CvPlayer::getTeam() const
- Defined in
- CvPlayer.h, line 1197
- Class
- CvPlayer
- Not a hook point
- written in a header
Code
1197 TeamTypes getTeam() const1198 {1199 return CvPreGame::teamType(m_eID);1200 }
Calls
- CvPreGame::teamType(PlayerTypes)
FAutoVariable::operator const PlayerTypes &
Called by
541 functions in 51 files
- CvAdvisorCounsel::BuildCounselList(PlayerTypes)
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperationDestroyBarbarianCamp::FindBestTarget()
- CvAIOperationNavalBombardment::FindBestTarget()
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvAIOperationNukeAttack::FindBestTarget()
- CvArea::changeYieldRateModifier(PlayerTypes, YieldTypes, int)
- CvArea::getEnemyUnits(PlayerTypes) const
- CvArmyAI::GetTeam() const
- BuildRouteCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- BuildRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- RouteGetExtraChild(CvAStarNode *, int, int &, int &, CvAStar *)
- RouteGetNumExtraChildren(CvAStarNode *, CvAStar *)
- RouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValidAnyArea(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradePathInitialize(const void *, CvAStar *)
- WaterRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::DoCamps()
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingPlotsDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingResourcesDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::ConnectCitiesToCapital(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::GetResourceWeight(ResourceTypes, ImprovementTypes, int)
- CvBuilderTaskingAI::IsImprovementBeneficial(CvPlot *, const CvBuildInfo &, YieldTypes, bool)
- CvBuilderTaskingAI::UpdateRoutePlots()
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::GetFaithPurchaseCost(BuildingTypes)
- CvCity::GetFaithPurchaseCost(UnitTypes, bool)
- CvCity::GetIndividualPlotScore(const CvPlot *) const
- CvCity::IsCanPurchase(bool, bool, UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::PostKill(bool, CvPlot *, PlayerTypes)
- CvCity::getTeam() const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCity::reset(int, PlayerTypes, int, int, bool)
- CvCityConnections::UpdateCityPlotIDs()
- CityStrategyAIHelpers::IsTestCityStrategy_CapitalUnderThreat(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_WantTileImprovers(AICityStrategyTypes, CvCity *)
- CvCityStrategyAI::ChooseProduction(bool, BuildingTypes, UnitTypes)
- CvCityCulture::GetTourismMultiplier(PlayerTypes, bool, bool, bool, bool, bool) const
- CvCityCulture::GetTourismTooltip()
- CvPlayerCulture::DoTurn()
- CvPlayerCulture::GetCivLowestInfluence(bool) const
- CvPlayerCulture::GetInfluenceLevel(PlayerTypes) const
- CvPlayerCulture::GetInfluencePerTurn(PlayerTypes) const
- CvPlayerCulture::GetTourismModifierWith(PlayerTypes) const
- CvPlayerCulture::GetTourismModifierWithTooltip(PlayerTypes) const
- CvPlayerCulture::LogCultureData()
- CvDangerPlots::IsDangerByRelationshipZero(PlayerTypes, CvPlot *)
- CvDangerPlots::ModifyDangerByRelationship(PlayerTypes, CvPlot *, int)
- CvDangerPlots::ShouldIgnoreCitadel(CvPlot *, bool)
- CvDangerPlots::ShouldIgnoreCity(CvCity *, bool)
- CvDangerPlots::ShouldIgnorePlayer(PlayerTypes)
- CvDangerPlots::ShouldIgnoreUnit(CvUnit *, bool)
- CvDangerPlots::UpdateDanger(bool, bool)
- CvDealAI::DoAddPlayersAlliesToTreaty(PlayerTypes, CvDeal *)
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDealAI::GetResearchAgreementValue(bool, PlayerTypes, bool)
