M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade.SiegeLane Class Reference

Public Types

enum  LaneStateEnum {
  Safe = 0 ,
  Unused = 1 ,
  Used = 2 ,
  Active = 3 ,
  Abandoned = 4 ,
  Contested = 5 ,
  Conceited = 6
}
 
enum  LaneDefenseStates {
  Empty ,
  Token ,
  Full
}
 

Public Member Functions

 SiegeLane (FormationAI.BehaviorSide laneSide, SiegeQuerySystem siegeQuerySystem)
 
bool CalculateIsLaneUnusable ()
 
Formation GetLastAssignedFormation (int teamIndex)
 
void SetLaneState (LaneStateEnum newLaneState)
 
void SetLastAssignedFormation (int teamIndex, Formation formation)
 
void SetSiegeQuerySystem (SiegeQuerySystem siegeQuerySystem)
 
float CalculateLaneCapacity ()
 
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]
 

Member Enumeration Documentation

◆ LaneStateEnum

Enumerator
Safe 
Unused 
Used 
Active 
Abandoned 
Contested 
Conceited 

◆ LaneDefenseStates

Enumerator
Empty 
Token 
Full 

Constructor & Destructor Documentation

◆ SiegeLane()

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

Member Function Documentation

◆ CalculateIsLaneUnusable()

bool TaleWorlds.MountAndBlade.SiegeLane.CalculateIsLaneUnusable ( )

◆ 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)

◆ CalculateLaneCapacity()

float TaleWorlds.MountAndBlade.SiegeLane.CalculateLaneCapacity ( )

◆ 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