Bazaar developer reference

CvMilitaryAI::UpdateWars()

Defined in
CvMilitaryAI.cpp, line 2439
Class
CvMilitaryAI
Hook name
CivHooks::CvMilitaryAI_UpdateWars

Hooks

static bool BeforeCvMilitaryAI_UpdateWars(CvMilitaryAI* self);static void AfterCvMilitaryAI_UpdateWars(CvMilitaryAI* self);static void ReplaceCvMilitaryAI_UpdateWars(void (*original)(CvMilitaryAI*), CvMilitaryAI* self);CivRegisterBefore<CivHooks::CvMilitaryAI_UpdateWars>(host, &BeforeCvMilitaryAI_UpdateWars);CivRegisterAfter<CivHooks::CvMilitaryAI_UpdateWars>(host, &AfterCvMilitaryAI_UpdateWars);CivRegisterReplace<CivHooks::CvMilitaryAI_UpdateWars>(host, &ReplaceCvMilitaryAI_UpdateWars);

Code

2438/// See if the wars we are fighting have changed status2439void CvMilitaryAI::UpdateWars()2440{2441	AI_PERF_FORMAT("Military-AI-perf.csv", ("UpdateWars, Turn %03d, %s", GC.getGame().getElapsedGameTurns(), m_pPlayer->getCivilizationShortDescription()) );24422443	WarStateTypes eWarState;24442445	PlayerTypes eLoopPlayer;2446	for(int iPlayerLoop = 0; iPlayerLoop < MAX_MAJOR_CIVS; iPlayerLoop++)2447	{2448		eLoopPlayer = (PlayerTypes) iPlayerLoop;24492450		// Is this a player we have relations with?2451		if(eLoopPlayer != m_pPlayer->GetID() && m_pDiplomacyAI->IsPlayerValid(eLoopPlayer))2452		{2453			eWarState = m_pDiplomacyAI->GetWarState(eLoopPlayer);2454			if(eWarState != m_paeLastTurnWarState[eLoopPlayer])2455			{2456				WarStateChange(eLoopPlayer, eWarState, (WarStateTypes)m_paeLastTurnWarState[eLoopPlayer]);24572458				// Save off new value2459				m_paeLastTurnWarState[eLoopPlayer] = eWarState;2460			}2461		}2462	}2463}

Calls

Called by