- CvDealAI::GetResourceValue(ResourceTypes, int, int, bool, PlayerTypes)
- CvDealAI::GetTeam()
- CvDealAI::GetThirdPartyPeaceValue(bool, PlayerTypes, TeamTypes)
- CvDealAI::GetThirdPartyWarValue(bool, PlayerTypes, TeamTypes)
- CvDealAI::IsMakeDemand(PlayerTypes, CvDeal *)
- CvDeal::IsPossibleToTradeItem(PlayerTypes, PlayerTypes, TradeableItems, int, int, int, bool, bool, bool)
- CvGameDeals::DoCancelAllDealsWithPlayer(PlayerTypes)
- CvGameDeals::DoCancelDealsBetweenTeams(TeamTypes, TeamTypes)
- CvGameDeals::DoEndTradedItem(CvTradedItem *, PlayerTypes, bool)
- CvGameDeals::FinalizeDealNotify(PlayerTypes, PlayerTypes, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvGameDeals::FinalizeDealValidAndAccepted(PlayerTypes, PlayerTypes, CvDeal &, bool, CvWeightedVector<TeamTypes, ((63)), true> &)
- CvDiplomacyAI::ChangeOtherPlayerNumMajorsAttacked(PlayerTypes, int, TeamTypes)
- CvDiplomacyAI::DeclareWar(PlayerTypes)
- CvDiplomacyAI::DoAggressiveMilitaryStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoContactMinorCivs()
- CvDiplomacyAI::DoContactPlayer(PlayerTypes)
- CvDiplomacyAI::DoCoopWarTimeStatement(PlayerTypes, DiploStatementTypes &, int &)
- CvDiplomacyAI::DoCounters()
- CvDiplomacyAI::DoDenouncePlayer(PlayerTypes)
- CvDiplomacyAI::DoFromUIDiploEvent(PlayerTypes, FromUIDiploEventTypes, int, int)
- CvDiplomacyAI::DoHostileStatement(PlayerTypes, DiploStatementTypes &)
- CvDiplomacyAI::DoMakePeaceWithMinors()
- CvDiplomacyAI::DoMakePublicDeclaration(PublicDeclarationTypes, int, int, PlayerTypes, PlayerTypes)
- CvDiplomacyAI::DoMakeWarOnPlayer(PlayerTypes)
- CvDiplomacyAI::DoPeaceOffer(PlayerTypes, DiploStatementTypes &, CvDeal *)
- CvDiplomacyAI::DoPlayerDeclaredWarOnSomeone(PlayerTypes, TeamTypes)
- CvDiplomacyAI::DoSendStatementToPlayer(PlayerTypes, DiploStatementTypes, int, CvDeal *)
- CvDiplomacyAI::DoSomeoneDeclaredWarOnMe(TeamTypes)
- CvDiplomacyAI::DoStartDemandProcess(PlayerTypes)
- CvDiplomacyAI::DoTestPromises()
- CvDiplomacyAI::DoUpdateEstimateOtherPlayerMilitaryThreats()
- CvDiplomacyAI::DoUpdateMilitaryThreats()
- CvDiplomacyAI::DoUpdateOnePlayerExpansionAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerOpinion(PlayerTypes)
- CvDiplomacyAI::DoUpdateOnePlayerTargetValue(PlayerTypes)
- CvDiplomacyAI::DoUpdateOtherPlayerWarDamageLevel()
- CvDiplomacyAI::DoUpdatePeaceTreatyWillingness()
- CvDiplomacyAI::DoUpdatePlanningExchanges()
- CvDiplomacyAI::DoUpdateWarGoals()
- CvDiplomacyAI::DoWarDamageDecay()
- CvDiplomacyAI::DoWeMadePeaceWithSomeone(TeamTypes)
- CvDiplomacyAI::GetBestApproachTowardsMajorCiv(PlayerTypes, int &, bool, bool, WarFaceTypes &)
- CvDiplomacyAI::GetBestApproachTowardsMinorCiv(PlayerTypes, int &, bool, bool)
- CvDiplomacyAI::GetBrokenAttackCityStatePromiseWithAnybodyScore(PlayerTypes)
- CvDiplomacyAI::GetBrokenMilitaryPromiseWithAnybodyScore(PlayerTypes)
- CvDiplomacyAI::GetCoopWarScore(PlayerTypes, PlayerTypes, bool)
- CvDiplomacyAI::GetEmbassyScore(PlayerTypes)
- CvDiplomacyAI::GetGreetHumanMessage(LeaderheadAnimationTypes &)
- CvDiplomacyAI::GetIgnoredAttackCityStatePromiseScore(PlayerTypes)
- CvDiplomacyAI::GetIgnoredMilitaryPromiseScore(PlayerTypes)
- CvDiplomacyAI::GetNumOurEnemiesPlayerAtWarWith(PlayerTypes)
- CvDiplomacyAI::GetRequestFriendToDenounce(PlayerTypes, bool &)
- CvDiplomacyAI::GetTeam()
- CvDiplomacyAI::GetTeamNumTurnsAtWar(TeamTypes) const
- CvDiplomacyAI::IsAtWar(PlayerTypes)
- CvDiplomacyAI::IsCanMakeResearchAgreementRightNow(PlayerTypes)
- CvDiplomacyAI::IsDenounceAcceptable(PlayerTypes, bool)
