M&B: Bannerlord 1.0.0
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TaleWorlds.MountAndBlade.AutoCaptainAssignmentLogic Class Reference

Logic that automatically assigns formation captains to non-player controlled AI teams when initial formations are spawned Works together with CreateBodyguardMissionBehavior and BannerBearerLogic if they are available

Inherits TaleWorlds.MountAndBlade.MissionLogic.

Inherited by SandBox.Missions.MissionLogics.SandboxAutoCaptainAssignmentLogic.

Public Member Functions

override void AfterStart ()
 
override void OnFormationUnitsSpawned (Team team)
 
override void OnAgentPanicked (Agent agent)
 
- Public Member Functions inherited from TaleWorlds.MountAndBlade.MissionLogic
virtual InquiryData OnEndMissionRequest (out bool canLeave)
 
virtual bool MissionEnded (ref MissionResult missionResult)
 
virtual void OnBattleEnded ()
 
virtual void ShowBattleResults ()
 
virtual void AccelerateHorseKeyPressAnswer ()
 
virtual void OnRetreatMission ()
 
virtual void OnSurrenderMission ()
 
virtual void OnAutoDeployTeam (Team team)
 
virtual bool IsAgentInteractionAllowed ()
 
virtual bool IsOrderShoutingAllowed ()
 
virtual List< EquipmentElementGetExtraEquipmentElementsForCharacter (BasicCharacterObject character, bool getAllEquipments=false)
 
virtual void OnMissionResultReady (MissionResult missionResult)
 
- Public Member Functions inherited from TaleWorlds.MountAndBlade.MissionBehavior
virtual void OnAfterMissionCreated ()
 
virtual void OnBehaviorInitialize ()
 
virtual void OnCreated ()
 
virtual void EarlyStart ()
 
virtual void AfterStart ()
 
virtual void OnMissileHit (Agent attacker, Agent victim, bool isCanceled)
 
virtual void OnMissileCollisionReaction (Mission.MissileCollisionReaction collisionReaction, Agent attackerAgent, Agent attachedAgent, sbyte attachedBoneIndex)
 
virtual void OnMissionScreenPreLoad ()
 
virtual void OnAgentCreated (Agent agent)
 
virtual void OnAgentBuild (Agent agent, Banner banner)
 
virtual void OnAgentTeamChanged (Team prevTeam, Team newTeam, Agent agent)
 
virtual void OnAgentHit (Agent affectedAgent, Agent affectorAgent, in MissionWeapon affectorWeapon, in Blow blow, in AttackCollisionData attackCollisionData)
 
virtual void OnScoreHit (Agent affectedAgent, Agent affectorAgent, WeaponComponentData attackerWeapon, bool isBlocked, bool isSiegeEngineHit, in Blow blow, in AttackCollisionData collisionData, float damagedHp, float hitDistance, float shotDifficulty)
 
virtual void OnEarlyAgentRemoved (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow blow)
 
virtual void OnAgentRemoved (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow blow)
 
virtual void OnAgentDeleted (Agent affectedAgent)
 
virtual void OnAgentFleeing (Agent affectedAgent)
 
virtual void OnAgentPanicked (Agent affectedAgent)
 
virtual void OnFocusGained (Agent agent, IFocusable focusableObject, bool isInteractable)
 
virtual void OnFocusLost (Agent agent, IFocusable focusableObject)
 
virtual void OnAddTeam (Team team)
 
virtual void AfterAddTeam (Team team)
 
virtual void OnAgentInteraction (Agent userAgent, Agent agent)
 
virtual void OnClearScene ()
 
virtual void HandleOnCloseMission ()
 
virtual void OnRemoveBehavior ()
 
virtual void OnPreMissionTick (float dt)
 
virtual void OnPreDisplayMissionTick (float dt)
 
virtual void OnMissionTick (float dt)
 
virtual void OnAgentMount (Agent agent)
 
virtual void OnAgentDismount (Agent agent)
 
virtual bool IsThereAgentAction (Agent userAgent, Agent otherAgent)
 
virtual void OnEntityRemoved (GameEntity entity)
 
virtual void OnObjectUsed (Agent userAgent, UsableMissionObject usedObject)
 
virtual void OnObjectStoppedBeingUsed (Agent userAgent, UsableMissionObject usedObject)
 
virtual void OnRenderingStarted ()
 
virtual void OnMissionActivate ()
 This function is called only after mission is deactivated. More...
 
