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

Public Types

enum  LaneStateEnum
 
enum  LaneDefenseStates
 

Public Member Functions

Formation GetLastAssignedFormation (int teamIndex)
 
void SetLaneState (LaneStateEnum newLaneState)
 
void SetLastAssignedFormation (int teamIndex, Formation formation)
 
void SetSiegeQuerySystem (SiegeQuerySystem siegeQuerySystem)
 
float GetLaneCapacity ()
 
 SiegeLane (FormationAI.BehaviorSide laneSide, SiegeQuerySystem siegeQuerySystem)
 
LaneDefenseStates GetDefenseState ()
 
bool IsUnderAttack ()
 
bool IsDefended ()
 
void DetermineLaneState ()
 
WorldPosition GetCurrentAttackerPosition ()
 
void DetermineOrigins ()
 
void RefreshLane ()
 
void SetPrimarySiegeWeapons (List< IPrimarySiegeWeapon > primarySiegeWeapons)
 
void SetDefensePoints (List< ICastleKeyPosition > defensePoints)
 

Properties

LaneStateEnum LaneState [get]
 
FormationAI.BehaviorSide LaneSide [get]
 
List< IPrimarySiegeWeaponPrimarySiegeWeapons [get]
 
bool IsOpen [get]
 
bool IsBreach [get]
 
bool HasGate [get]
 
List< ICastleKeyPositionDefensePoints [get]
 
WorldPosition DefenderOrigin [get]
 
WorldPosition AttackerOrigin [get]
 
float LaneDifficulty [get]
 
bool IsLaneUnusable [get]
 

Member Enumeration Documentation

◆ LaneStateEnum

◆ LaneDefenseStates

Constructor & Destructor Documentation

◆ SiegeLane()

TaleWorlds.MountAndBlade.SiegeLane.SiegeLane ( FormationAI.BehaviorSide  laneSide,
SiegeQuerySystem  siegeQuerySystem 
)

Member Function Documentation

◆ GetLastAssignedFormation()

Formation TaleWorlds.MountAndBlade.SiegeLane.GetLastAssignedFormation ( int  teamIndex)

◆ SetLaneState()

void TaleWorlds.MountAndBlade.SiegeLane.SetLaneState ( LaneStateEnum  newLaneState)

◆ SetLastAssignedFormation()

void TaleWorlds.MountAndBlade.SiegeLane.SetLastAssignedFormation ( int  teamIndex,
Formation  formation 
)

◆ SetSiegeQuerySystem()

void TaleWorlds.MountAndBlade.SiegeLane.SetSiegeQuerySystem ( SiegeQuerySystem  siegeQuerySystem)

◆ GetLaneCapacity()

float TaleWorlds.MountAndBlade.SiegeLane.GetLaneCapacity ( )

◆ GetDefenseState()

LaneDefenseStates TaleWorlds.MountAndBlade.SiegeLane.GetDefenseState ( )

◆ IsUnderAttack()

bool TaleWorlds.MountAndBlade.SiegeLane.IsUnderAttack ( )

◆ IsDefended()

bool TaleWorlds.MountAndBlade.SiegeLane.IsDefended ( )

◆ DetermineLaneState()

void TaleWorlds.MountAndBlade.SiegeLane.DetermineLaneState ( )

◆ GetCurrentAttackerPosition()

WorldPosition TaleWorlds.MountAndBlade.SiegeLane.GetCurrentAttackerPosition ( )

◆ DetermineOrigins()

void TaleWorlds.MountAndBlade.SiegeLane.DetermineOrigins ( )

◆ RefreshLane()

void TaleWorlds.MountAndBlade.SiegeLane.RefreshLane ( )

◆ SetPrimarySiegeWeapons()

void TaleWorlds.MountAndBlade.SiegeLane.SetPrimarySiegeWeapons ( List< IPrimarySiegeWeapon primarySiegeWeapons)

◆ SetDefensePoints()

void TaleWorlds.MountAndBlade.SiegeLane.SetDefensePoints ( List< ICastleKeyPosition defensePoints)

Property Documentation

◆ LaneState

LaneStateEnum TaleWorlds.MountAndBlade.SiegeLane.LaneState
get

◆ LaneSide

FormationAI.BehaviorSide TaleWorlds.MountAndBlade.SiegeLane.LaneSide
get

◆ PrimarySiegeWeapons

List<IPrimarySiegeWeapon> TaleWorlds.MountAndBlade.SiegeLane.PrimarySiegeWeapons
get

◆ IsOpen

bool TaleWorlds.MountAndBlade.SiegeLane.IsOpen
get

◆ IsBreach

bool TaleWorlds.MountAndBlade.SiegeLane.IsBreach
get

◆ HasGate

bool TaleWorlds.MountAndBlade.SiegeLane.HasGate
get

◆ DefensePoints

List<ICastleKeyPosition> TaleWorlds.MountAndBlade.SiegeLane.DefensePoints
get

◆ DefenderOrigin

WorldPosition TaleWorlds.MountAndBlade.SiegeLane.DefenderOrigin
get

◆ AttackerOrigin

WorldPosition TaleWorlds.MountAndBlade.SiegeLane.AttackerOrigin
get

◆ LaneDifficulty

float TaleWorlds.MountAndBlade.SiegeLane.LaneDifficulty
get

◆ IsLaneUnusable

bool TaleWorlds.MountAndBlade.SiegeLane.IsLaneUnusable
get