- CvDiplomacyAI::IsDoFAcceptable(PlayerTypes)
- CvDiplomacyAI::IsPlayerValid(PlayerTypes, bool)
- CvDiplomacyAI::IsTooEarlyForDoF(PlayerTypes)
- CvDiplomacyAI::IsWantsPeaceWithPlayer(PlayerTypes) const
- CvDiplomacyAI::IsWillingToMakePeaceWithHuman(PlayerTypes)
- CvDiplomacyAI::MakeWar()
- CvDiplomacyAI::SetDoFAccepted(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerBrokenAttackCityStatePromise(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerBrokenBorderPromise(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerBrokenExpansionPromise(PlayerTypes, bool)
- CvDiplomacyAI::SetPlayerBrokenMilitaryPromise(PlayerTypes, bool)
- CvDiplomacyAIHelpers::ApplyWarmongerPenalties(PlayerTypes, PlayerTypes, bool)
- CvDllNetMessageHandler::ResponseChangeWar(PlayerTypes, TeamTypes, bool)
- CvDllNetMessageHandler::ResponseDiploVote(PlayerTypes, PlayerTypes)
- CvDllNetMessageHandler::ResponseIgnoreWarning(PlayerTypes, TeamTypes)
- CvDllNetMessageHandler::ResponseLaunchSpaceship(PlayerTypes, VictoryTypes)
- CvDllNetMessageHandler::ResponseResearch(PlayerTypes, TechTypes, int, PlayerTypes, bool)
- CvDllPlayer::GetTeam() const
- CvEconomicAI::DoAntiquitySites()
- CvEconomicAI::DoReconState()
- CvEconomicAI::DoTurn()
- CvEconomicAI::LogMonitor()
- CvEconomicAI::UpdatePlots()
- EconomicAIHelpers::IsTestStrategy_FoundCity(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_GS_SpaceshipHomestretch(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_IslandStart(EconomicAIStrategyTypes, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_NeedGuilds(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_NeedImprovement(CvPlayer *, YieldTypes)
- EconomicAIHelpers::IsTestStrategy_ReallyNeedReconSea(CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_TechLeader(CvPlayer *)
- CvEspionageAI::BuildDiplomatCityList(EspionageCityList &)
- CvEspionageAI::BuildMinorCityList(EspionageCityList &)
- CvEspionageAI::BuildOffenseCityList(EspionageCityList &)
- CvEspionageAI::FindTargetSpyNumbers(int *, int *, int *, int *)
- CvEspionageAI::StealTechnology()
- CvPlayerEspionage::AttemptCoup(uint)
- CvPlayerEspionage::BuildStealableTechList(PlayerTypes)
- CvPlayerEspionage::CanEverMoveSpyTo(CvCity *)
- CvPlayerEspionage::CanMoveSpyTo(CvCity *, uint, bool)
- CvPlayerEspionage::ExtractSpyFromCity(uint)
- CvPlayerEspionage::ProcessSpy(uint)
- CvPlayerEspionage::UncoverIntrigue(uint)
- CvGame::CheckPlayerTurnDeactivate()
- CvGame::DoPlaceTeamInVictoryCompetition(VictoryTypes, TeamTypes)
- CvGame::DoResearchAgreementNotification(TeamTypes, TeamTypes)
- CvGame::DoTestConquestVictory()
- CvGame::GetResearchAgreementCost(PlayerTypes, PlayerTypes)
- CvGame::GetWorldMilitaryStrengthAverage(PlayerTypes, bool, bool)
- CvGame::InitMap(CvGameInitialItemsOverrides &)
- CvGame::SetBestGreatPeoplePlayer(PlayerTypes, int)
- CvGame::SetBestPoliciesPlayer(PlayerTypes, int)
- CvGame::SetBestWondersPlayer(PlayerTypes, int)
- CvGame::getActiveTeam()
- CvGame::getNumHumansInHumanWars(PlayerTypes)
- CvGame::initFreeState(CvGameInitialItemsOverrides &)
- CvGame::testVictory(VictoryTypes, TeamTypes, bool *) const
- CvGame::updateScore(bool)
- PUF_canDeclareWar(const CvUnit *, int, int)
- PUF_canSiege(const CvUnit *, int, int)
- PUF_isCombatTeam(const CvUnit *, int, int)
- PUF_isEnemy(const CvUnit *, int, int)
- PUF_isOtherTeam(const CvUnit *, int, int)
- PUF_isPotentialEnemy(const CvUnit *, int, int)
- PUF_isVisible(const CvUnit *, int, int)
- PUF_isVisibleDebug(const CvUnit *, int, int)