virtual void OnMissionDeactivate ()
 
virtual void OnMissionRestart ()
 
virtual List< CompassItemUpdateParamsGetCompassTargets ()
 
virtual void OnAssignPlayerAsSergeantOfFormation (Agent agent)
 
virtual void OnFormationUnitsSpawned (Team team)
 
virtual void OnAgentAlarmedStateChanged (Agent agent, Agent.AIStateFlag flag)
 
virtual void OnMissionModeChange (MissionMode oldMissionMode, bool atStart)
 
virtual void OnItemPickup (Agent agent, SpawnedItemEntity item)
 
virtual void OnItemDrop (Agent agent, SpawnedItemEntity item)
 
virtual void OnRegisterBlow (Agent attacker, Agent victim, GameEntity realHitEntity, Blow b, ref AttackCollisionData collisionData, in MissionWeapon attackerWeapon)
 
virtual void OnAgentShootMissile (Agent shooterAgent, EquipmentIndex weaponIndex, Vec3 position, Vec3 velocity, Mat3 orientation, bool hasRigidBody, int forcedMissileIndex)
 

Public Attributes

int MinimumAgentCountToLeadGeneralFormation = 3
 

Protected Member Functions

void AssignBestCaptainsForTeam (Team team)
 
virtual void SortCaptainsByPriority (Team team, ref List< Agent > captains)
 
virtual Formation PickBestRegularFormationToLead (Agent agent, List< Formation > candidateFormations)
 
- Protected Member Functions inherited from TaleWorlds.MountAndBlade.MissionBehavior
virtual void OnEndMission ()
 

Additional Inherited Members

- Properties inherited from TaleWorlds.MountAndBlade.MissionLogic
override MissionBehaviorType BehaviorType [get]
 
- Properties inherited from TaleWorlds.MountAndBlade.MissionBehavior
Mission Mission [get]
 
IInputContext DebugInput [get]
 
abstract MissionBehaviorType BehaviorType [get]
 

Member Function Documentation

◆ AfterStart()

override void TaleWorlds.MountAndBlade.AutoCaptainAssignmentLogic.AfterStart ( )
virtual

◆ OnFormationUnitsSpawned()

override void TaleWorlds.MountAndBlade.AutoCaptainAssignmentLogic.OnFormationUnitsSpawned ( Team  team)
virtual

◆ OnAgentPanicked()

override void TaleWorlds.MountAndBlade.AutoCaptainAssignmentLogic.OnAgentPanicked ( Agent  agent)
virtual

◆ AssignBestCaptainsForTeam()

void TaleWorlds.MountAndBlade.AutoCaptainAssignmentLogic.AssignBestCaptainsForTeam ( Team  team)
protected

◆ SortCaptainsByPriority()

virtual void TaleWorlds.MountAndBlade.AutoCaptainAssignmentLogic.SortCaptainsByPriority ( Team  team,
ref List< Agent captains 
)
protectedvirtual

◆ PickBestRegularFormationToLead()

virtual Formation TaleWorlds.MountAndBlade.AutoCaptainAssignmentLogic.PickBestRegularFormationToLead ( Agent  agent,
List< Formation candidateFormations 
)
protectedvirtual

Member Data Documentation

◆ MinimumAgentCountToLeadGeneralFormation

int TaleWorlds.MountAndBlade.AutoCaptainAssignmentLogic.MinimumAgentCountToLeadGeneralFormation = 3