CvGame::getGameTurn()
- Defined in
- CvGame.cpp, line 4445
- Class
- CvGame
- Hook name
CivHooks::CvGame_getGameTurn
Hooks
static bool BeforeCvGame_getGameTurn(CvGame* self, int& result);static void AfterCvGame_getGameTurn(CvGame* self, int& result);static int ReplaceCvGame_getGameTurn(int (*original)(CvGame*), CvGame* self);CivRegisterBefore<CivHooks::CvGame_getGameTurn>(host, &BeforeCvGame_getGameTurn);CivRegisterAfter<CivHooks::CvGame_getGameTurn>(host, &AfterCvGame_getGameTurn);CivRegisterReplace<CivHooks::CvGame_getGameTurn>(host, &ReplaceCvGame_getGameTurn);
Code
4445int CvGame::getGameTurn()4446{4447 return CvPreGame::gameTurn();4448}
Calls
Called by
188 functions in 42 files
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- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperation::ShouldAbort()
- CvAIOperationBasicCityAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationDestroyBarbarianCamp::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::ShouldAbort()
- CvAIOperationNavalAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationNavalBombardment::ArmyInPosition(CvArmyAI *)
- CvAIOperationPureNavalCityAttack::ArmyInPosition(CvArmyAI *)
- CvArmyAI::SetEstimatedTurn(int, int)
- BuildRouteCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
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- CvBuilderTaskingAI::AddRouteDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::ConnectCitiesForScenario(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::ConnectCitiesToCapital(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::LogInfo(CvString, CvPlayer *, bool)
- CvBuilderTaskingAI::LogYieldInfo(CvString, CvPlayer *)
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- CvCity::SetRouteToCapitalConnected(bool)
- CvCity::debugDump(const FAutoVariableBase &) const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCityCitizens::DoTurn()
- CvCitySpecializationAI::DoTurn()
- CityStrategyAIHelpers::IsTestCityStrategy_CapitalNeedSettler(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_EnoughTileImprovers(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_ManyTechsStolen(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedTileImprovers(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_WantTileImprovers(AICityStrategyTypes, CvCity *)
- CvCityStrategyAI::DoTurn()
- CvCityStrategyAI::SetUsingCityStrategy(AICityStrategyTypes, bool)
- CvGameCulture::CreateGreatWork(GreatWorkType, GreatWorkClass, PlayerTypes, EraTypes, CvString)
- CvGreatWork::CvGreatWork(CvString, GreatWorkType, GreatWorkClass, int, EraTypes, PlayerTypes)
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- CvPlayerCulture::GetWrittenArtifactCulture() const
- CvPlayerCulture::LogCultureData()
- CvPlayerCulture::LogSwapWorks(PlayerTypes, int, int)
- CvPlayerCulture::LogThemedBuilding(int, BuildingTypes, int)
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDeal::ChangeGoldPerTurnTrade(PlayerTypes, int, int)
- CvDeal::ChangeResourceTrade(PlayerTypes, ResourceTypes, int, int)
- CvDeal::IsPossibleToTradeItem(PlayerTypes, PlayerTypes, TradeableItems, int, int, int, bool, bool, bool)
- CvGameDeals::DoCancelDealsBetweenPlayers(PlayerTypes, PlayerTypes)
- CvGameDeals::DoTurn()
- CvGameDeals::DoUpdateCurrentDealsList()
- CvGameDeals::FinalizeDealValidAndAccepted(PlayerTypes, PlayerTypes, CvDeal &, bool, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvDiplomacyAI::DoCaughtYourSpyStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoIdeologicalStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoKilledMySpyStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoKilledYourSpyStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoTestPromises()