- CvGameQueries::GetLeastAdvancedUnitClassNobodyHas(bool)
- CvGameQueries::GetTeamClosenessScore(int **, int *)
- CvGlobals::GetHexDebugLayerString(CvPlot *, const char *, PlayerTypes, char *, unsigned int)
- CvGrandStrategyAI::DoGuessOtherPlayersActiveGrandStrategy()
- CvGrandStrategyAI::DoTurn()
- CvGrandStrategyAI::GetConquestPriority()
- CvGrandStrategyAI::GetGuessOtherPlayerSpaceshipPriority(PlayerTypes, int)
- CvGrandStrategyAI::GetSpaceshipPriority()
- CvGrandStrategyAI::GetUnitedNationsPriority()
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::FindHomelandTargets()
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvMap::findCity(int, int, PlayerTypes, TeamTypes, bool, bool, TeamTypes, DirectionTypes, const CvCity *)
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::FindBestUnitToScrap(bool, bool, int &)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::GetNearestCoastalCity(PlayerTypes) const
- CvMilitaryAI::GetNumEnemyAirUnitsInRange(CvPlot *, int, bool, bool) const
- CvMilitaryAI::LogPeace(TeamTypes)
- CvMilitaryAI::ScanForBarbarians()
- CvMilitaryAI::ShouldAttackBySea(PlayerTypes, CvMilitaryTarget &)
- CvMilitaryAI::UpdateMilitaryStrategies()
- CvMilitaryAI::UpdateOperations()
- MilitaryAIHelpers::FirstSlotCityCanFill(CvPlayer *, MultiunitFormationTypes, bool, bool, bool)
- MilitaryAIHelpers::NumberOfFillableSlots(CvPlayer *, MultiunitFormationTypes, bool, int *, int *)
- CvMinorCivAI::CanMajorBuyout(PlayerTypes)
- CvMinorCivAI::CanMajorProtect(PlayerTypes)
- CvMinorCivAI::DoBulliedByMajorReaction(PlayerTypes, int)
- CvMinorCivAI::DoElection()
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoLiberationByMajor(PlayerTypes, TeamTypes)
- CvMinorCivAI::DoNowAtWarWithTeam(TeamTypes)
- CvMinorCivAI::DoNowPeaceWithTeam(TeamTypes)
- CvMinorCivAI::DoSetBonus(PlayerTypes, bool, bool, bool, bool, bool, PlayerTypes)
- CvMinorCivAI::DoSpawnUnit(PlayerTypes, bool, bool)
- CvMinorCivAI::DoTeamDeclaredWarOnMe(TeamTypes)
- CvMinorCivAI::DoTestEndSkirmishes(PlayerTypes)
- CvMinorCivAI::DoTestEndWarsVSMinors(PlayerTypes, PlayerTypes)
- CvMinorCivAI::DoTestProxyWarAnnouncement()
- CvMinorCivAI::DoTestProxyWarAnnouncementOnFirstContact(PlayerTypes)
- CvMinorCivAI::DoTurnStatus()
- CvMinorCivAI::GetBestCityStateTarget(PlayerTypes)
- CvMinorCivAI::GetBestPlayerToFind(PlayerTypes)
- CvMinorCivAI::GetCultureFlatAlliesBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetCultureFlatFriendshipBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetFaithFlatAlliesBonus(PlayerTypes, EraTypes) const
- CvMinorCivAI::GetFaithFlatFriendshipBonus(PlayerTypes, EraTypes) const
- CvMinorCivAI::GetFriendsCapitalFoodBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetFriendsOtherCityFoodBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetFriendshipAnchorWithMajor(PlayerTypes)
- CvMinorCivAI::GetFriendshipChangePerTurnTimes100(PlayerTypes)
- CvMinorCivAI::GetGoodTechPlayerDoesntHave(PlayerTypes, int) const
- CvMinorCivAI::GetHappinessFlatAlliesBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetHappinessFlatFriendshipBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetHappinessPerLuxuryAlliesBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetHappinessPerLuxuryFriendshipBonus(PlayerTypes, EraTypes)
- CvMinorCivAI::GetNearbyResourceForQuest(PlayerTypes)
- CvMinorCivAI::GetSpawnBaseTurns(PlayerTypes)
- CvMinorCivAI::GetStatusChangeNotificationStrings(PlayerTypes, bool, bool, bool, PlayerTypes, PlayerTypes)
