CvTacticalAI
- Declared in
- CvTacticalAI.h, line 751
Functions
- AddTemporaryZone(CvTemporaryZone)
- AssignBarbarianMoves()
- AssignCoveringUnits(int)
- AssignDeployingUnits(int)
- AssignFlankingUnits(int)
- AssignTacticalMove(CvTacticalMove)
- CanCoverFromEnemy(CvPlot *, int &, int)
- ChooseRemainingAssignments(int, int)
- ClearEnemiesNearArmy(CvArmyAI *)
- CombatResolved(void *, bool, bool)
- CommandeerUnits()
- ComputeTotalExpectedBombardDamage(UnitHandle)
- ComputeTotalExpectedDamage(CvTacticalTarget *, CvPlot *)
- CvTacticalAI() not a hook point
- DeleteTemporaryZone(CvPlot *)
- DoTurn()
- DropObsoleteZones()
- EliminateNearbyBlockadePoints()
- EstablishBarbarianPriorities()
- EstablishTacticalPriorities()
- ExecuteAirInterceptMoves()
- ExecuteAirSweepMoves()
- ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- ExecuteBarbarianCampMove(CvPlot *)
- ExecuteBarbarianCivilianEscortMove()
- ExecuteBarbarianMoves(bool)
- ExecuteCivilianCapture(CvPlot *)
- ExecuteCloseOnTarget(CvTacticalTarget &, CvTacticalDominanceZone *)
- ExecuteEscortEmbarkedMoves()
- ExecuteFlankAttack(CvTacticalTarget &)
- ExecuteFleetMoveToTarget(CvArmyAI *, CvPlot *)
- ExecuteFormationMoves(CvArmyAI *, CvPlot *)
- ExecuteGatherMoves(CvArmyAI *)
- ExecuteHeals()
- ExecuteHedgehogDefense(CvTacticalTarget &, CvTacticalDominanceZone *)
- ExecuteMoveOfBlockingUnit(UnitHandle)
- ExecuteMovesToSafestPlot()
- ExecuteMoveToPlot(CvPlot *, bool)
- ExecuteMoveToPlot(UnitHandle, CvPlot *, bool)
- ExecuteMoveToTarget(CvPlot *)
- ExecuteNavalBlockadeMove(CvPlot *)
- ExecuteNavalFormationMoves(CvArmyAI *, CvPlot *)
- ExecuteOneProtectedBombard(CvTacticalTarget &)
- ExecuteParadropPillage(CvPlot *)
- ExecutePillage(CvPlot *)
- ExecutePlunderTradeUnit(CvPlot *)
- ExecutePriorityAttacksOnUnitTarget(CvTacticalTarget &)
- ExecuteProtectedBombards(CvTacticalTarget &, bool)
- ExecuteRepositionMoves()
- ExecuteSafeBombards(CvTacticalTarget &)
- ExecuteWithdrawMoves()
- ExtractTargetsForZone(CvTacticalDominanceZone *)
- FindAirUnitsToAirSweep(CvPlot *)
- FindBarbarianExploreTarget(UnitHandle)
- FindBarbarianGankTradeRouteTarget(UnitHandle)
- FindBestBarbarianLandMove(UnitHandle)
- FindBestBarbarianSeaMove(UnitHandle)
- FindCitiesWithinStrikingDistance(CvPlot *)
- FindClosestNavalOperationUnit(CvPlot *, bool)
- FindClosestOperationUnit(CvPlot *, bool, bool)
- FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- FindNearbyTarget(UnitHandle, int, AITacticalTargetType, CvUnit *)
- FindParatroopersWithinStrikingDistance(CvPlot *)
- FindPassiveBarbarianLandMove(UnitHandle)
- FindPosture(CvTacticalDominanceZone *)
- FindTacticalTargets()
- FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- FindUnitsWithinStrikingDistance(CvPlot *, int, int, bool, bool, bool, bool, bool, bool)
- GetBestPlot(CvPlot *&, vector<CvPlot *>)
- GetBestRepositionPlot(UnitHandle, CvPlot *)
- GetFirstTemporaryZone()
- GetFirstUnitTarget()
- GetFirstZoneTarget(AITacticalTargetType)
- GetLogFileName(CvString &) const
- GetNextTemporaryZone()
- GetNextUnitTarget()
- GetNextZoneTarget()
- GetTacticalMissionName(AITacticalMission) const
- HaveDuplicateUnit()
