|
CivIconHookup(PlayerID player, int iconSize, Image iconControl, Image teamColorControl, int shadowIconControl, int alwaysUseComposite, int shadowed)
|
string
|
GetCityStateStatus(Player player, PlayerID forPlayer, int war)
|
string
|
GetMoodInfo(PlayerID otherPlayer)
|
int, int, table(int => PlayerID), bool, table(int => int), table
|
GetPlayerAndTeamInfo()
|
table(int => PlayerID)
|
GetShuffledCopyOfTable(table(int => int) incoming_table)
|
table(int => int)
|
GetStartRegionPriorityListForCiv_GetIDs(string civType)
|
bool, int, table(int => int)
|
IdentifyTableIndex(table(int => PlayerID) incoming_table, PlayerID value)
|
bool
|
SimpleCivIconHookup(PlayerID player, int iconSize, Image iconControl)
|
int
|
TestMembership(table(int => PlayerID) table, PlayerID value)
|
ResourceType, PlayerID
|
ToGridFromHex(float i, float j)
|
bool
|
UnitMoving(PlayerID player, UnitID unit)
|
int
|
Area:GetCitiesPerPlayer(PlayerID index)
|
int
|
Area:GetFreeSpecialist(PlayerID index)
|
int
|
Area:GetPopulationPerPlayer(PlayerID index)
|
unknown
|
Area:GetTargetCity(PlayerID index)
|
int
|
Area:GetUnitsPerPlayer(PlayerID index)
|
int
|
Area:GetYieldRateModifier(PlayerID index1, YieldType index2)
|
ResourceType
|
AssignStartingPlots:AssignLuxuryToRegion(PlayerID region_number)
|
int
|
AssignStartingPlots:FindFallbackForUnmatchedRegionPriority(int regionType, table(int => PlayerID) regions_still_available)
|
unknown
|
AssignStartingPlots:GenerateLuxuryPlotListsInRegion(PlayerID region_number)
|
table(int => int), table(int => int), unknown, unknown, unknown, unknown, unknown
|
AssignStartingPlots:ObtainNextSectionInRegion(int incoming_west_x, int incoming_south_y, int incoming_width, int incoming_height, AreaID areaID, int force_it, int ignore_collisions)
|
int, int, bool
|
AssignStartingPlots:PlaceCityState(table(int => int) coastal_plot_list, table(int => int) inland_plot_list, bool check_proximity, bool check_collision)
|
|
AssignStartingPlots:PlaceCityStateInRegion(int city_state_number, PlayerID region_number)
|
|
AssignStartingPlots:PlaceFish(int frequency, table(int => PlayerID) plot_list)
|
|
AssignStartingPlots:PlaceSmallQuantitiesOfStrategics(int frequency, table(int => int) plot_list)
|
int
|
AssignStartingPlots:PlaceSpecificNumberOfResources(ResourceType resource_, ResourceType quantity, int amount, float ratio, int impact_table_number, int min_radius, int max_radius, table(int => PlayerID) plot_list)
|
|
AssignStartingPlots:ProcessResourceList(int frequency, int impact_table_number, table(int => int) plot_list, table(int => table(int => ResourceType)) resources_to_place)
|
|
Button:SetVoids(PlayerID building, UnitID addToList)
|
|
CheckBox:SetVoid1(PlayerID i)
|
PlayerID
|
City:GetOriginalOwner()
|
PlayerID
|
City:GetOwner()
|
PlayerID
|
City:GetPreviousOwner()
|
bool
|
City:IsEverOwned(PlayerID index)
|
|
Context:BuildInstanceForControl(string arg0, table arg1, Stack arg2)
|
|
Deal:AddAllowEmbassy(PlayerID us)
|
|
Deal:AddCityTrade(PlayerID player, ResourceType city)
|
|
Deal:AddDeclarationOfFriendship(PlayerID us)
|
|
Deal:AddDefensivePact(PlayerID us, ResourceType dealDuration)
|
|
Deal:AddGoldPerTurnTrade(PlayerID us, int goldPerTurn, ResourceType dealDuration)
|
|
Deal:AddGoldTrade(PlayerID us, int amount)
|
|
Deal:AddOpenBorders(PlayerID us, ResourceType dealDuration)
|
|
Deal:AddPeaceTreaty(PlayerID us, int arg1)
|
|
Deal:AddResearchAgreement(PlayerID us, ResourceType dealDuration)
|
|
Deal:AddResourceTrade(PlayerID us, ResourceType resource, int amount, ResourceType dealDuration)
|
|
Deal:AddThirdPartyPeace(PlayerID who, TeamID otherPlayer, int arg2)
|
|
Deal:AddThirdPartyWar(PlayerID who, TeamID otherPlayer)
|
|
Deal:AddTradeAgreement(PlayerID us, ResourceType dealDuration)
|
|
Deal:ChangeGoldPerTurnTrade(PlayerID us, int goldPerTurn, ResourceType dealDuration)
|
|
Deal:ChangeGoldTrade(PlayerID us, int gold)
|
|