- CvMinorCivAI::IsAtWarWithPlayersTeam(PlayerTypes)
- CvMinorCivAI::IsGoodTimeForNaturalWonderQuest(PlayerTypes)
- CvMinorCivAI::IsHasMetPlayer(PlayerTypes)
- CvMinorCivAI::IsPeaceBlocked(TeamTypes) const
- CvMinorCivAI::IsProxyWarActiveForMajor(PlayerTypes, PlayerTypes)
- CvMinorCivAI::IsValidQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivAI::Reset()
- CvMinorCivAI::SetAlly(PlayerTypes)
- CvMinorCivQuest::DoStartQuest(int)
- CvMinorCivQuest::DoStartQuestUsingExistingData(CvMinorCivQuest *)
- CvMinorCivQuest::GetContestValueForPlayer(PlayerTypes)
- CvMinorCivQuest::IsComplete()
- CvMinorCivQuest::IsExpired()
- CvNotifications::Activate(Notification &)
- CvNotifications::IsNotificationExpired(int)
- CvPlayer::CanLiberatePlayer(PlayerTypes)
- CvPlayer::CheckForMurder(PlayerTypes)
- CvPlayer::DoAnnounceReligionAdoption()
- CvPlayer::DoForceDefPact(PlayerTypes)
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::DoHurry(HurryTypes)
- CvPlayer::DoLiberatePlayer(PlayerTypes, int)
- CvPlayer::DoTechFromCityConquer(CvCity *)
- CvPlayer::DoUnresearchedTechBonusFromKill(CvUnit *, UnitTypes, int, int, int &)
- CvPlayer::DoUprising()
- CvPlayer::DoYieldBonusFromKill(YieldTypes, CvUnit *, CvUnit *, UnitTypes, int, int, bool, int &)
- CvPlayer::GatherPerTurnReplayStats(int)
- CvPlayer::GetAnyUnitHasOrderToGoody()
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::GetClosestGoodyPlot(bool)
- CvPlayer::GetCulturePerTurnFromReligion() const
- CvPlayer::GetCurrentEra() const
- CvPlayer::GetDeepWaterEmbarkationPromotion() const
- CvPlayer::GetEmbarkationPromotion() const
- CvPlayer::GetHappinessFromNaturalWonders() const
- CvPlayer::GetHappinessFromReligion()
- CvPlayer::GetHurryGoldCost(HurryTypes) const
- CvPlayer::GetScienceFromResearchAgreementsTimes100() const
- CvPlayer::GetScore(bool, bool) const
- CvPlayer::GetScoreFromTechs() const
- CvPlayer::HasEmbassyWith(PlayerTypes) const
- CvPlayer::HasProject(ProjectTypes) const
- CvPlayer::HasReachedEra(EraTypes) const
- CvPlayer::HasTech(TechTypes) const
- CvPlayer::IsAITeammateOfHuman() const
- CvPlayer::IsAtWar() const
- CvPlayer::IsAtWarAnyMajor() const
- CvPlayer::IsAtWarAnyMinor() const
- CvPlayer::IsAtWarWith(PlayerTypes) const
- CvPlayer::IsBuildBlockedByFeature(BuildTypes, FeatureTypes) const
- CvPlayer::IsInEra(EraTypes) const
- CvPlayer::SetHasLostCapital(bool, PlayerTypes)
- CvPlayer::UpdateResearchAgreements(int)
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::calculateResearchModifier(TechTypes)
- CvPlayer::canBuild(const CvPlot *, BuildTypes, bool, bool, bool, bool) const
- CvPlayer::canConstruct(BuildingTypes, bool, bool, bool, CvString *) const
- CvPlayer::canCreate(ProjectTypes, bool, bool) const
- CvPlayer::canMaintain(ProcessTypes, bool) const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::canSpyBribeUnit(PlayerTypes, CvUnit &) const
- CvPlayer::canSpyDestroyProject(PlayerTypes, ProjectTypes) const
- CvPlayer::canSpyDestroyUnit(PlayerTypes, CvUnit &) const
- CvPlayer::canStealTech(PlayerTypes, TechTypes) const
- CvPlayer::canTrain(UnitTypes, bool, bool, bool, bool, CvString *) const
- CvPlayer::changeMilitaryFoodProductionCount(int)
- CvPlayer::changeYieldRateModifier(YieldTypes, int)
- CvPlayer::clearResearchQueue()
- CvPlayer::createGreatAdmiral(UnitTypes, int, int, bool)
- CvPlayer::createGreatGeneral(UnitTypes, int, int, bool)
- CvPlayer::disassembleSpaceship(CvPlot *)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doResearch()
- CvPlayer::doUpdateBarbarianCampVisibility()
