CvTacticalAnalysisMap::LogZones()
- Defined in
- CvTacticalAnalysisMap.cpp, line 1080
- Class
- CvTacticalAnalysisMap
- Hook name
CivHooks::CvTacticalAnalysisMap_LogZones
Hooks
static bool BeforeCvTacticalAnalysisMap_LogZones(CvTacticalAnalysisMap* self);static void AfterCvTacticalAnalysisMap_LogZones(CvTacticalAnalysisMap* self);static void ReplaceCvTacticalAnalysisMap_LogZones(void (*original)(CvTacticalAnalysisMap*), CvTacticalAnalysisMap* self);CivRegisterBefore<CivHooks::CvTacticalAnalysisMap_LogZones>(host, &BeforeCvTacticalAnalysisMap_LogZones);CivRegisterAfter<CivHooks::CvTacticalAnalysisMap_LogZones>(host, &AfterCvTacticalAnalysisMap_LogZones);CivRegisterReplace<CivHooks::CvTacticalAnalysisMap_LogZones>(host, &ReplaceCvTacticalAnalysisMap_LogZones);
Code
1079/// Log dominance zone data1080void CvTacticalAnalysisMap::LogZones()1081{1082 if(GC.getLogging() && GC.getAILogging())1083 {1084 CvString szLogMsg;1085 CvTacticalDominanceZone* pZone;10861087 for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)1088 {1089 pZone = &m_DominanceZones[iI];10901091 szLogMsg.Format("Zone ID: %d, Area ID: %d, Value: %d, FRIENDLY Str: %d (%d), Ranged: %d (%d), ENEMY Str: %d (%d), Ranged: %d (%d), Closest Enemy: %d",1092 pZone->GetDominanceZoneID(), pZone->GetAreaID(), pZone->GetDominanceZoneValue(),1093 pZone->GetFriendlyStrength(), pZone->GetFriendlyUnitCount(), pZone->GetFriendlyRangedStrength(), pZone->GetFriendlyRangedUnitCount(),1094 pZone->GetEnemyStrength(), pZone->GetEnemyUnitCount(), pZone->GetEnemyRangedStrength(), pZone->GetEnemyRangedUnitCount(), pZone->GetRangeClosestEnemyUnit());1095 if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_FRIENDLY)1096 {1097 szLogMsg += ", Friendly";1098 }1099 else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_ENEMY)1100 {1101 szLogMsg += ", Enemy";1102 }1103 else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_EVEN)1104 {1105 szLogMsg += ", Even";1106 }1107 else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_NO_UNITS_VISIBLE)1108 {1109 szLogMsg += ", No Units Visible";1110 }11111112 if(pZone->IsWater())1113 {1114 szLogMsg += ", Water";1115 }1116 else1117 {1118 szLogMsg += ", Land";1119 }11201121 if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)1122 {1123 szLogMsg += ", Temporary Zone";1124 }1125 else if(pZone->GetClosestCity())1126 {1127 szLogMsg += ", " + pZone->GetClosestCity()->getName();1128 if (m_pPlayer->GetTacticalAI()->IsTemporaryZoneCity(pZone->GetClosestCity()))1129 {1130 szLogMsg += " (Temp)";1131 }1132 }11331134 m_pPlayer->GetTacticalAI()->LogTacticalMessage(szLogMsg, true /*bSkipLogDominanceZone*/);1135 }1136 }1137}
Calls
BaseVector::operator[]BaseVector::size- CvCity::getName() const
- CvGlobals::getAILogging()
- CvGlobals::getLogging()
- CvPlayer::GetTacticalAI() const
CvString::CvStringCvString::Format- CvTacticalAI::IsTemporaryZoneCity(CvCity *)
- CvTacticalAI::LogTacticalMessage(CvString &, bool)
- CvTacticalDominanceZone::GetAreaID() const
- CvTacticalDominanceZone::GetClosestCity() const
- CvTacticalDominanceZone::GetDominanceFlag() const
- CvTacticalDominanceZone::GetDominanceZoneID() const
- CvTacticalDominanceZone::GetDominanceZoneValue() const
- CvTacticalDominanceZone::GetEnemyRangedStrength() const
- CvTacticalDominanceZone::GetEnemyRangedUnitCount() const
- CvTacticalDominanceZone::GetEnemyStrength() const
- CvTacticalDominanceZone::GetEnemyUnitCount() const
- CvTacticalDominanceZone::GetFriendlyRangedStrength() const
- CvTacticalDominanceZone::GetFriendlyRangedUnitCount() const
- CvTacticalDominanceZone::GetFriendlyStrength() const
- CvTacticalDominanceZone::GetFriendlyUnitCount() const
- CvTacticalDominanceZone::GetRangeClosestEnemyUnit() const
- CvTacticalDominanceZone::GetTerritoryType() const
- CvTacticalDominanceZone::IsWater() const
std::basic_string::operator+=std::basic_string::operator+=std::operator+