CvGlobals::getAILogging()
- Defined in
- CvGlobals.cpp, line 2478
- Class
- CvGlobals
- Hook name
CivHooks::CvGlobals_getAILogging
Hooks
static bool BeforeCvGlobals_getAILogging(CvGlobals* self, bool& result);static void AfterCvGlobals_getAILogging(CvGlobals* self, bool& result);static bool ReplaceCvGlobals_getAILogging(bool (*original)(CvGlobals*), CvGlobals* self);CivRegisterBefore<CivHooks::CvGlobals_getAILogging>(host, &BeforeCvGlobals_getAILogging);CivRegisterAfter<CivHooks::CvGlobals_getAILogging>(host, &AfterCvGlobals_getAILogging);CivRegisterReplace<CivHooks::CvGlobals_getAILogging>(host, &ReplaceCvGlobals_getAILogging);
Code
2478bool CvGlobals::getAILogging()2479{2480 return m_bAILogging;2481}
Called by
202 functions in 34 files
- CvAIEnemyTerritoryOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAINavalEscortedOperation::ArmyInPosition(CvArmyAI *)
- CvAINavalOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperation::LogOperationEnd()
- CvAIOperation::LogOperationSpecialMessage(const CvString &)
- CvAIOperation::LogOperationStart()
- CvAIOperation::LogOperationStatus()
- CvAIOperationConcertTour::ArmyInPosition(CvArmyAI *)
- CvAIOperationDestroyBarbarianCamp::ShouldAbort()
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvAIOperationMerchantDelegation::ArmyInPosition(CvArmyAI *)
- CvAIOperationNukeAttack::ArmyInPosition(CvArmyAI *)
- CvTwoLayerPathFinder::GenerateUnitPath(const CvUnit *, int, int, int, int, int, bool)
- LogPathGeneration(const CvUnit *, CvString &)
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvBuilderTaskingAI::Init(CvPlayer *)
- CvBuilderTaskingAI::LogInfo(CvString, CvPlayer *, bool)
- CvBuilderTaskingAI::LogYieldInfo(CvString, CvPlayer *)
- CvBuildingProductionAI::LogPossibleBuilds()
- CvCity::BuyPlot(int, int)
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvCity::DoJONSCultureLevelIncrease()
- CvCity::popOrder(int, bool, bool)
- CvCityAI::AI_chooseProduction(bool)
- CvCitySpecializationAI::LogBestSites()
- CvCitySpecializationAI::LogCity(CvCity *, CitySpecializationData)
- CvCitySpecializationAI::LogNextSpecialization(CitySpecializationTypes)
- CvCitySpecializationAI::LogSpecializationAssignment(CvCity *, CitySpecializationTypes, bool)
- CvCitySpecializationAI::LogSpecializationUpdate(CitySpecializationUpdateType)
- CvCitySpecializationAI::LogSpecializationWeights()
- CvCityStrategyAI::LogCityProduction(CvCityBuildable, bool)
- CvCityStrategyAI::LogFlavors(FlavorTypes)
- CvCityStrategyAI::LogHurry(HurryTypes, int, int, int)
- CvCityStrategyAI::LogPossibleBuilds()
- CvCityStrategyAI::LogSpecializationChange(CitySpecializationTypes)
- CvCityStrategyAI::LogStrategy(AICityStrategyTypes, bool)
- CvPlayerCulture::LogCultureData()
- CvPlayerCulture::LogSwapWorks(PlayerTypes, int, int)
- CvPlayerCulture::LogThemedBuilding(int, BuildingTypes, int)
- CvGameDeals::LogDealComplete(CvDeal *)
- CvGameDeals::LogDealFailed(CvDeal *, bool, bool, bool)
- CvDiplomacyAI::LogCloseEmbassy(PlayerTypes)
- CvDiplomacyAI::LogCoopWar(PlayerTypes, PlayerTypes, CoopWarStates)
- CvDiplomacyAI::LogDenounce(PlayerTypes, bool, bool)
- CvDiplomacyAI::LogDoF(PlayerTypes)
- CvDiplomacyAI::LogFriendRequestDenounce(PlayerTypes, PlayerTypes, bool)
- CvDiplomacyAI::LogMajorCivApproachUpdate(PlayerTypes, const int *, MajorCivApproachTypes, MajorCivApproachTypes, WarFaceTypes)
- CvDiplomacyAI::LogMinorCivApproachUpdate(PlayerTypes, const int *, MinorCivApproachTypes, MinorCivApproachTypes)