- CvPlayer::doWarnings()
- CvPlayer::findNewCapital()
- CvPlayer::findPathLength(TechTypes, bool) const
- CvPlayer::getAdvancedStartCityCost(bool, CvPlot *)
- CvPlayer::getAdvancedStartImprovementCost(ImprovementTypes, bool, CvPlot *)
- CvPlayer::getAdvancedStartRouteCost(RouteTypes, bool, CvPlot *)
- CvPlayer::getAdvancedStartTechCost(TechTypes, bool)
- CvPlayer::getAdvancedStartVisibilityCost(bool, CvPlot *)
- CvPlayer::getBestRoute(CvPlot *) const
- CvPlayer::getResourceInOwnedPlots(ResourceTypes)
- CvPlayer::getWorkPlotDistance() const
- CvPlayer::init(PlayerTypes)
- CvPlayer::isMajorCiv() const
- CvPlayer::isProductionMaxedBuildingClass(BuildingClassTypes, bool) const
- CvPlayer::isProductionMaxedProject(ProjectTypes) const
- CvPlayer::isProductionMaxedUnitClass(UnitClassTypes) const
- CvPlayer::launch(VictoryTypes)
- CvPlayer::pickConqueredCityOwner(const CvCity &) const
- CvPlayer::popResearch(TechTypes)
- CvPlayer::processBuilding(BuildingTypes, int, bool, CvArea *)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::pushResearch(TechTypes, bool)
- CvPlayer::raze(CvCity *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::setAlive(bool, bool)
- CvPlayer::setTeam(TeamTypes)
- CvPlayerAI::AI_captureUnit(UnitTypes, CvPlot *)
- CvPlayerAI::AI_chooseFreeTech()
- CvPlayerAI::AI_chooseResearch()
- CvPlayerAI::AI_conquerCity(CvCity *, PlayerTypes)
- CvPlayerAI::AI_launch(VictoryTypes)
- CvPlayerAI::AI_updateFoundValues(bool)
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlayerAI::FindBestMerchantTargetPlot(CvUnit *, bool)
- CvPlayerAI::FindBestMusicianTargetPlot(CvUnit *, bool)
- CvPlot::IsActualAlliedUnit(PlayerTypes, bool) const
- CvPlot::IsActualEnemyUnit(PlayerTypes, bool, bool) const
- CvPlot::IsFriendlyTerritory(PlayerTypes) const
- CvPlot::calculateImprovementYieldChange(ImprovementTypes, YieldTypes, PlayerTypes, bool, RouteTypes) const
- CvPlot::calculateYield(YieldTypes, bool)
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool) const
- CvPlot::getBuildTime(BuildTypes, PlayerTypes) const
- CvPlot::getFeatureProduction(BuildTypes, PlayerTypes, CvCity **) const
- CvPlot::getImprovementTypeNeededToImproveResource(PlayerTypes, bool)
- CvPlot::getNumVisibleEnemyDefenders(const CvUnit *) const
- CvPlot::getNumVisiblePotentialEnemyDefenders(const CvUnit *) const
- CvPlot::getRevealedTeam(TeamTypes) const
- CvPlot::getRevealedTeam(TeamTypes, bool) const
- CvPlot::getVisibleEnemyDefender(PlayerTypes)
- CvPlot::getYieldWithBuild(BuildTypes, YieldTypes, bool, PlayerTypes) const
- CvPlot::isBestAdjacentFound(PlayerTypes)
- CvPlot::isFriendlyCity(const CvUnit &, bool) const
- CvPlot::isFriendlyCityOrPassableImprovement(PlayerTypes, bool, const CvUnit *) const
- CvPlot::isVisibleEnemyDefender(const CvUnit *) const
- CvPlot::isVisibleEnemyUnit(PlayerTypes) const
- CvPlot::isVisibleEnemyUnit(const CvUnit *) const
- CvPlot::isVisibleOtherUnit(PlayerTypes) const
- CvPlot::isVisibleToWatchingHuman() const
- CvPlot::isWithinTeamCityRadius(TeamTypes, PlayerTypes) const
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::showPopupText(PlayerTypes, const char *)
- CvPlot::updateSight(bool)
- isEnemy(const CvUnit *, TeamTypes, bool)
- isPotentialEnemy(const CvUnit *, TeamTypes, bool)
- CvPlayerPolicies::AddFlavorAsStrategies(int)
- CvPlayerPolicies::CanAdoptPolicy(PolicyTypes, bool) const
- CvPlayerPolicies::CanUnlockPolicyBranch(PolicyBranchTypes)
- CvPlayerPolicies::SetPolicyBranchUnlocked(PolicyBranchTypes, bool, bool)