- CvDiplomacyAI::DoUpdateHumanTradePriority(PlayerTypes, int)
- CvDiplomacyAI::DoWeBulliedYourMinorStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::GetTurnsSincePlayerBulliedProtectedMinor(PlayerTypes)
- CvDiplomacyAI::IsPlayerMadeBorderPromise(PlayerTypes, int)
- CvDiplomacyAI::IsPlayerMadeExpansionPromise(PlayerTypes, int)
- CvDiplomacyAI::SetPlayerMadeBorderPromise(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerMadeExpansionPromise(PlayerTypes, bool)
- CvDiplomacyAI::SetResurrectedBy(PlayerTypes, bool)
- CvDiplomacyAI::WantAILeaderMessage(DiploMessageTypes, PlayerTypes, DiploUIStateTypes, LeaderheadAnimationTypes, int)
- CvDiplomacyAI::WasResurrectedThisTurnBy(PlayerTypes) const
- CvDiplomacyRequests::Add(PlayerTypes, DiploUIStateTypes, DiploMessageTypes, const char *, LeaderheadAnimationTypes, int)
- CvDllGame::GetGameTurn() const
- CvDllGameAsynch::GetGameTurn() const
- CvEconomicAI::DisbandExtraWorkers()
- CvEconomicAI::DoReconState()
- CvEconomicAI::DoTurn()
- CvEconomicAI::LogCityMonitor()
- CvEconomicAI::LogMonitor()
- CvEconomicAI::SetUsingStrategy(EconomicAIStrategyTypes, bool)
- EconomicAIHelpers::IsTestStrategy_IslandStart(EconomicAIStrategyTypes, CvPlayer *)
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- CvEspionageAI::BuildOffenseCityList(EspionageCityList &)
- CvEspionageAI::UpdateCivOutOfTechTurn()
- CvPlayerEspionage::AddIntrigueMessage(PlayerTypes, PlayerTypes, PlayerTypes, BuildingTypes, ProjectTypes, CvIntrigueType, uint, CvCity *, bool)
- CvPlayerEspionage::CreateSpy()
- CvPlayerEspionage::GetRecentIntrigueInfo(PlayerTypes)
- CvPlayerEspionage::HasSharedIntrigue(PlayerTypes, PlayerTypes, CvIntrigueType)
- CvPlayerEspionage::ProcessSpy(uint)
- CvPlayerEspionage::ProcessSpyMessages()
- CvPlayerEspionage::SetOutcome(uint, uint, bool)
- CvEventLog::Add(const char *, PlayerTypes, int, int, int, int, int, int)
- CvGame::GetTurnsUntilMinorCivElection()
- CvGame::SetLastTurnAICivsProcessed()
- CvGame::addReplayMessage(ReplayMessageTypes, PlayerTypes, const CvString &, int, int)
- CvGame::canDoControl(ControlTypes)
- CvGame::doTurn()
- CvGame::getGameTurnYear()
- CvGame::incrementGameTurn()
- CvGame::init(HandicapTypes)
- CvGame::setGameTurn(int)
- CvGame::updateMoves()
- CvGame::updateScore(bool)
- CvGame::updateSelectionList()
- CvHomelandAI::EstablishHomelandPriorities()
- CvHomelandAI::ExecuteWorkerMove(CvUnit *, bool)
- CvHomelandAI::ExecuteWorkerMoves(bool)
- CvHomelandAI::LogPatrolMessage(CvString &, CvUnit *)
- CvHomelandAI::PlotGarrisonMoves(bool)
- CvMilitaryAI::LogAvailableForces()
- CvMilitaryAI::LogMilitaryStatus()
- CvMilitaryAI::SetUsingStrategy(MilitaryAIStrategyTypes, bool)
- CvMilitaryAI::UpdateMilitaryStrategies()
- MilitaryAIHelpers::ComputeRecommendedNavySize(CvPlayer *)
- MilitaryAIHelpers::FirstSlotCityCanFill(CvPlayer *, MultiunitFormationTypes, bool, bool, bool)
- MilitaryAIHelpers::NumberOfFillableSlots(CvPlayer *, MultiunitFormationTypes, bool, int *, int *)
- CvMinorCivAI::AddQuestIfAble(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::CanMajorProtect(PlayerTypes)
- CvMinorCivAI::CanMajorWithdrawProtection(PlayerTypes)
- CvMinorCivAI::DoBulliedByMajorReaction(PlayerTypes, int)
- CvMinorCivAI::DoChangeProtectionFromMajor(PlayerTypes, bool, bool)
- CvMinorCivAI::DoTestStartGlobalQuest()
- CvMinorCivAI::DoTestStartPersonalQuest(PlayerTypes)
