CvTacticalAI::UnitProcessed(int, bool)
- Defined in
- CvTacticalAI.cpp, line 11533
- Class
- CvTacticalAI
- Hook name
CivHooks::CvTacticalAI_UnitProcessed
Hooks
static bool BeforeCvTacticalAI_UnitProcessed(CvTacticalAI* self, int iID, bool bMarkTacticalMap);static void AfterCvTacticalAI_UnitProcessed(CvTacticalAI* self, int iID, bool bMarkTacticalMap);static void ReplaceCvTacticalAI_UnitProcessed(void (*original)(CvTacticalAI*, int, bool), CvTacticalAI* self, int iID, bool bMarkTacticalMap);CivRegisterBefore<CivHooks::CvTacticalAI_UnitProcessed>(host, &BeforeCvTacticalAI_UnitProcessed);CivRegisterAfter<CivHooks::CvTacticalAI_UnitProcessed>(host, &AfterCvTacticalAI_UnitProcessed);CivRegisterReplace<CivHooks::CvTacticalAI_UnitProcessed>(host, &ReplaceCvTacticalAI_UnitProcessed);
Code
11532/// Remove a unit that we've allocated from list of units to move this turn11533void CvTacticalAI::UnitProcessed(int iID, bool bMarkTacticalMap)11534{11535 UnitHandle pUnit;11536 int iPlotIndex;11537 CvTacticalAnalysisCell* pCell;1153811539 m_CurrentTurnUnits.remove(iID);11540 pUnit = m_pPlayer->getUnit(iID);1154111542 CvAssert(pUnit);11543 pUnit->SetTurnProcessed(true);1154411545 if(bMarkTacticalMap)11546 {11547 CvTacticalAnalysisMap* pMap = GC.getGame().GetTacticalAnalysisMap();11548 if(pMap->IsBuilt())11549 {11550 iPlotIndex = GC.getMap().plotNum(pUnit->getX(), pUnit->getY());11551 pCell = pMap->GetCell(iPlotIndex);11552 pCell->SetFriendlyTurnEndTile(true);11553 }11554 }11555}
Calls
- CvGame::GetTacticalAnalysisMap()
- CvGlobals::getGame()
- CvGlobals::getMap()
- CvMap::plotNum(int, int) const
- CvPlayer::getUnit(int)
- CvTacticalAnalysisCell::SetFriendlyTurnEndTile(bool)
- CvTacticalAnalysisMap::GetCell(int)
- CvTacticalAnalysisMap::IsBuilt() const
- CvUnit::getX() const
- CvUnit::getY() const
- CvUnit::SetTurnProcessed(bool)
FObjectHandle::FObjectHandleFObjectHandle::operator->FObjectHandle::operator=std::list::remove
Called by
- CvTacticalAI::ExecuteAirInterceptMoves()
- CvTacticalAI::ExecuteAirSweepMoves()
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteBarbarianCampMove(CvPlot *)
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteCivilianCapture(CvPlot *)
- CvTacticalAI::ExecuteEscortEmbarkedMoves()
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteHeals()
- CvTacticalAI::ExecuteMoveToPlot(UnitHandle, CvPlot *, bool)
- CvTacticalAI::ExecuteMoveToTarget(CvPlot *)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteNavalBlockadeMove(CvPlot *)
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecuteParadropPillage(CvPlot *)
- CvTacticalAI::ExecutePillage(CvPlot *)
- CvTacticalAI::ExecutePlunderTradeUnit(CvPlot *)
- CvTacticalAI::ExecuteRepositionMoves()
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotPlunderTradePlotMoves(DomainTypes)