- CvGameReligions::AddReformationBelief(PlayerTypes, ReligionTypes, BeliefTypes)
- CvGameReligions::EnhanceReligion(PlayerTypes, ReligionTypes, BeliefTypes, BeliefTypes, bool)
- CvGameReligions::FoundPantheon(PlayerTypes, BeliefTypes)
- CvGameReligions::FoundReligion(PlayerTypes, ReligionTypes, const char *, BeliefTypes, BeliefTypes, BeliefTypes, BeliefTypes, CvCity *)
- CvGameReligions::GetAdjacentCityReligiousPressure(ReligionTypes, CvCity *, CvCity *, int &, bool)
- CvPlayerReligions::GetNumForeignFollowers(bool) const
- CvReligionAI::HaveNearbyConversionTarget(ReligionTypes, bool) const
- CvReligionAI::ScoreBelief(CvBeliefEntry *)
- CvReligionAI::ScoreBeliefAtPlot(CvBeliefEntry *, CvPlot *)
- CvReligionAI::ScoreCityForMissionary(CvCity *, UnitHandle)
- CvReplayInfo::createInfo()
- CvCitySiteEvaluator::ComputeFaithValue(CvPlot *, CvPlayer *)
- CvCitySiteEvaluator::ComputeFoodValue(CvPlot *, CvPlayer *)
- CvCitySiteEvaluator::ComputeGoldValue(CvPlot *, CvPlayer *)
- CvCitySiteEvaluator::ComputeHappinessValue(CvPlot *, CvPlayer *)
- CvCitySiteEvaluator::ComputeProductionValue(CvPlot *, CvPlayer *)
- CvCitySiteEvaluator::ComputeScienceValue(CvPlot *, CvPlayer *)
- CvCitySiteEvaluator::ComputeTradeableResourceValue(CvPlot *, CvPlayer *)
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvStartPositioner::AddCivToRegion(int, CvStartRegion, bool)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAI::PlotCloseOnTarget(bool)
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTacticalAnalysisMap::BuildEnemyUnitList()
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvTacticalAnalysisMap::PrioritizeZones()
- CvTacticalAnalysisMap::SetTargetBombardCells(CvPlot *, int, bool)
- CvTeam::AddNotification(NotificationTypes, const char *, const char *, int, int, int, int)
- CvTeam::DoDeclareWar(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::DoMakePeace(PlayerTypes, bool, TeamTypes, bool, bool)
- CvTeam::DoNowAtWarOrPeace(TeamTypes, bool)
- CvTeam::DoTestSmallAwards()
- CvTeam::EvacuateDiplomatsAtTeam(TeamTypes)
- CvTeam::GetScore() const
- CvTeam::GetTeamVotingForInDiplo() const
- CvTeam::HasCommonEnemy(TeamTypes) const
- CvTeam::HasSpyAtTeam(TeamTypes) const
- CvTeam::HavePolicyInTeam(PolicyTypes)
- CvTeam::SetCurrentEra(EraTypes)
- CvTeam::SetHasEmbassyAtTeam(TeamTypes, bool)
- CvTeam::UpdateEmbarkGraphics()
- CvTeam::addTeam(TeamTypes)
- CvTeam::announceTechToPlayers(TechTypes, bool)
- CvTeam::changeCanEmbarkCount(int)
- CvTeam::changeCityAutomatonWorkersChange(int)
- CvTeam::changeCityWorkingChange(int)
- CvTeam::changeDefensiveEmbarkCount(int)
- CvTeam::changeObsoleteBuildingCount(BuildingTypes, int)
- CvTeam::changeProjectCount(ProjectTypes, int)
- CvTeam::countNumCitiesByArea(CvArea *) const
- CvTeam::countNumHumanGameTurnActive() const
- CvTeam::countNumUnitsByArea(CvArea *) const
- CvTeam::countTotalPopulationByArea(CvArea *) const
- CvTeam::enhanceBuilding(BuildingTypes, int)
- CvTeam::getBuildingClassMaking(BuildingClassTypes) const
- CvTeam::getHandicapType() const
- CvTeam::getLeaderID() const
- CvTeam::getName() const
- CvTeam::getNameKey() const
- CvTeam::getNumNukeUnits() const
- CvTeam::getPower() const
- CvTeam::getSecretaryID() const
- CvTeam::getUnitClassMaking(UnitClassTypes) const
- CvTeam::isHuman() const
- CvTeam::isMinorCiv() const
- CvTeam::isObserver() const
- CvTeam::isSimultaneousTurns() const
- CvTeam::isTurnActive() const
- CvTeam::makeHasMet(TeamTypes, bool)
- CvTeam::processBuilding(BuildingTypes, int, bool)
