Vec2
Returns
HasAnyEnemyTeamsWithAgents(bool)
public bool HasAnyEnemyTeamsWithAgents(bool ignoreMountedAgents)
Parameters
ignoreMountedAgents
bool
Returns
HasAnyFormationsIncludingSpecialThatIsNotEmpty()
public bool HasAnyFormationsIncludingSpecialThatIsNotEmpty()
Returns
IsEnemyOf(Team)
public bool IsEnemyOf(Team otherTeam)
Parameters
otherTeam
Team
Returns
IsFriendOf(Team)
public bool IsFriendOf(Team otherTeam)
Parameters
otherTeam
Team
Returns
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
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
SetPlayerRole(bool, bool)
public void SetPlayerRole(bool isPlayerGeneral, bool isPlayerSergeant)
Parameters
Tick(float)
public void Tick(float dt)
Parameters
dt
float
ToString()
public override string ToString()
Returns
TriggerOnFormationsChanged(Formation)
public void TriggerOnFormationsChanged(Formation formation)
Parameters
formation
Formation
UpdateCachedEnemyDataForFleeing()
public void UpdateCachedEnemyDataForFleeing()
Events
OnFormationAIActiveBehaviorChanged
public event Action<Formation> OnFormationAIActiveBehaviorChanged
Event Type
OnFormationsChanged
public event Action<Team, Formation> OnFormationsChanged
Event Type
OnOrderIssued
public event OnOrderIssuedDelegate OnOrderIssued
Event Type
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).