- CvMinorCivAI::GetAlliedTurns() const
- CvMinorCivAI::IsRecentlyBulliedByMajor(PlayerTypes) const
- CvMinorCivAI::SetAlly(PlayerTypes)
- CvMinorCivQuest::DoStartQuest(int)
- CvMinorCivQuest::IsComplete()
- CvMinorCivQuest::IsExpired()
- CvNotifications::Add(NotificationTypes, const char *, const char *, int, int, int, int)
- CvNotifications::IsNotificationTypeEndOfTurnExpired(NotificationTypes, int)
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::GetScore(bool, bool) const
- CvPlayer::SetProximityToPlayer(PlayerTypes, PlayerProximityTypes)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::checkInitialTurnAIProcessed()
- CvPlayer::debugDump(const FAutoVariableBase &) const
- CvPlayer::doTurnPostDiplomacy()
- CvPlayer::found(int, int, ReligionTypes)
- CvPlayerAI::AI_chooseFreeGreatPerson()
- CvPlayerAI::AI_conquerCity(CvCity *, PlayerTypes)
- CvPlayerAI::GetDirectiveArtist(CvUnit *)
- CvPlayerAI::GetDirectiveEngineer(CvUnit *)
- CvPlayerAI::GetDirectiveMerchant(CvUnit *)
- CvPlayerAI::GetDirectiveMusician(CvUnit *)
- CvPlayerAI::GetDirectiveScientist(CvUnit *)
- CvPlayerAI::GetDirectiveWriter(CvUnit *)
- CvPlot::debugDump(const FAutoVariableBase &) const
- CvPlayerPolicies::DoSwitchIdeologies(PolicyBranchTypes)
- CvRandom::get(unsigned short, const char *)
- CvReligion::CvReligion(ReligionTypes, PlayerTypes, CvCity *, bool)
- CvReplayInfo::createInfo()
- CvTacticalAI::CommandeerUnits()
- CvTacticalAI::DropObsoleteZones()
- CvTacticalAI::EstablishBarbarianPriorities()
- CvTacticalAI::ExecuteCloseOnTarget(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::IsHighPriorityCivilianTarget(CvTacticalTarget *)
- CvTacticalAI::IsMediumPriorityCivilianTarget(CvTacticalTarget *)
- CvTacticalAI::PlotEnemyTerritoryOperationMoves(CvAIEnemyTerritoryOperation *)
- CvTacticalAI::PlotFreeformNavalOperationMoves(CvAINavalOperation *)
- CvTacticalAI::PlotGarrisonMoves(int, bool)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotOperationalArmyMoves()
- CvTacticalAnalysisMap::RefreshDataForNextPlayer(CvPlayer *)
- CvTeam::GetTurnsSinceMeetingTeam(TeamTypes) const
- CvTeam::makeHasMet(TeamTypes, bool)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvGameTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, int &)
- CvPlayerTrade::AddTradeConnectionWasPlundered(const TradeConnection)
- CvPlayerTrade::UpdateTradeConnectionWasPlundered()
- CvPlayerTraits::ChooseMayaBoost()
- CvTreasury::CalculateInflationRate()
- CvTreasury::DoGold()
- CvTreasury::LogExpenditure(CvString, int, int)
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::UnitPathTo(int, int, int, int, bool)
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::getDiscoverAmount()
- CvUnit::getGivePoliciesCulture()
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::stackTraceRemark(const FAutoVariableBase &) const
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvUnitMission::WaitFor(UnitHandle, UnitHandle)
- CvUnitProductionAI::GetTempWeightRevised(UnitTypes, int)
- CvActiveResolution::DoEffects(PlayerTypes)
- CvLeague::DoProjectReward(PlayerTypes, LeagueProjectTypes, ContributionTier)
- CvLuaGame::lGetGameTurn(lua_State *)
- CvLuaGame::lGetTimeString(lua_State *)
- CvLuaGame::lGetTradeRoute(lua_State *)
- CvLuaGame::lGetTurnString(lua_State *)
- CvLuaPlayer::lAddTemporaryDominanceZone(lua_State *)
- CvLuaPlayer::lDoMinorCivStartQuestForPlayer(lua_State *)
- CvLuaPlayer::lGetTradeRoutes(lua_State *)
- CvLuaPlayer::lGetTradeRoutesAvailable(lua_State *)
- CvLuaPlayer::lGetTradeRoutesToYou(lua_State *)