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

Public Member Functions

 OrderController (Mission mission, Team team, Agent owner)
 
void SelectFormation (Formation formation)
 
void DeselectFormation (Formation formation)
 
bool IsFormationListening (Formation formation)
 
bool IsFormationSelectable (Formation formation)
 
void SelectAllFormations (bool uiFeedback=false)
 Does not select empty or special (bodyguard etc...) formations More...
 
void ClearSelectedFormations ()
 
void ReleaseFormationsFromAI ()
 
void SetOrder (OrderType orderType)
 
void SetOrderWithAgent (OrderType orderType, Agent agent)
 
void SetOrderWithPosition (OrderType orderType, WorldPosition orderPosition)
 
void SetOrderWithFormation (OrderType orderType, Formation orderFormation)
 
void SetOrderWithFormationAndPercentage (OrderType orderType, Formation orderFormation, float percentage)
 
void TransferUnitWithPriorityFunction (Formation orderFormation, int number, bool hasShield, bool hasSpear, bool hasThrown, bool isHeavy, bool isRanged, bool isMounted, bool excludeBannerman)
 Only to be used by Order of Battle UI More...
 
void RearrangeFormationsAccordingToFilters (Team team, List< Tuple< Formation, int, Team.TroopFilter, List< Agent > > > MassTransferData)
 Only to be used by Order of Battle UI More...
 
void SetOrderWithFormationAndNumber (OrderType orderType, Formation orderFormation, int number)
 
void SetOrderWithTwoPositions (OrderType orderType, WorldPosition position1, WorldPosition position2)
 
void SetOrderWithOrderableObject (IOrderable target)
 
void SimulateNewOrderWithPositionAndDirection (WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List< WorldPosition > simulationAgentFrames, bool isFormationLayoutVertical)
 
void SimulateNewFacingOrder (Vec2 direction, out List< WorldPosition > simulationAgentFrames)
 
void SimulateNewCustomWidthOrder (float width, out List< WorldPosition > simulationAgentFrames)
 
void SimulateDestinationFrames (out List< WorldPosition > simulationAgentFrames, float minDistance=3f)
 
void TransferUnits (Formation source, Formation target, int count)
 
IEnumerable< FormationSplitFormation (Formation formation, int count=2)
 
void TickDebug ()
 
void AddOrderOverride (Func< Formation, MovementOrder, MovementOrder > orderOverride)
 
OrderType GetOverridenOrderType (Formation formation)
 

Static Public Member Functions

static OrderType GetActiveMovementOrderOf (Formation formation)
 
static OrderType GetActiveFacingOrderOf (Formation formation)
 
static OrderType GetActiveRidingOrderOf (Formation formation)
 
static OrderType GetActiveArrangementOrderOf (Formation formation)
 
static OrderType GetActiveFormOrderOf (Formation formation)
 
static OrderType GetActiveWeaponUsageOrderOf (Formation formation)
 
static OrderType GetActiveFiringOrderOf (Formation formation)
 
static OrderType GetActiveAIControlOrderOf (Formation formation)
 
static void SimulateNewOrderWithPositionAndDirection (IEnumerable< Formation > formations, Dictionary< Formation, Formation > simulationFormations, WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List< WorldPosition > simulationAgentFrames, bool isFormationLayoutVertical=true)
 
static void SimulateNewOrderWithPositionAndDirection (IEnumerable< Formation > formations, Dictionary< Formation, Formation > simulationFormations, WorldPosition formationLineBegin, WorldPosition formationLineEnd, out List< ValueTuple< Formation, int, float, WorldPosition, Vec2 > > formationChanges, out bool isLineShort, bool isFormationLayoutVertical=true)
 
static IEnumerable< FormationSortFormationsForHorizontalLayout (IEnumerable< Formation > formations)
 
static Vec2 GetOrderLookAtDirection (IEnumerable< Formation > formations, Vec2 target)
 
static float GetOrderFormCustomWidth (IEnumerable< Formation > formations, Vec3 orderPosition)
 

Public Attributes

Agent Owner
 

Static Public Attributes

const float FormationGapInLine = 1.5f
 

Properties

SiegeWeaponController SiegeWeaponController [get]
 
MBReadOnlyList< FormationSelectedFormations [get]
 
Dictionary< Formation, FormationsimulationFormations [get]
 

Events

OnOrderIssuedDelegate OnOrderIssued
 
Action OnSelectedFormationsChanged
 

Constructor & Destructor Documentation

◆ OrderController()

