CvLuaPlayer::lAddTemporaryDominanceZone(lua_State *)
- Defined in
- Lua/CvLuaPlayer.cpp, line 10166
- Class
- CvLuaPlayer
- Hook name
CivHooks::CvLuaPlayer_lAddTemporaryDominanceZone
Hooks
static bool BeforeCvLuaPlayer_lAddTemporaryDominanceZone(lua_State* L, int& result);static void AfterCvLuaPlayer_lAddTemporaryDominanceZone(lua_State* L, int& result);static int ReplaceCvLuaPlayer_lAddTemporaryDominanceZone(int (*original)(lua_State*), lua_State* L);CivRegisterBefore<CivHooks::CvLuaPlayer_lAddTemporaryDominanceZone>(host, &BeforeCvLuaPlayer_lAddTemporaryDominanceZone);CivRegisterAfter<CivHooks::CvLuaPlayer_lAddTemporaryDominanceZone>(host, &AfterCvLuaPlayer_lAddTemporaryDominanceZone);CivRegisterReplace<CivHooks::CvLuaPlayer_lAddTemporaryDominanceZone>(host, &ReplaceCvLuaPlayer_lAddTemporaryDominanceZone);
Code
10166int CvLuaPlayer::lAddTemporaryDominanceZone(lua_State* L)10167{10168 CvPlayer* pkPlayer = GetInstance(L);10169 const int iX = lua_tointeger(L, 2);10170 const int iY = lua_tointeger(L, 3);1017110172 // Notify tactical AI to focus on this area10173 CvTemporaryZone zone;10174 zone.SetX(iX);10175 zone.SetY(iY);10176 zone.SetTargetType(AI_TACTICAL_TARGET_CITY);10177 zone.SetLastTurn(GC.getGame().getGameTurn() + GC.getAI_TACTICAL_MAP_TEMP_ZONE_TURNS());10178 pkPlayer->GetTacticalAI()->AddTemporaryZone(zone);1017910180 return 1;10181}
Calls
- CvGame::getGameTurn()
- CvGlobals::getAI_TACTICAL_MAP_TEMP_ZONE_TURNS()
- CvGlobals::getGame()
CvLuaScopedInstance::GetInstance- CvPlayer::GetTacticalAI() const
- CvTacticalAI::AddTemporaryZone(CvTemporaryZone)
CvTemporaryZone::CvTemporaryZone- CvTemporaryZone::CvTemporaryZone()
- CvTemporaryZone::SetLastTurn(int)
- CvTemporaryZone::SetTargetType(AITacticalTargetType)
- CvTemporaryZone::SetX(int)
- CvTemporaryZone::SetY(int)
lua_tointeger