- CvTeam::processTech(TechTypes, int)
- CvTeam::setDynamicTurnsSimultMode(bool)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::setTurnActive(bool, bool)
- CvTeam::shareItems(TeamTypes)
- CvTeam::testCircumnavigated()
- CvTeam::updateYield()
- CvTechAI::GetTechRatio()
- CvPlayerTechs::CanResearch(TechTypes, bool) const
- CvPlayerTechs::GetResearchCost(TechTypes) const
- CvPlayerTechs::GetResearchProgress(TechTypes) const
- CvPlayerTechs::GetResearchTurnsLeftTimes100(TechTypes, bool) const
- CvPlayerTechs::SetLocalePriorities()
- CvTeamTechs::SetResearchProgressTimes100(TechTypes, int, PlayerTypes, int, int)
- CvGameTrade::BuildTechDifference()
- CvGameTrade::CancelTradeBetweenTeams(TeamTypes, TeamTypes)
- CvGameTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, int &)
- CvGameTrade::DoAutoWarPlundering(TeamTypes, TeamTypes)
- CvGameTrade::IsConnectionInternational(const TradeConnection &)
- CvPlayerTrade::CanCreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, bool, bool)
- CvPlayerTrade::GetNumTradeRoutesPossible()
- CvPlayerTrade::GetPlotMouseoverToolTips(CvPlot *)
- CvPlayerTrade::GetTradePlotsAtPlot(const CvPlot *, bool, bool, bool)
- CvPlayerTrade::GetTradeRouteRange(DomainTypes, CvCity *)
- CvPlayerTrade::GetTradeUnitsAtPlot(const CvPlot *, bool, bool, bool)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvTradeAI::ScoreFoodTR(const TradeConnection &, CvCity *)
- CvTradeAI::ScoreInternationalTR(const TradeConnection &)
- CvTradeAI::ScoreProductionTR(const TradeConnection &, std::vector<CvCity *>)
- CvTradeAI::ScoreWonderTR(const TradeConnection &, std::vector<CvCity *>)
- CvPlayerTraits::HasTrait(TraitTypes) const
- CvUnit::CanDistanceGift(PlayerTypes) const
- CvUnit::DoSpreadReligion()
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetBullyMinorMove(const CvPlot *) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::IsUnderEnemyRangedAttack() const
- CvUnit::PerformCultureBomb(int)
- CvUnit::ShowMoves() const
- CvUnit::UnitBuild(BuildTypes)
- CvUnit::canEnterTerritory(TeamTypes, bool, bool, bool) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canPlunderTradeRoute(const CvPlot *, bool) const
- CvUnit::canSellExoticGoods(const CvPlot *, bool) const
- CvUnit::createCaptureUnit(const CvUnitCaptureDefinition &)
- CvUnit::discover()
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isEnemy(TeamTypes, const CvPlot *) const
- CvUnit::isInvisible(TeamTypes, bool, bool) const
- CvUnit::isPotentialEnemy(TeamTypes, const CvPlot *) const
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvGameLeagues::DoTurn()
- CvLeague::AddMember(PlayerTypes)
- CvLeague::CanProposeEnact(ResolutionTypes, PlayerTypes, int, CvString *)
- CvLeague::DoProjectReward(PlayerTypes, LeagueProjectTypes, ContributionTier)
- CvLeague::GetResearchMod(TechTypes)
- CvLeagueAI::EvaluateAlignment(PlayerTypes)
- CvLeagueAI::ScoreVoteChoiceYesNo(CvProposal *, int, bool)
- CvWonderProductionAI::ChooseWonder(bool, bool, int &)
- CvWonderProductionAI::ChooseWonderForGreatEngineer(bool, int &, CvCity *&)
- SetPlayerInitialItems(CvPlayer &, const CvWorldBuilderMap::Player &)
- CvLuaPlayer::lGetAvailableSpyRelocationCities(lua_State *)
- CvLuaPlayer::lGetEspionageCityStatus(lua_State *)
- CvLuaPlayer::lGetNumMinorCivsMet(lua_State *)
- CvLuaPlayer::lGetOpinionTable(lua_State *)
- CvLuaPlayer::lGetOthersGreatWorks(lua_State *)
- CvLuaPlayer::lGetPlayerVisiblePlot(lua_State *)
- CvLuaPlayer::lGetUnimprovedAvailableLuxuryResource(lua_State *)