TaleWorlds.MountAndBlade.OrderController.OrderController ( Mission  mission,
Team  team,
Agent  owner 
)

Member Function Documentation

◆ SelectFormation()

void TaleWorlds.MountAndBlade.OrderController.SelectFormation ( Formation  formation)

◆ DeselectFormation()

void TaleWorlds.MountAndBlade.OrderController.DeselectFormation ( Formation  formation)

◆ IsFormationListening()

bool TaleWorlds.MountAndBlade.OrderController.IsFormationListening ( Formation  formation)

◆ IsFormationSelectable()

bool TaleWorlds.MountAndBlade.OrderController.IsFormationSelectable ( Formation  formation)

◆ SelectAllFormations()

void TaleWorlds.MountAndBlade.OrderController.SelectAllFormations ( bool  uiFeedback = false)

◆ ClearSelectedFormations()

void TaleWorlds.MountAndBlade.OrderController.ClearSelectedFormations ( )

◆ ReleaseFormationsFromAI()

void TaleWorlds.MountAndBlade.OrderController.ReleaseFormationsFromAI ( )

◆ SetOrder()

void TaleWorlds.MountAndBlade.OrderController.SetOrder ( OrderType  orderType)

◆ SetOrderWithAgent()

void TaleWorlds.MountAndBlade.OrderController.SetOrderWithAgent ( OrderType  orderType,
Agent  agent 
)

◆ SetOrderWithPosition()

void TaleWorlds.MountAndBlade.OrderController.SetOrderWithPosition ( OrderType  orderType,
WorldPosition  orderPosition 
)

◆ SetOrderWithFormation()

void TaleWorlds.MountAndBlade.OrderController.SetOrderWithFormation ( OrderType  orderType,
Formation  orderFormation 
)

◆ SetOrderWithFormationAndPercentage()

void TaleWorlds.MountAndBlade.OrderController.SetOrderWithFormationAndPercentage ( OrderType  orderType,
Formation  orderFormation,
float  percentage 
)

◆ TransferUnitWithPriorityFunction()

void TaleWorlds.MountAndBlade.OrderController.TransferUnitWithPriorityFunction ( Formation  orderFormation,
int  number,
bool  hasShield,
bool  hasSpear,
bool  hasThrown,
bool  isHeavy,
bool  isRanged,
bool  isMounted,
bool  excludeBannerman 
)

◆ RearrangeFormationsAccordingToFilters()

void TaleWorlds.MountAndBlade.OrderController.RearrangeFormationsAccordingToFilters ( Team  team,
List< Tuple< Formation, int, Team.TroopFilter, List< Agent > > >  MassTransferData 
)

◆ SetOrderWithFormationAndNumber()

void TaleWorlds.MountAndBlade.OrderController.SetOrderWithFormationAndNumber ( OrderType  orderType,
Formation  orderFormation,
int  number 
)

◆ SetOrderWithTwoPositions()

void TaleWorlds.MountAndBlade.OrderController.SetOrderWithTwoPositions ( OrderType  orderType,
WorldPosition  position1,
WorldPosition  position2 
)

◆ SetOrderWithOrderableObject()

void TaleWorlds.MountAndBlade.OrderController.SetOrderWithOrderableObject ( IOrderable  target)

◆ GetActiveMovementOrderOf()

static OrderType TaleWorlds.MountAndBlade.OrderController.GetActiveMovementOrderOf ( Formation  formation)
static

◆ GetActiveFacingOrderOf()

static OrderType TaleWorlds.MountAndBlade.OrderController.GetActiveFacingOrderOf ( Formation  formation)
static

◆ GetActiveRidingOrderOf()

static OrderType TaleWorlds.MountAndBlade.OrderController.GetActiveRidingOrderOf ( Formation  formation)
static

◆ GetActiveArrangementOrderOf()

static OrderType TaleWorlds.MountAndBlade.OrderController.GetActiveArrangementOrderOf ( Formation  formation)
static

◆ GetActiveFormOrderOf()

static OrderType TaleWorlds.MountAndBlade.OrderController.GetActiveFormOrderOf ( Formation  formation)
static

◆ GetActiveWeaponUsageOrderOf()

static OrderType TaleWorlds.MountAndBlade.OrderController.GetActiveWeaponUsageOrderOf ( Formation  formation)
static

◆ GetActiveFiringOrderOf()

static OrderType TaleWorlds.MountAndBlade.OrderController.GetActiveFiringOrderOf ( Formation  formation)
static

