CvEventManager: Difference between revisions
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!def onSelectionGroupPushMission() | !def onSelectionGroupPushMission() | ||
|self, argsList (eOwner, eMission, iNumUnits, listUnitIDs) | |self, argsList (eOwner, eMission, iNumUnits, listUnitIDs) | ||
|Called when a | |Called when a mission is pushed for a unit or group of units | ||
|- | |- | ||
!def onUnitMove() | !def onUnitMove() |
Revision as of 01:11, 22 August 2009
The CvEventManager file controls what happens during events that occur in the game. These aren't events like Beyond the Sword random events but rather events like a unit moving, a turn beginning, or a nuclear explosion occuring. Some of the functions in this file are disabled in Beyond the Sword with PythonCallbackDefines.xml.
The Python files are written in the python programming language. They can be edited in a text editor such as notepad or in a programming editor like Python's IDLE.
This page is missing information. Do not remove this notice until it is complete.
Functions
Below is a list of all the functions in the file. Each function has a quick description attached to it. Note that there are comments strewn throughout some of these files, direct from the developers in order to aid the potential modders.
Function | Parameters | Description |
---|---|---|
def _init_() | self | Initializes variables in file |
def handleEvent() | self, argsList | Event Manager entry point |
def beginEvent() | self, context, argsList=-1 | Begins an event |
def applyEvent() | self, argsList (context, playerID, netUserData, popupReturn) | Applies the effects of an event |
def reportEvent() | self, entry, context, argsList | Records an event to Events.log |
def onKdbEvent() | self, argsList (eventType, key, mx, my, px, py) | Handles the pressing of a key |
def onModNetMessage() | self, argsList (iData1, iData2, iData3, iData4, iData5) | Called whenever CyMessageControl().sendModNetMessage is called |
def onInit() | self, argsList | Called whenever Civilization starts up |
def onUpdate() | self, argsList (fDeltaTime) | Called every frame |
def onWindowActivation() | self, argsList (bActive) | Called when the game window activates or deactivates |
def onUnInit() | self, argsList | Called before Civ shuts down |
def onPreSave() | self, argsList | Called before the game is saved |
def onSaveGame() | self, argsList | Returns the name of the save game |
def onLoadGame() | self, argsList | Called on the loading of the game |
def onGameStart() | self, argsList | Called on the start of the game |
def onGameEnd() | self, argsList | Called at the end of the game |
def onBeginGameTurn() | self, argsList (iGameTurn) | Called at the beginning of the end of each turn |
def onEndGameTurn() | self, argsList (iGameTurn) | Called at the end of the end of each turn |
def onBeginPlayerTurn() | self, argsList (iGameTurn, iPlayer) | Called at the beginning of a player's turn |
def onEndPlayerTurn() | self, argsList (iGameTurn, iPlayer) | Called at the end of a player's turn |
def onEndTurnReady() | self, argsList (iGameTurn) | Called when the turn is ready to end |
def onFirstContact() | self, argsList (iTeamX, iHasMetTeamY) | Called when one team meets another team |
def onCombatResult() | self, argsList (iWinner, iLoser) | Called after combat |
def onCombatLogCalc() | self, argsList (genericArgs) | Not sure |
def onCombatLogHit() | self, argsList (genericArgs) | Not sure |
def onImprovementBuilt() | self, argsList (iImprovement, iX, iY) | Called when an improvement is built |
def onImprovementDestroyed() | self, argsList (iImprovement, iOwner, iX, iY) | Called when an improvement is destroyed |
def onRouteBuilt() | self, argsList (iRoute, iX, iY) | Called when a route is built |
def onPlotRevealed() | self, argsList (pPlot, iTeam) | Called when a plot is revealed to a team |
def onPlotFeatureRemoved() | self, argsList (pPlot, iFeatureType, pCity) | Called when a feature is removed on a plot |
def onPlotPicked() | self, argsList (pPlot) | Called when a plot is picked |
def onNukeExplosion() | self, argsList (pPlot, pNukeUnit) | Called when a nuke explodes or a meltdown occurs |
def onGotoPlotSet() | self, argsList (pPlot, iPlayer) | Not sure |
def onBuildingBuilt() | self, argsList (pCity, iBuildingType) | Called when a building is built |
def onProjectBuilt() | self, argsList (pCity, iProjectType) | Called when a project is completed |
def onSelectionGroupPushMission() | self, argsList (eOwner, eMission, iNumUnits, listUnitIDs) | Called when a mission is pushed for a unit or group of units |
def onUnitMove() | self, argsList (pPlot, pUnit, pOldPlot) | Called when a unit moves onto a new plot |
def onUnitSetXY() | self, argsList (pPlot, pUnit) | Called when a unit's coords are set manually |
def onUnitCreated() | self, argsList (unit) | Called when a unit is created |
def onUnitBuilt() | self, argsList (city, unit, player) | Called when a unit is built in a city |
def onUnitKilled() | self, argsList (unit, iAttacker) | Called when a unit is killed by another unit |
def onUnitLost() | self, argsList (unit) | Called when a unit dies |
def onUnitPromoted() | self, argsList (pUnit, iPromotion) | Called when a unit is promoted |
Example
This example is a quick idea of what you can do with functions in this file. It causes the "Do you want to change civics" popup to occur.
def onEndPlayerTurn(self, argsList): 'Called at the end of a players turn' iGameTurn, iPlayer = argsList if (gc.getGame().getElapsedGameTurns() == 1): if (gc.getPlayer(iPlayer).isHuman()): if (gc.getPlayer(iPlayer).canRevolution(0)): popupInfo = CyPopupInfo() popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_CHANGECIVIC) popupInfo.addPopup(iPlayer)