Deal:ChangeResourceTrade(PlayerID us, ResourceType resource, int numResource, ResourceType dealDuration)
|
int
|
Deal:GetGoldAvailable(PlayerID us, TradeableItemType itemToBeChanged)
|
TradeableItemType, unknown, unknown, ResourceType, int, PlayerID
|
Deal:GetNextItem()
|
int
|
Deal:GetNumResource(PlayerID us, ResourceType resType)
|
PlayerID
|
Deal:GetOtherPlayer(PlayerID player)
|
int
|
Deal:IsPossibleToTradeItem(PlayerID us, PlayerID them, TradeableItemType tradeType, TeamID dealDuration, ResourceType dealDuration = nil)
|
|
Deal:RemoveByType(TradeableItemType arg0, PlayerID us)
|
|
Deal:RemoveThirdPartyPeace(PlayerID firstParty, TeamID otherPlayer)
|
|
Deal:RemoveThirdPartyWar(PlayerID firstParty, TeamID otherPlayer)
|
|
Deal:SetFromPlayer(PlayerID us)
|
|
Deal:SetToPlayer(PlayerID them)
|
|
Events.AILeaderMessage(PlayerID player, DiploUIStateType diploUIState, string leaderMessage, int animationAction, int data1)
|
|
Events.ConnectedToNetworkHost(PlayerID player)
|
|
Events.EndCombatSim(PlayerID attackingPlayer, UnitID attackingUnit, int attackingUnitDamage, int attackingUnitFinalDamage, int attackingUnitMaxHitPoints, PlayerID defendingPlayer, UnitID defendingUnit, int defendingUnitDamage, int defendingUnitFinalDamage, int defendingUnitMaxHitPoints)
|
|
Events.GameMessageChat(PlayerID fromPlayer, PlayerID toPlayer, string text, ChatTargetType targetType)
|
|
Events.GameplaySetActivePlayer(PlayerID activePlayer, int prevActivePlayer)
|
|
Events.InitCityRangeStrike(PlayerID Player, CityID CityID)
|
|
Events.LocalMachineUnitPositionChanged(PlayerID player, UnitID unitID, Vector3 unitPosition)
|
|
Events.MultiplayerGamePlayerDisconnected(PlayerID player)
|
|
Events.OpenPlayerDealScreenEvent(PlayerID player, int target = nil)
|
|
Events.PlayerVersionMismatchEvent(PlayerID player, unknown playerName, bool isHost)
|
|
Events.RunCombatSim(PlayerID attackingPlayer, UnitID attackingUnit, int attackingUnitDamage, int attackingUnitFinalDamage, int attackingUnitMaxHitPoints, PlayerID defendingPlayer, UnitID defendingUnit, int defendingUnitDamage, int defendingUnitFinalDamage, int defendingUnitMaxHitPoints)
|
|
Events.SerialEventCityCaptured(Vector2 hexPos, PlayerID player, int cityID, PlayerID newPlayer)
|
|
Events.SerialEventCityCreated(Vector2 vHexPos, PlayerID player, CityID cityID, ArtStyleType artStyleType, EraType eraType, int continent, int populationSize, int size, int fogState)
|
|
Events.SerialEventCityDestroyed(Vector2 hexPos, PlayerID player, int cityID, PlayerID newPlayer)
|
|
Events.SerialEventCitySetDamage(PlayerID player, CityID cityID, int damage, int previousDamage)
|
|
Events.SerialEventEraChanged(int arg0, PlayerID currPlayer)
|
|
Events.SerialEventHexCultureChanged(int hexX, int hexY, PlayerID player, bool unknown)
|
|
Events.SerialEventImprovementCreated(float hexX, int hexY, ArtStyleType continent1, ArtStyleType continent2, PlayerID player, int createImprovementType, ImprovementType createImprovementRRType, int createImprovementEra, int createImprovementState, unknown ImprovementEra = nil)
|
|
Events.SerialEventRawResourceCreated(float hexX, int hexY, ArtStyleType continent, ArtStyleType continent, PlayerID player, int arg5, int createResourceType, int arg7, int arg8)
|
|
Events.SerialEventRoadCreated(int hexX, int hexY, PlayerID player, int routeType)
|
|
Events.SerialEventUnitCreated(PlayerID player, UnitID unitID, int hexVec, int unitType, int cultureType, int civID, int primaryColor, int secondaryColor, int unitFlagIndex, int fogState)
|
|
Events.SerialEventUnitDestroyed(PlayerID player, UnitID unitID)
|
|
Events.SerialEventUnitFlagSelected(PlayerID player, HandicapType unit)
|
|
Events.SerialEventUnitSetDamage(PlayerID player, UnitID unitID, int damage, int previousDamage)
|
|
Events.SerialEventUnitTeleportedToHex(unknown i, unknown j, PlayerID player, UnitID unitID)
|
|
Events.ShowAttackTargets(PlayerID player, UnitID arg1)
|
|
Events.ShowMovementRange(PlayerID player, UnitID arg1)
|
|
