The strategy (larger, overall plan to win the battle) to be used is decided by team ai.
Inherited by TaleWorlds.MountAndBlade.TeamAIGeneral, and TaleWorlds.MountAndBlade.TeamAISiegeComponent.
◆ TeamAIComponent()
TaleWorlds.MountAndBlade.TeamAIComponent.TeamAIComponent |
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Mission |
currentMission, |
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Team |
currentTeam, |
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float |
thinkTimerTime, |
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float |
applyTimerTime |
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) |
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protected |
◆ TacticalDecisionDelegate()
delegate void TaleWorlds.MountAndBlade.TeamAIComponent.TacticalDecisionDelegate |
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in TacticalDecision |
decision | ) |
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◆ AddStrategicArea()
void TaleWorlds.MountAndBlade.TeamAIComponent.AddStrategicArea |
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StrategicArea |
strategicArea | ) |
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◆ RemoveStrategicArea()
void TaleWorlds.MountAndBlade.TeamAIComponent.RemoveStrategicArea |
( |
StrategicArea |
strategicArea | ) |
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◆ RemoveAllStrategicAreas()
void TaleWorlds.MountAndBlade.TeamAIComponent.RemoveAllStrategicAreas |
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| ) |
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◆ AddTacticOption()
void TaleWorlds.MountAndBlade.TeamAIComponent.AddTacticOption |
( |
TacticComponent |
tacticOption | ) |
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◆ RemoveTacticOption()
void TaleWorlds.MountAndBlade.TeamAIComponent.RemoveTacticOption |
( |
Type |
tacticType | ) |
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◆ ClearTacticOptions()
void TaleWorlds.MountAndBlade.TeamAIComponent.ClearTacticOptions |
( |
| ) |
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◆ AssertTeam()
void TaleWorlds.MountAndBlade.TeamAIComponent.AssertTeam |
( |
Team |
team | ) |
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◆ NotifyTacticalDecision()
void TaleWorlds.MountAndBlade.TeamAIComponent.NotifyTacticalDecision |
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in TacticalDecision |
decision | ) |
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◆ OnDeploymentFinished()
virtual void TaleWorlds.MountAndBlade.TeamAIComponent.OnDeploymentFinished |
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| ) |
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virtual |
◆ OnMissionEnded()
void TaleWorlds.MountAndBlade.TeamAIComponent.OnMissionEnded |
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| ) |
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◆ ResetTactic()
void TaleWorlds.MountAndBlade.TeamAIComponent.ResetTactic |
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bool |
keepCurrentTactic = true | ) |
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◆ CheckIsDefenseApplicable()
void TaleWorlds.MountAndBlade.TeamAIComponent.CheckIsDefenseApplicable |
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| ) |
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◆ OnTacticAppliedForFirstTime()
void TaleWorlds.MountAndBlade.TeamAIComponent.OnTacticAppliedForFirstTime |
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| ) |
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◆ TickOccasionally()
void TaleWorlds.MountAndBlade.TeamAIComponent.TickOccasionally |
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| ) |
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◆ IsCurrentTactic()
bool TaleWorlds.MountAndBlade.TeamAIComponent.IsCurrentTactic |
( |
TacticComponent |
tactic | ) |
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◆ DebugTick()
virtual void TaleWorlds.MountAndBlade.TeamAIComponent.DebugTick |
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float |
dt | ) |
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protectedvirtual |
◆ OnUnitAddedToFormationForTheFirstTime()
abstract void TaleWorlds.MountAndBlade.TeamAIComponent.OnUnitAddedToFormationForTheFirstTime |
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Formation |
formation | ) |
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pure virtual |
◆ OnNotifyTacticalDecision
◆ BattleTokenForceSize
const int TaleWorlds.MountAndBlade.TeamAIComponent.BattleTokenForceSize = 10 |
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static |
◆ Mission
readonly Mission TaleWorlds.MountAndBlade.TeamAIComponent.Mission |
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protected |
◆ Team
readonly Team TaleWorlds.MountAndBlade.TeamAIComponent.Team |
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protected |
◆ TacticalPositions
List<TacticalPosition> TaleWorlds.MountAndBlade.TeamAIComponent.TacticalPositions |
◆ TacticalRegions
List<TacticalRegion> TaleWorlds.MountAndBlade.TeamAIComponent.TacticalRegions |
◆ StrategicAreas
◆ HasStrategicAreas
bool TaleWorlds.MountAndBlade.TeamAIComponent.HasStrategicAreas |
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get |
◆ IsDefenseApplicable
bool TaleWorlds.MountAndBlade.TeamAIComponent.IsDefenseApplicable |
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get |
◆ GetIsFirstTacticChosen
bool TaleWorlds.MountAndBlade.TeamAIComponent.GetIsFirstTacticChosen = false |
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get |
◆ CurrentTactic