CvHomelandAI::RecruitUnits()
- Defined in
- CvHomelandAI.cpp, line 102
- Class
- CvHomelandAI
- Hook name
CivHooks::CvHomelandAI_RecruitUnits
Hooks
static bool BeforeCvHomelandAI_RecruitUnits(CvHomelandAI* self);static void AfterCvHomelandAI_RecruitUnits(CvHomelandAI* self);static void ReplaceCvHomelandAI_RecruitUnits(void (*original)(CvHomelandAI*), CvHomelandAI* self);CivRegisterBefore<CivHooks::CvHomelandAI_RecruitUnits>(host, &BeforeCvHomelandAI_RecruitUnits);CivRegisterAfter<CivHooks::CvHomelandAI_RecruitUnits>(host, &AfterCvHomelandAI_RecruitUnits);CivRegisterReplace<CivHooks::CvHomelandAI_RecruitUnits>(host, &ReplaceCvHomelandAI_RecruitUnits);
Code
101/// Mark all the units that will be under tactical AI control this turn102void CvHomelandAI::RecruitUnits()103{104 CvUnit* pLoopUnit;105 int iLoop;106107 m_CurrentTurnUnits.clear();108109 // Loop through our units110 for(pLoopUnit = m_pPlayer->firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = m_pPlayer->nextUnit(&iLoop))111 {112 // Never want immobile/dead units or ones that have already moved113 if(!pLoopUnit->TurnProcessed() && !pLoopUnit->isDelayedDeath() && pLoopUnit->AI_getUnitAIType() != UNITAI_UNKNOWN && pLoopUnit->canMove())114 {115 m_CurrentTurnUnits.push_back(pLoopUnit->GetID());116 }117 }118}