Table of Contents

Class TeamAIComponent

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

Constructors

TeamAIComponent(Mission, Team, float, float)

protected TeamAIComponent(Mission currentMission, Team currentTeam, float thinkTimerTime, float applyTimerTime)

Parameters

currentMission Mission
currentTeam Team
thinkTimerTime float
applyTimerTime float

Fields

BattleTokenForceSize

public const int BattleTokenForceSize = 10

Field Value

int

Mission

protected readonly Mission Mission

Field Value

Mission

OnNotifyTacticalDecision

public TeamAIComponent.TacticalDecisionDelegate OnNotifyTacticalDecision

Field Value

TeamAIComponent.TacticalDecisionDelegate

TacticalPositions

public List<TacticalPosition> TacticalPositions

Field Value

List<TacticalPosition>

TacticalRegions

public List<TacticalRegion> TacticalRegions

Field Value

List<TacticalRegion>

Team

protected readonly Team Team

Field Value

Team

Properties

CurrentTactic

protected TacticComponent CurrentTactic { get; }

Property Value

TacticComponent

GetIsFirstTacticChosen

public bool GetIsFirstTacticChosen { get; }

Property Value

bool

HasStrategicAreas

public bool HasStrategicAreas { get; }

Property Value

bool

IsDefenseApplicable

public bool IsDefenseApplicable { get; }

Property Value

bool

StrategicAreas

public MBReadOnlyList<StrategicArea> StrategicAreas { get; }

Property Value

MBReadOnlyList<StrategicArea>

Methods

AddStrategicArea(StrategicArea)

public void AddStrategicArea(StrategicArea strategicArea)

Parameters

strategicArea StrategicArea

AddTacticOption(TacticComponent)

public void AddTacticOption(TacticComponent tacticOption)

Parameters

tacticOption TacticComponent

AssertTeam(Team)

[Conditional("DEBUG")]
public void AssertTeam(Team team)

Parameters

team Team

CheckIsDefenseApplicable()

public void CheckIsDefenseApplicable()

ClearTacticOptions()

public void ClearTacticOptions()

CreateMissionSpecificBehaviors()

protected virtual void CreateMissionSpecificBehaviors()

DebugTick(float)

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

Parameters

dt float

InitializeDetachments(Mission)

protected virtual void InitializeDetachments(Mission mission)

Parameters

mission Mission

IsCurrentTactic(TacticComponent)

public bool IsCurrentTactic(TacticComponent tactic)

Parameters

tactic TacticComponent

Returns

bool

NotifyTacticalDecision(in TacticalDecision)

public void NotifyTacticalDecision(in TacticalDecision decision)

Parameters

decision TacticalDecision

OnDeploymentFinished()

public virtual void OnDeploymentFinished()

OnMissionEnded()

public void OnMissionEnded()

OnTacticAppliedForFirstTime()

public void OnTacticAppliedForFirstTime()

OnUnitAddedToFormationForTheFirstTime(Formation)

public abstract void OnUnitAddedToFormationForTheFirstTime(Formation formation)

Parameters

formation Formation

RemoveAllStrategicAreas()

public void RemoveAllStrategicAreas()

RemoveStrategicArea(StrategicArea)

public void RemoveStrategicArea(StrategicArea strategicArea)

Parameters

strategicArea StrategicArea

RemoveTacticOption(Type)

public void RemoveTacticOption(Type tacticType)

Parameters

tacticType Type

ResetTactic(bool)

public void ResetTactic(bool keepCurrentTactic = true)

Parameters

keepCurrentTactic bool

Tick(float)

protected virtual void Tick(float dt)

Parameters

dt float

TickOccasionally()

public void TickOccasionally()

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