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
Fields
BattleTokenForceSize
public const int BattleTokenForceSize = 10
Field Value
Mission
protected readonly Mission Mission
Field Value
OnNotifyTacticalDecision
public TeamAIComponent.TacticalDecisionDelegate OnNotifyTacticalDecision
Field Value
TacticalPositions
public List<TacticalPosition> TacticalPositions
Field Value
TacticalRegions
public List<TacticalRegion> TacticalRegions
Field Value
Team
protected readonly Team Team
Field Value
Properties
CurrentTactic
protected TacticComponent CurrentTactic { get; }
Property Value
GetIsFirstTacticChosen
public bool GetIsFirstTacticChosen { get; }
Property Value
HasStrategicAreas
public bool HasStrategicAreas { get; }
Property Value
IsDefenseApplicable
public bool IsDefenseApplicable { get; }
Property Value
StrategicAreas
public MBReadOnlyList<StrategicArea> StrategicAreas { get; }
Property Value
Methods
AddStrategicArea(StrategicArea)
public void AddStrategicArea(StrategicArea strategicArea)
Parameters
strategicAreaStrategicArea
AddTacticOption(TacticComponent)
public void AddTacticOption(TacticComponent tacticOption)
Parameters
tacticOptionTacticComponent
AssertTeam(Team)
[Conditional("DEBUG")]
public void AssertTeam(Team team)
Parameters
teamTeam
CheckIsDefenseApplicable()
public void CheckIsDefenseApplicable()
ClearTacticOptions()
public void ClearTacticOptions()
CreateMissionSpecificBehaviors()
protected virtual void CreateMissionSpecificBehaviors()
DebugTick(float)
[Conditional("DEBUG")]
protected virtual void DebugTick(float dt)
Parameters
dtfloat
InitializeDetachments(Mission)
protected virtual void InitializeDetachments(Mission mission)
Parameters
missionMission
IsCurrentTactic(TacticComponent)
public bool IsCurrentTactic(TacticComponent tactic)
Parameters
tacticTacticComponent
Returns
NotifyTacticalDecision(in TacticalDecision)
public void NotifyTacticalDecision(in TacticalDecision decision)
Parameters
decisionTacticalDecision
OnDeploymentFinished()
public virtual void OnDeploymentFinished()
OnMissionEnded()
public void OnMissionEnded()
OnTacticAppliedForFirstTime()
public void OnTacticAppliedForFirstTime()
OnUnitAddedToFormationForTheFirstTime(Formation)
public abstract void OnUnitAddedToFormationForTheFirstTime(Formation formation)
Parameters
formationFormation
RemoveAllStrategicAreas()
public void RemoveAllStrategicAreas()
RemoveStrategicArea(StrategicArea)
public void RemoveStrategicArea(StrategicArea strategicArea)
Parameters
strategicAreaStrategicArea
RemoveTacticOption(Type)
public void RemoveTacticOption(Type tacticType)
Parameters
tacticTypeType
ResetTactic(bool)
public void ResetTactic(bool keepCurrentTactic = true)
Parameters
keepCurrentTacticbool
Tick(float)
protected virtual void Tick(float dt)
Parameters
dtfloat
TickOccasionally()
public void TickOccasionally()
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).