Table of Contents

Class TeamAISiegeComponent

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

Constructors

TeamAISiegeComponent(Mission, Team, float, float)

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

Parameters

currentMission Mission
currentTeam Team
thinkTimerTime float
applyTimerTime float

Fields

CastleGates

protected readonly IEnumerable<CastleGate> CastleGates

Field Value

IEnumerable<CastleGate>

CastleKeyPositions

protected List<MissionObject> CastleKeyPositions

Field Value

List<MissionObject>

InsideCastleNavMeshID

public const int InsideCastleNavMeshID = 1

Field Value

int

PrimarySiegeWeaponNavMeshFaceIDs

protected readonly HashSet<int> PrimarySiegeWeaponNavMeshFaceIDs

Field Value

HashSet<int>

Ram

protected BatteringRam Ram

Field Value

BatteringRam

SceneSiegeWeapons

public readonly List<SiegeWeapon> SceneSiegeWeapons

Field Value

List<SiegeWeapon>

SiegeTokenForceSize

public const int SiegeTokenForceSize = 15

Field Value

int

SiegeTowers

protected readonly List<SiegeTower> SiegeTowers

Field Value

List<SiegeTower>

WallSegments

public readonly IEnumerable<WallSegment> WallSegments

Field Value

IEnumerable<WallSegment>

Properties

AreLaddersReady

public bool AreLaddersReady { get; }

Property Value

bool

DifficultNavmeshIDs

public List<int> DifficultNavmeshIDs { get; }

Property Value

List<int>

InnerGate

public CastleGate InnerGate { get; }

Property Value

CastleGate

Ladders

public MBReadOnlyList<SiegeLadder> Ladders { get; }

Property Value

MBReadOnlyList<SiegeLadder>

OuterGate

public CastleGate OuterGate { get; }

Property Value

CastleGate

PrimarySiegeWeapons

public List<IPrimarySiegeWeapon> PrimarySiegeWeapons { get; }

Property Value

List<IPrimarySiegeWeapon>

QuerySystem

public static SiegeQuerySystem QuerySystem { get; protected set; }

Property Value

SiegeQuerySystem

SiegeLanes

public static List<SiegeLane> SiegeLanes { get; }

Property Value

List<SiegeLane>

Methods

CalculateIsAnyLaneOpenToGetInside()

public bool CalculateIsAnyLaneOpenToGetInside()

Returns

bool

CalculateIsAnyLaneOpenToGoOutside()

public bool CalculateIsAnyLaneOpenToGoOutside()

Returns

bool

CalculateIsChargePastWallsApplicable(BehaviorSide)

public bool CalculateIsChargePastWallsApplicable(FormationAI.BehaviorSide side)

Parameters

side FormationAI.BehaviorSide

Returns

bool

IsCastleBreached()

public bool IsCastleBreached()

Returns

bool

IsFormationGroupInsideCastle(MBList<Formation>, bool, float)

public static bool IsFormationGroupInsideCastle(MBList<Formation> formationGroup, bool includeOnlyPositionedUnits, float thresholdPercentage = 0.4)

Parameters

formationGroup MBList<Formation>
includeOnlyPositionedUnits bool
thresholdPercentage float

Returns

bool

IsFormationInsideCastle(Formation, bool, float)

public static bool IsFormationInsideCastle(Formation formation, bool includeOnlyPositionedUnits, float thresholdPercentage = 0.4)

Parameters

formation Formation
includeOnlyPositionedUnits bool
thresholdPercentage float

Returns

bool

IsPrimarySiegeWeaponNavmeshFaceId(int)

public bool IsPrimarySiegeWeaponNavmeshFaceId(int id)

Parameters

id int

Returns

bool

OnDeploymentFinished()

public override void OnDeploymentFinished()

OnMissionFinalize()

public static void OnMissionFinalize()

SetAreLaddersReady(bool)

public void SetAreLaddersReady(bool areLaddersReady)

Parameters

areLaddersReady bool

Tick(float)

protected override void Tick(float dt)

Parameters

dt float

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