Bazaar developer reference

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

Called by