◆ GetActiveAIControlOrderOf()

static OrderType TaleWorlds.MountAndBlade.OrderController.GetActiveAIControlOrderOf ( Formation  formation)
static

◆ SimulateNewOrderWithPositionAndDirection() [1/3]

void TaleWorlds.MountAndBlade.OrderController.SimulateNewOrderWithPositionAndDirection ( WorldPosition  formationLineBegin,
WorldPosition  formationLineEnd,
out List< WorldPosition simulationAgentFrames,
bool  isFormationLayoutVertical 
)

◆ SimulateNewFacingOrder()

void TaleWorlds.MountAndBlade.OrderController.SimulateNewFacingOrder ( Vec2  direction,
out List< WorldPosition simulationAgentFrames 
)

◆ SimulateNewCustomWidthOrder()

void TaleWorlds.MountAndBlade.OrderController.SimulateNewCustomWidthOrder ( float  width,
out List< WorldPosition simulationAgentFrames 
)

◆ SimulateNewOrderWithPositionAndDirection() [2/3]

static void TaleWorlds.MountAndBlade.OrderController.SimulateNewOrderWithPositionAndDirection ( IEnumerable< Formation formations,
Dictionary< Formation, Formation simulationFormations,
WorldPosition  formationLineBegin,
WorldPosition  formationLineEnd,
out List< WorldPosition simulationAgentFrames,
bool  isFormationLayoutVertical = true 
)
static

◆ SimulateNewOrderWithPositionAndDirection() [3/3]

static void TaleWorlds.MountAndBlade.OrderController.SimulateNewOrderWithPositionAndDirection ( IEnumerable< Formation formations,
Dictionary< Formation, Formation simulationFormations,
WorldPosition  formationLineBegin,
WorldPosition  formationLineEnd,
out List< ValueTuple< Formation, int, float, WorldPosition, Vec2 > >  formationChanges,
out bool  isLineShort,
bool  isFormationLayoutVertical = true 
)
static

◆ SimulateDestinationFrames()

void TaleWorlds.MountAndBlade.OrderController.SimulateDestinationFrames ( out List< WorldPosition simulationAgentFrames,
float  minDistance = 3f 
)

◆ SortFormationsForHorizontalLayout()

static IEnumerable< Formation > TaleWorlds.MountAndBlade.OrderController.SortFormationsForHorizontalLayout ( IEnumerable< Formation formations)
static

◆ GetOrderLookAtDirection()

static Vec2 TaleWorlds.MountAndBlade.OrderController.GetOrderLookAtDirection ( IEnumerable< Formation formations,
Vec2  target 
)
static

◆ GetOrderFormCustomWidth()

static float TaleWorlds.MountAndBlade.OrderController.GetOrderFormCustomWidth ( IEnumerable< Formation formations,
Vec3  orderPosition 
)
static

◆ TransferUnits()

void TaleWorlds.MountAndBlade.OrderController.TransferUnits ( Formation  source,
Formation  target,
int  count 
)

◆ SplitFormation()

IEnumerable< Formation > TaleWorlds.MountAndBlade.OrderController.SplitFormation ( Formation  formation,
int  count = 2 
)

◆ TickDebug()

void TaleWorlds.MountAndBlade.OrderController.TickDebug ( )

◆ AddOrderOverride()

void TaleWorlds.MountAndBlade.OrderController.AddOrderOverride ( Func< Formation, MovementOrder, MovementOrder orderOverride)

◆ GetOverridenOrderType()

OrderType TaleWorlds.MountAndBlade.OrderController.GetOverridenOrderType ( Formation  formation)

Member Data Documentation

◆ FormationGapInLine

const float TaleWorlds.MountAndBlade.OrderController.FormationGapInLine = 1.5f
static

◆ Owner

Agent TaleWorlds.MountAndBlade.OrderController.Owner

Property Documentation

◆ SiegeWeaponController

SiegeWeaponController TaleWorlds.MountAndBlade.OrderController.SiegeWeaponController
get

◆ SelectedFormations

MBReadOnlyList<Formation> TaleWorlds.MountAndBlade.OrderController.SelectedFormations
get

◆ simulationFormations

Dictionary<Formation, Formation> TaleWorlds.MountAndBlade.OrderController.simulationFormations
get

Event Documentation

◆ OnOrderIssued

OnOrderIssuedDelegate TaleWorlds.MountAndBlade.OrderController.OnOrderIssued

◆ OnSelectedFormationsChanged

Action TaleWorlds.MountAndBlade.OrderController.OnSelectedFormationsChanged