- CvDiplomacyAI::LogMinorCivBullyGold(PlayerTypes, int, int, int, bool, int)
- CvDiplomacyAI::LogMinorCivBullyUnit(PlayerTypes, int, int, UnitTypes, bool, int)
- CvDiplomacyAI::LogMinorCivBuyout(PlayerTypes, int, bool)
- CvDiplomacyAI::LogMinorCivGiftGold(PlayerTypes, int, int, bool, bool, PlayerTypes)
- CvDiplomacyAI::LogMinorCivQuestCancelled(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogMinorCivQuestFinished(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogMinorCivQuestReceived(PlayerTypes, int, int, MinorCivQuestTypes)
- CvDiplomacyAI::LogOpenEmbassy(PlayerTypes)
- CvDiplomacyAI::LogOpinionUpdate(PlayerTypes, std::vector<int> &)
- CvDiplomacyAI::LogOtherPlayerExpansionGuess(PlayerTypes, int)
- CvDiplomacyAI::LogOtherPlayerGuessStatus()
- CvDiplomacyAI::LogPeaceMade(PlayerTypes)
- CvDiplomacyAI::LogPersonality()
- CvDiplomacyAI::LogPublicDeclaration(PublicDeclarationTypes, int, PlayerTypes)
- CvDiplomacyAI::LogStatementToPlayer(PlayerTypes, DiploStatementTypes)
- CvDiplomacyAI::LogStatements()
- CvDiplomacyAI::LogStatus()
- CvDiplomacyAI::LogWantRA(PlayerTypes)
- CvDiplomacyAI::LogWarDeclaration(PlayerTypes, int)
- CvDiplomacyAI::LogWarStatus()
- CvDllGameContext::GetAILogging()
- CvEconomicAI::DisbandLongObsoleteUnits()
- CvEconomicAI::DoHurry()
- CvEconomicAI::DoPlotPurchases()
- CvEconomicAI::DoReconState()
- CvEconomicAI::LogCityMonitor()
- CvEconomicAI::LogMonitor()
- CvEconomicAI::LogScrapUnit(UnitHandle, int, int, int, int)
- CvEconomicAI::LogStrategy(EconomicAIStrategyTypes, bool)
- CvFlavorManager::Init(CvPlayer *)
- CvFlavorManager::LogFlavors(FlavorTypes)
- CvGame::LogGameState(bool)
- CvGrandStrategyAI::LogGrandStrategies(const FStaticVector<int, 5, true, c_eCiv5GameplayDLL> &)
- CvGrandStrategyAI::LogGuessOtherPlayerGrandStrategy(const FStaticVector<int, 5, true, c_eCiv5GameplayDLL> &, PlayerTypes)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteAircraftInterceptions()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteArchaeologistMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteCultureBlast(CvUnit *)
- CvHomelandAI::ExecuteEngineerMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteFirstTurnSettlerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteGoldenAgeMove(CvUnit *)
- CvHomelandAI::ExecuteInquisitorMoves()
- CvHomelandAI::ExecuteMissionaryMoves()
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteScientistMoves()
- CvHomelandAI::ExecuteSpecialExploreMove(CvUnit *, CvPlot *)
- CvHomelandAI::ExecuteTradeUnitMoves()
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::FindPatrolTarget(CvUnit *)
- CvHomelandAI::LogHomelandMessage(CvString &)
- CvHomelandAI::LogPatrolMessage(CvString &, CvUnit *)
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotAirliftMoves()
- CvHomelandAI::PlotAncientRuinMoves()
- CvHomelandAI::PlotGarrisonMoves(bool)
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotMobileReserveMoves()
- CvHomelandAI::PlotPatrolMoves()
- CvHomelandAI::PlotSentryMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::PlotWorkerSeaMoves()
- CvMilitaryAI::LogAttackTargets(AIOperationTypes, PlayerTypes, CvWeightedVector<CvMilitaryTarget, 64 * 10, true> &)
- CvMilitaryAI::LogAvailableForces()
- CvMilitaryAI::LogChosenTarget(AIOperationTypes, PlayerTypes, CvMilitaryTarget &)
- CvMilitaryAI::LogCityCaptured(CvCity *, PlayerTypes)
- CvMilitaryAI::LogCityRazed(CvCity *, PlayerTypes)