- IdentifyPriorityBarbarianTargets()
- IdentifyPriorityTargets()
- IdentifyPriorityTargetsByType()
- Init(CvPlayer *)
- InitializeQueuedAttacks()
- IsCityInQueuedAttack(const CvCity *)
- IsExpectedToDamageWithRangedAttack(UnitHandle, CvPlot *)
- IsHighPriorityCivilianTarget(CvTacticalTarget *)
- IsInChosenMoves(CvPlot *)
- IsInQueuedAttack(const CvUnit *)
- IsMediumPriorityCivilianTarget(CvTacticalTarget *)
- IsTemporaryZoneCity(CvCity *)
- IsVeryHighPriorityCivilianTarget(CvTacticalTarget *)
- LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- LogTacticalMessage(CvString &, bool)
- MoveGreatGeneral(CvArmyAI *)
- MoveToEmptySpaceNearTarget(UnitHandle, CvPlot *, bool)
- MoveToEmptySpaceTwoFromTarget(UnitHandle, CvPlot *, bool)
- MoveToUsingSafeEmbark(UnitHandle, CvPlot *, bool &)
- MoveWithFormation(UnitHandle, MultiunitPositionTypes)
- NearVisibleEnemy(UnitHandle, int)
- NearXQueuedAttacks(const CvPlot *, const int)
- NumUniqueUnitsLeft()
- PerformChosenMoves(int)
- PlotAirInterceptMoves()
- PlotAirSweepMoves()
- PlotAlreadyTargeted(CvPlot *)
- PlotAncientRuinMoves(int)
- PlotAttritFromRangeMoves()
- PlotBarbarianCampMoves()
- PlotBarbarianCivilianEscortMove()
- PlotBarbarianMove(bool)
- PlotBarbarianPlunderTradeUnitMove(DomainTypes)
- PlotBastionMoves(int)
- PlotBlockadeImprovementMoves()
- PlotCampDefenseMoves()
- PlotCaptureCityMoves()
- PlotCivilianAttackMoves(AITacticalTargetType)
- PlotCloseOnTarget(bool)
- PlotCounterattackMoves()
- PlotDamageCityMoves()
- PlotDefensiveAirlifts()
- PlotDestroyUnitMoves(AITacticalTargetType, bool, bool)
- PlotEmergencyPurchases()
- PlotEnemyTerritoryOperationMoves(CvAIEnemyTerritoryOperation *)
- PlotEscortEmbarkedMoves()
- PlotEscortNavalOperationMoves(CvArmyAI *)
- PlotExploitFlanksMoves()
- PlotFreeformNavalOperationMoves(CvAINavalOperation *)
- PlotGarrisonMoves(int, bool)
- PlotGuardImprovementMoves(int)
- PlotHealMoves()
- PlotHedgehogMoves()
- PlotMovesToSafety(bool)
- PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- PlotOperationalArmyMoves()
- PlotPillageMoves(AITacticalTargetType, bool)
- PlotPlunderTradePlotMoves(DomainTypes)
- PlotPlunderTradeUnitMoves(DomainTypes)
- PlotRepositionMoves()
- PlotSafeBombardMoves()
- PlotShoreBombardmentMoves()
- PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- PlotSitAndBombardMoves()
- PlotSteamrollMoves()
- PlotSurgicalCityStrikeMoves()
- PlotWithdrawMoves()
- ProcessDominanceZones()
- QueueAttack(void *, CvTacticalTarget *, bool, bool)
- Read(FDataStream &)
- RemoveChosenUnits(int)
- Reset()
- ReviewUnassignedUnits()
- SamePlotFound(vector<CvPlot *>, CvPlot *)
- ScoreAssignments(bool)
- ScoreCloseOnPlots(CvPlot *, bool)
- ScoreDeploymentPlots(CvPlot *, CvArmyAI *, int, int, int)
- ScoreFormationPlots(CvArmyAI *, CvPlot *, CvPlot *, int)
- ScoreGreatGeneralPlot(UnitHandle, CvPlot *, CvArmyAI *)
- ScoreHedgehogPlots(CvPlot *)
- SelectPosture(CvTacticalDominanceZone *, AITacticalPosture)
- TurnOffMove(TacticalAIMoveTypes)
- Uninit()
- UnitProcessed(int, bool)
- Update()
- UpdatePostures()
- UseThisDominanceZone(CvTacticalDominanceZone *)
- Write(FDataStream &)
- ~CvTacticalAI() not a hook point