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
Fields
CastleGates
protected readonly IEnumerable<CastleGate> CastleGates
Field Value
CastleKeyPositions
protected List<MissionObject> CastleKeyPositions
Field Value
InsideCastleNavMeshID
public const int InsideCastleNavMeshID = 1
Field Value
PrimarySiegeWeaponNavMeshFaceIDs
protected readonly HashSet<int> PrimarySiegeWeaponNavMeshFaceIDs
Field Value
Ram
protected BatteringRam Ram
Field Value
SceneSiegeWeapons
public readonly List<SiegeWeapon> SceneSiegeWeapons
Field Value
SiegeTokenForceSize
public const int SiegeTokenForceSize = 15
Field Value
SiegeTowers
protected readonly List<SiegeTower> SiegeTowers
Field Value
WallSegments
public readonly IEnumerable<WallSegment> WallSegments
Field Value
Properties
AreLaddersReady
public bool AreLaddersReady { get; }
Property Value
DifficultNavmeshIDs
public List<int> DifficultNavmeshIDs { get; }
Property Value
InnerGate
public CastleGate InnerGate { get; }
Property Value
Ladders
public MBReadOnlyList<SiegeLadder> Ladders { get; }
Property Value
OuterGate
public CastleGate OuterGate { get; }
Property Value
PrimarySiegeWeapons
public List<IPrimarySiegeWeapon> PrimarySiegeWeapons { get; }
Property Value
QuerySystem
public static SiegeQuerySystem QuerySystem { get; protected set; }
Property Value
SiegeLanes
public static List<SiegeLane> SiegeLanes { get; }
Property Value
Methods
CalculateIsAnyLaneOpenToGetInside()
public bool CalculateIsAnyLaneOpenToGetInside()
Returns
CalculateIsAnyLaneOpenToGoOutside()
public bool CalculateIsAnyLaneOpenToGoOutside()
Returns
CalculateIsChargePastWallsApplicable(BehaviorSide)
public bool CalculateIsChargePastWallsApplicable(FormationAI.BehaviorSide side)
Parameters
side
FormationAI.BehaviorSide
Returns
IsCastleBreached()
public bool IsCastleBreached()
Returns
IsFormationGroupInsideCastle(MBList<Formation>, bool, float)
public static bool IsFormationGroupInsideCastle(MBList<Formation> formationGroup, bool includeOnlyPositionedUnits, float thresholdPercentage = 0.4)
Parameters
Returns
IsFormationInsideCastle(Formation, bool, float)
public static bool IsFormationInsideCastle(Formation formation, bool includeOnlyPositionedUnits, float thresholdPercentage = 0.4)
Parameters
Returns
IsPrimarySiegeWeaponNavmeshFaceId(int)
public bool IsPrimarySiegeWeaponNavmeshFaceId(int id)
Parameters
id
int
Returns
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).