- CvMilitaryAI::LogCivilizationDestroyed()
- CvMilitaryAI::LogDeclarationOfWar(PlayerTypes)
- CvMilitaryAI::LogDeficitScrapUnit(UnitHandle)
- CvMilitaryAI::LogMilitaryStatus()
- CvMilitaryAI::LogMilitarySummaryMessage(const CvString &)
- CvMilitaryAI::LogPeace(PlayerTypes)
- CvMilitaryAI::LogPeace(TeamTypes)
- CvMilitaryAI::LogScrapUnit(UnitHandle, bool, bool)
- CvMilitaryAI::LogStrategy(MilitaryAIStrategyTypes, bool)
- CvMilitaryAI::LogWarStateChange(PlayerTypes, WarStateTypes, WarStateTypes)
- CvPlayer::SetProximityToPlayer(PlayerTypes, PlayerProximityTypes)
- CvPolicyAI::LogBranchChoice(PolicyBranchTypes)
- CvPolicyAI::LogIdeologyChoice(CvString &, int, int, int)
- CvPolicyAI::LogPolicyChoice(PolicyTypes)
- CvPolicyAI::LogPossiblePolicies()
- CvProcessProductionAI::LogPossibleBuilds()
- CvProjectProductionAI::LogPossibleBuilds()
- CvCityReligions::LogFollowersChange(CvReligiousFollowChangeReason)
- CvGameReligions::LogReligionMessage(CvString &)
- CvReligionAI::LogBeliefChoices(CvWeightedVector<BeliefTypes, 100, true> &, int)
- CvStartPositioner::LogStartPositionMessage(CvString)
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteEscortEmbarkedMoves()
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteFormationMoves(CvArmyAI *, CvPlot *)
- CvTacticalAI::ExecuteGatherMoves(CvArmyAI *)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteNavalFormationMoves(CvArmyAI *, CvPlot *)
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecuteRepositionMoves()
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::GetBestRepositionPlot(UnitHandle, CvPlot *)
- CvTacticalAI::LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- CvTacticalAI::LogTacticalMessage(CvString &, bool)
- CvTacticalAI::MoveGreatGeneral(CvArmyAI *)
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotAirInterceptMoves()
- CvTacticalAI::PlotAirSweepMoves()
- CvTacticalAI::PlotAncientRuinMoves(int)
- CvTacticalAI::PlotBarbarianCampMoves()
- CvTacticalAI::PlotBarbarianPlunderTradeUnitMove(DomainTypes)
- CvTacticalAI::PlotBastionMoves(int)
- CvTacticalAI::PlotBlockadeImprovementMoves()
- CvTacticalAI::PlotCampDefenseMoves()
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotCivilianAttackMoves(AITacticalTargetType)
- CvTacticalAI::PlotDamageCityMoves()
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- CvTacticalAI::PlotGarrisonMoves(int, bool)
- CvTacticalAI::PlotGuardImprovementMoves(int)
- CvTacticalAI::PlotHealMoves()
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotPillageMoves(AITacticalTargetType, bool)
- CvTacticalAI::PlotPlunderTradeUnitMoves(DomainTypes)
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvTacticalAI::QueueAttack(void *, CvTacticalTarget *, bool, bool)
- CvTacticalAI::ReviewUnassignedUnits()
- CvTacticalAI::UpdatePostures()
- CvTacticalAnalysisMap::LogZones()
- CvTechAI::LogPossibleResearch()
- CvTechAI::LogResearchChoice(TechTypes)
- CvPlayerTechs::LogFlavors(FlavorTypes)
- CvPlayerTraits::ConvertBarbarianCamp(CvUnit *, CvPlot *)
- CvPlayerTraits::ConvertBarbarianNavalUnit(CvUnit *, UnitHandle)
- CvTreasury::LogExpenditure(CvString, int, int)
- CvUnit::AI_promote()
- CvUnit::AI_promotionValue(PromotionTypes)
- CvUnit::build(BuildTypes)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::jumpToNearestValidPlot()
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnitProductionAI::LogPossibleBuilds(UnitAITypes)
- CvWonderProductionAI::LogPossibleWonders()