M&B: Bannerlord 1.1.0
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SandBox.BoardGames.MissionLogics.MissionBoardGameLogic Class Reference

Inherits TaleWorlds.MountAndBlade.MissionLogic.

Public Member Functions

override void AfterStart ()
 
void SetStartingPlayer (bool playerOneStarts)
 
void StartBoardGame ()
 
override void OnMissionTick (float dt)
 
void DetectOpposingAgent ()
 
bool CheckIfBothSidesAreSitting ()
 
void PlayerOneWon (string message=BoardGameBase.StringVictoryMessage)
 
void PlayerTwoWon (string message=BoardGameBase.StringDefeatMessage)
 
void GameWasDraw (string message=BoardGameBase.StringDrawMessage)
 
void SetGameOver (GameOverEnum gameOverInfo)
 
void ForfeitGame ()
 
void AIForfeitGame ()
 
void RollDice ()
 
bool RequiresDiceRolling ()
 
void SetBetAmount (int bet)
 
void SetCurrentDifficulty (BoardGameHelper.AIDifficulty difficulty)
 
void SetBoardGame (CultureObject.BoardGameType game)
 
override InquiryData OnEndMissionRequest (out bool canLeave)
 
- 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 OnRetreatMission ()
 
virtual void OnSurrenderMission ()
 
virtual void OnAutoDeployTeam (Team team)
 
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, AttackCollisionData collisionData)
 
virtual void OnMeleeHit (Agent attacker, Agent victim, bool isCanceled, AttackCollisionData collisionData)
 
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 OnEndMissionInternal ()
 Do not override this.
 
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 OnMissionStateActivated ()
 Called either after the mission is first initialized or the mission state is re-activated when a prior state (like inventory) is popped out of GameState stack.
 
virtual void OnMissionStateFinalized ()
 Called right before the mission state is finalized and any remaining allocated mission resources are released. This is not the same as OnMissionEnd callback which is called after the player clicks end/retreat button on battle results screen. MissionState is deallocated some time after OnMissionEnd to let MissionBehaviors to correctly deallocated themselves. Certain data structures (like Mission's agent list) are emptied here so do not depend on them. This is the final callback mission behaviors will receive before they are removed entirely.
 
virtual void OnMissionStateDeactivated ()
 Called either before mission is finalized or the mission state is deactivated due to another state (like inventory) being pushed into GameStates stack.
 
virtual void OnMissionRestart ()
 
virtual List< CompassItemUpdateParamsGetCompassTargets ()
 
virtual void OnAssignPlayerAsSergeantOfFormation (Agent agent)
 
virtual void OnDeploymentFinished ()
 
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)
 

Static Public Member Functions

static bool IsBoardGameAvailable ()
 
static bool IsThereActiveBoardGameWithHero (Hero hero)
 

Public Attributes

IBoardGameHandler Handler
 

Properties

BoardGameBase Board [get]
 
BoardGameAIBase AIOpponent [get]
 
bool IsOpposingAgentMovingToPlayingChair [get]
 
bool IsGameInProgress [get]
 
BoardGameHelper.BoardGameState BoardGameFinalState [get]
 
CultureObject.BoardGameType CurrentBoardGame [get]
 
BoardGameHelper.AIDifficulty Difficulty [get]
 
int BetAmount [get]
 
Agent OpposingAgent [get]
 
- 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]
 

Events

Action GameStarted
 
Action GameEnded
 

Additional Inherited Members

- Protected Member Functions inherited from TaleWorlds.MountAndBlade.MissionBehavior
virtual void OnEndMission ()
 Called right before the mission ends (i.e. after player clicks done/retreat button in battle results screen for SP missions). Preferably unregister all your Mission dependent events here. Some mission fields (like agent lists) will be deallocated after the mission ends.
 

Member Function Documentation

◆ AfterStart()

override void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.AfterStart ( )
virtual

◆ SetStartingPlayer()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.SetStartingPlayer ( bool  playerOneStarts)

◆ StartBoardGame()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.StartBoardGame ( )

◆ OnMissionTick()

override void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.OnMissionTick ( float  dt)
virtual

◆ DetectOpposingAgent()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.DetectOpposingAgent ( )

◆ CheckIfBothSidesAreSitting()

bool SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.CheckIfBothSidesAreSitting ( )

◆ PlayerOneWon()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.PlayerOneWon ( string  message = BoardGameBase::StringVictoryMessage)

◆ PlayerTwoWon()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.PlayerTwoWon ( string  message = BoardGameBase::StringDefeatMessage)

◆ GameWasDraw()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.GameWasDraw ( string  message = BoardGameBase::StringDrawMessage)

◆ SetGameOver()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.SetGameOver ( GameOverEnum  gameOverInfo)

◆ ForfeitGame()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.ForfeitGame ( )

◆ AIForfeitGame()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.AIForfeitGame ( )

◆ RollDice()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.RollDice ( )

◆ RequiresDiceRolling()

bool SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.RequiresDiceRolling ( )

◆ SetBetAmount()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.SetBetAmount ( int  bet)

◆ SetCurrentDifficulty()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.SetCurrentDifficulty ( BoardGameHelper::AIDifficulty  difficulty)

◆ SetBoardGame()

void SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.SetBoardGame ( CultureObject::BoardGameType  game)

◆ OnEndMissionRequest()

override InquiryData SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.OnEndMissionRequest ( out bool  canLeave)
virtual

◆ IsBoardGameAvailable()

static bool SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.IsBoardGameAvailable ( )
static

◆ IsThereActiveBoardGameWithHero()

static bool SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.IsThereActiveBoardGameWithHero ( Hero  hero)
static

Member Data Documentation

◆ Handler

IBoardGameHandler SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.Handler

Property Documentation

◆ Board

BoardGameBase SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.Board
get

◆ AIOpponent

BoardGameAIBase SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.AIOpponent
get

◆ IsOpposingAgentMovingToPlayingChair

bool SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.IsOpposingAgentMovingToPlayingChair
get

◆ IsGameInProgress

bool SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.IsGameInProgress
get

◆ BoardGameFinalState

BoardGameHelper.BoardGameState SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.BoardGameFinalState
get

◆ CurrentBoardGame

CultureObject.BoardGameType SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.CurrentBoardGame
get

◆ Difficulty

BoardGameHelper.AIDifficulty SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.Difficulty
get

◆ BetAmount

int SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.BetAmount
get

◆ OpposingAgent

Agent SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.OpposingAgent
get

Event Documentation

◆ GameStarted

Action SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.GameStarted

◆ GameEnded

Action SandBox.BoardGames.MissionLogics.MissionBoardGameLogic.GameEnded