M&B: Bannerlord 1.0.0
The horns sound, the ravens gather.
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TaleWorlds.CampaignSystem.Army Class Reference

Public Types

enum  AIBehaviorFlags : int
 
enum  ArmyTypes : int
 
enum  ArmyDispersionReason
 
enum  ArmyLeaderThinkReason
 

Public Member Functions

override string ToString ()
 
 Army (Kingdom kingdom, MobileParty leaderParty, ArmyTypes armyType)
 
void UpdateName ()
 
void BoostCohesionWithInfluence (float cohesionToGain, int cost)
 
void RecalculateArmyMorale ()
 
TextObject GetNotificationText ()
 
TextObject GetBehaviorText (bool setWithLink=false)
 
void Gather (Settlement initialHostileSettlement)
 
void ThinkAboutConcludingArmyGathering ()
 
void ThinkAboutTravelingToAssignment ()
 
void FinishArmyObjective ()
 
void DisperseArmy (ArmyDispersionReason reason=ArmyDispersionReason.Unknown)
 
Vec2 GetRelativePositionForParty (MobileParty mobileParty, Vec2 armyFacing)
 
void AddPartyToMergedParties (MobileParty mobileParty)
 

Static Public Member Functions

static ArmyLeaderThinkReason GetBehaviorChangeExplanation (AIBehaviorFlags previousBehavior, AIBehaviorFlags currentBehavior)
 

Properties

MBReadOnlyList< MobilePartyParties [get]
 
IEnumerable< MobilePartyLeaderPartyAndAttachedParties [get]
 
TextObject EncyclopediaLinkWithName [get]
 
AIBehaviorFlags AIBehavior [get, set]
 
ArmyTypes ArmyType [get, set]
 
Hero ArmyOwner [get, set]
 
float Cohesion [get, set]
 
float DailyCohesionChange [get]
 
ExplainedNumber DailyCohesionChangeExplanation [get]
 
int CohesionThresholdForDispersion [get]
 
float Morale [get]
 
MobileParty LeaderParty [get]
 
float TotalStrength [get]
 
Kingdom Kingdom [get, set]
 
Kingdom MapFaction [get]
 
IMapPoint AiBehaviorObject [get, set]
 
TextObject Name [get]
 
float TotalHealthyMembers [get]
 
float TotalManCount [get]
 
int TotalRegularCount [get]
 

Member Enumeration Documentation

◆ AIBehaviorFlags

◆ ArmyTypes

◆ ArmyDispersionReason

◆ ArmyLeaderThinkReason

Constructor & Destructor Documentation

◆ Army()

TaleWorlds.CampaignSystem.Army.Army ( Kingdom  kingdom,
MobileParty  leaderParty,
ArmyTypes  armyType 
)

Member Function Documentation

◆ ToString()

override string TaleWorlds.CampaignSystem.Army.ToString ( )

◆ UpdateName()

void TaleWorlds.CampaignSystem.Army.UpdateName ( )

◆ BoostCohesionWithInfluence()

void TaleWorlds.CampaignSystem.Army.BoostCohesionWithInfluence ( float  cohesionToGain,
int  cost 
)

◆ RecalculateArmyMorale()

void TaleWorlds.CampaignSystem.Army.RecalculateArmyMorale ( )

◆ GetBehaviorChangeExplanation()

static ArmyLeaderThinkReason TaleWorlds.CampaignSystem.Army.GetBehaviorChangeExplanation ( AIBehaviorFlags  previousBehavior,
AIBehaviorFlags  currentBehavior 
)
static

◆ GetNotificationText()

TextObject TaleWorlds.CampaignSystem.Army.GetNotificationText ( )

◆ GetBehaviorText()

TextObject TaleWorlds.CampaignSystem.Army.GetBehaviorText ( bool  setWithLink = false)

◆ Gather()

void TaleWorlds.CampaignSystem.Army.Gather ( Settlement  initialHostileSettlement)

◆ ThinkAboutConcludingArmyGathering()

void TaleWorlds.CampaignSystem.Army.ThinkAboutConcludingArmyGathering ( )

◆ ThinkAboutTravelingToAssignment()

void TaleWorlds.CampaignSystem.Army.ThinkAboutTravelingToAssignment ( )

◆ FinishArmyObjective()

void TaleWorlds.CampaignSystem.Army.FinishArmyObjective ( )

◆ DisperseArmy()

void TaleWorlds.CampaignSystem.Army.DisperseArmy ( ArmyDispersionReason  reason = ArmyDispersionReason.Unknown)

◆ GetRelativePositionForParty()

Vec2 TaleWorlds.CampaignSystem.Army.GetRelativePositionForParty ( MobileParty  mobileParty,
Vec2  armyFacing 
)

◆ AddPartyToMergedParties()

void TaleWorlds.CampaignSystem.Army.AddPartyToMergedParties ( MobileParty  mobileParty)

Property Documentation

◆ Parties

MBReadOnlyList<MobileParty> TaleWorlds.CampaignSystem.Army.Parties
get

◆ LeaderPartyAndAttachedParties

IEnumerable<MobileParty> TaleWorlds.CampaignSystem.Army.LeaderPartyAndAttachedParties
get

◆ EncyclopediaLinkWithName

TextObject TaleWorlds.CampaignSystem.Army.EncyclopediaLinkWithName
get

◆ AIBehavior

AIBehaviorFlags TaleWorlds.CampaignSystem.Army.AIBehavior
getset

◆ ArmyType

ArmyTypes TaleWorlds.CampaignSystem.Army.ArmyType
getset

◆ ArmyOwner

Hero TaleWorlds.CampaignSystem.Army.ArmyOwner
getset

◆ Cohesion

float TaleWorlds.CampaignSystem.Army.Cohesion
getset

◆ DailyCohesionChange

float TaleWorlds.CampaignSystem.Army.DailyCohesionChange
get

◆ DailyCohesionChangeExplanation

ExplainedNumber TaleWorlds.CampaignSystem.Army.DailyCohesionChangeExplanation
get

◆ CohesionThresholdForDispersion

int TaleWorlds.CampaignSystem.Army.CohesionThresholdForDispersion
get

◆ Morale

float TaleWorlds.CampaignSystem.Army.Morale
get

◆ LeaderParty

MobileParty TaleWorlds.CampaignSystem.Army.LeaderParty
get

◆ TotalStrength

float TaleWorlds.CampaignSystem.Army.TotalStrength
get

◆ Kingdom

Kingdom TaleWorlds.CampaignSystem.Army.Kingdom
getset

◆ MapFaction

Kingdom TaleWorlds.CampaignSystem.Army.MapFaction
get

◆ AiBehaviorObject

IMapPoint TaleWorlds.CampaignSystem.Army.AiBehaviorObject
getset

◆ Name

TextObject TaleWorlds.CampaignSystem.Army.Name
get

◆ TotalHealthyMembers

float TaleWorlds.CampaignSystem.Army.TotalHealthyMembers
get

◆ TotalManCount

float TaleWorlds.CampaignSystem.Army.TotalManCount
get

◆ TotalRegularCount

int TaleWorlds.CampaignSystem.Army.TotalRegularCount
get