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CvMilitaryAI::GetNumberCivsAtWarWith() const

Defined in
CvMilitaryAI.cpp, line 1618
Class
CvMilitaryAI
Hook name
CivHooks::CvMilitaryAI_GetNumberCivsAtWarWith

Hooks

static bool BeforeCvMilitaryAI_GetNumberCivsAtWarWith(const CvMilitaryAI* self, int& result);static void AfterCvMilitaryAI_GetNumberCivsAtWarWith(const CvMilitaryAI* self, int& result);static int ReplaceCvMilitaryAI_GetNumberCivsAtWarWith(int (*original)(const CvMilitaryAI*), const CvMilitaryAI* self);CivRegisterBefore<CivHooks::CvMilitaryAI_GetNumberCivsAtWarWith>(host, &BeforeCvMilitaryAI_GetNumberCivsAtWarWith);CivRegisterAfter<CivHooks::CvMilitaryAI_GetNumberCivsAtWarWith>(host, &AfterCvMilitaryAI_GetNumberCivsAtWarWith);CivRegisterReplace<CivHooks::CvMilitaryAI_GetNumberCivsAtWarWith>(host, &ReplaceCvMilitaryAI_GetNumberCivsAtWarWith);

Code

1617/// How many civs are we fighting?1618int CvMilitaryAI::GetNumberCivsAtWarWith() const1619{1620	PlayerTypes eLoopPlayer;1621	WarStateTypes eWarState;1622	int iRtnValue = 0;16231624	// Let's figure out if we're at war1625	for(int iPlayerLoop = 0; iPlayerLoop < MAX_MAJOR_CIVS; iPlayerLoop++)1626	{1627		eLoopPlayer = (PlayerTypes) iPlayerLoop;16281629		// Is this a player we have relations with?1630		if(eLoopPlayer != m_pPlayer->GetID() && m_pPlayer->GetDiplomacyAI()->IsPlayerValid(eLoopPlayer))1631		{1632			eWarState = m_pPlayer->GetDiplomacyAI()->GetWarState(eLoopPlayer);1633			if(eWarState != NO_WAR_STATE_TYPE)1634			{1635				iRtnValue++;1636			}1637		}1638	}16391640	return iRtnValue;1641}

Calls

Called by