CvPlayer::GetTacticalAI() const
- Defined in
- CvPlayer.cpp, line 13299
- Class
- CvPlayer
- Hook name
CivHooks::CvPlayer_GetTacticalAI
Hooks
static bool BeforeCvPlayer_GetTacticalAI(const CvPlayer* self, CvTacticalAI*& result);static void AfterCvPlayer_GetTacticalAI(const CvPlayer* self, CvTacticalAI*& result);static CvTacticalAI* ReplaceCvPlayer_GetTacticalAI(CvTacticalAI* (*original)(const CvPlayer*), const CvPlayer* self);CivRegisterBefore<CivHooks::CvPlayer_GetTacticalAI>(host, &BeforeCvPlayer_GetTacticalAI);CivRegisterAfter<CivHooks::CvPlayer_GetTacticalAI>(host, &AfterCvPlayer_GetTacticalAI);CivRegisterReplace<CivHooks::CvPlayer_GetTacticalAI>(host, &ReplaceCvPlayer_GetTacticalAI);
Code
13299CvTacticalAI* CvPlayer::GetTacticalAI() const13300{13301 return m_pTacticalAI;13302}
Called by
- CvAIOperationBasicCityAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationDestroyBarbarianCamp::ArmyInPosition(CvArmyAI *)
- CvAIOperationNavalAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationNavalBombardment::ArmyInPosition(CvArmyAI *)
- CvAIOperationPureNavalCityAttack::ArmyInPosition(CvArmyAI *)
- CvGame::updateMoves()
- CvHomelandAI::ExecuteAircraftInterceptions()
- CvMilitaryAI::BuyEmergencyBuilding(CvCity *)
- CvMilitaryAI::BuyEmergencyUnit(UnitAITypes, CvCity *)
- CvPlayerAI::AI_doTurnUnitsPre()
- CvPlayerAI::AI_unitUpdate()
- CvTacticalAI::SelectPosture(CvTacticalDominanceZone *, AITacticalPosture)
- CvTacticalAnalysisMap::AddTemporaryZones()
- CvTacticalAnalysisMap::LogZones()
- CvTacticalAnalysisMap::PrioritizeZones()
- CvUnit::AI_promote()
- CvUnit::AI_promotionValue(PromotionTypes)
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveNuclearCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvLuaPlayer::lAddTemporaryDominanceZone(lua_State *)