Events.SpecificCityInfoDirty(PlayerID player, CityID cityID, CityUpdateType updateType)
|
|
Events.UnitActionChanged(PlayerID player, UnitID unitID)
|
|
Events.UnitEmbark(PlayerID player, UnitID unitID)
|
|
Events.UnitGarrison(PlayerID player, UnitID unitID, int garrisoned)
|
|
Events.UnitMarkThreatening(PlayerID player, UnitID unitID, bool mark)
|
|
Events.UnitMemberCombatStateChanged(PlayerID player, UnitID unitID, int memberID, unknown stateID)
|
|
Events.UnitMemberCombatTargetChanged(PlayerID player, UnitID unitID, int memberID, unknown targetPlayerID, unknown targetUnitID, int targetMemberID)
|
|
Events.UnitMemberOverlayAdd(PlayerID player, UnitID unitID, int memberID, unknown position)
|
|
Events.UnitMemberOverlayRemove(PlayerID player, UnitID unitID, int memberID)
|
|
Events.UnitMemberOverlayShowHide(PlayerID player, UnitID unitID, int memberID, bool show)
|
|
Events.UnitMemberPositionChanged(PlayerID player, UnitID unitID, int memberID, unknown unitPosition)
|
|
Events.UnitMoveQueueChanged(PlayerID player, UnitID unitID, bool remainingMoves)
|
|
Events.UnitSelectionChanged(PlayerID player, UnitID u, float hexX, float hexY, int k, bool isSelected, bool arg6)
|
|
Events.UnitShouldDimFlag(PlayerID player, UnitID unitID, int dim)
|
|
Events.UnitStateChangeDetected(PlayerID player, UnitID unitID, int fogState)
|
|
Events.UnitVisibilityChanged(PlayerID player, UnitID unitID, bool visible, bool checkFlag, unknown blendTime)
|
|
Game.AddPlayer(PlayerID newPlayer, LeaderType leader, CivilizationType civ)
|
|
Game.DoFromUIDiploEvent(DiploUIEventType event, PlayerID aIPlayer, SpecialistType button, int againstPlayer, int arg3)
|
|
Game.DoMinorBullyGold(PlayerID activePlayer, PlayerID minorCiv)
|
|
Game.DoMinorBullyUnit(PlayerID activePlayer, PlayerID minorCiv)
|
|
Game.DoMinorBuyout(PlayerID activePlayer, PlayerID minorCiv)
|
|
Game.DoMinorGiftTileImprovement(PlayerID fromPlayer, TaskType toPlayer, int plotX, int plotY)
|
|
Game.DoMinorPledgeProtection(PlayerID activePlayer, PlayerID minorCiv, bool arg2)
|
|
Game.EnhanceReligion(PlayerID vaticanPlayer, ReligionType religion, BeliefType belief4, BeliefType belief5)
|
|
Game.FoundReligion(PlayerID vaticanPlayer, ReligionType religion, unknown arg2, BeliefType belief2, BeliefType belief3, BeliefType belief3, int arg6, City vaticanCity)
|
PlayerID
|
Game.GetActivePlayer()
|
PlayerID
|
Game.GetFounder(ReligionType arg0, int arg1)
|
ReligionType
|
Game.GetFounderBenefitsReligion(PlayerID player)
|
PlayerID
|
Game.GetGameTurn()
|
City
|
Game.GetHolyCityForReligion(ReligionType religion, PlayerID player)
|
PlayerID
|
Game.GetNoNukesCount()
|
int
|
Game.GetPlayerRank(PlayerID index)
|
int
|
Game.GetPlayerScore(PlayerID index)
|
int
|
Game.GetPlayerVote(PlayerID ownerIndex, int voteId)
|
PlayerID
|
Game.GetRankPlayer(int rank)
|
int
|
Game.GetResearchAgreementCost(PlayerID us, PlayerID them)
|
PlayerID
|
Game.GetStartTurn()
|
|
Game.SaveReplay(PlayerID player)
|
|
Game.SetActivePlayer(PlayerID newValue, bool forceHotSeat)
|
|
Game.SetAdvisorRecommenderTech(PlayerID player)
|
|
Game.SetFounder(ReligionType arg0, PlayerID newOwner)
|
|
Game.SetPausePlayer(PlayerID arg0)
|
|
GameEvents.CityBuildingsIsBuildingSellable(PlayerID player, BuildingType building)
|
|
GameEvents.CityCanConstruct(PlayerID player, CityID city, BuildingType buildingType)
|
|
GameEvents.CityCaptureComplete(PlayerID player, int capital, ResourceType x, ResourceType y, PlayerID newPlayer, int conquest, int conquest)
|
|
GameEvents.CityConvertsReligion(PlayerID owner, ReligionType religion, int x, int y)
|
|
GameEvents.GetFounderBenefitsReligion(PlayerID player)
|
|
GameEvents.GetReligionToSpread(PlayerID player)
|
|
GameEvents.GetScenarioDiploModifier1(PlayerID player1, PlayerID player2)
|
|
GameEvents.GetScenarioDiploModifier2(PlayerID player1, PlayerID player2)
|
|
GameEvents.PlayerAdoptPolicy(PlayerID player, int policyID)
|
|
GameEvents.PlayerCanAdoptPolicyBranch(PlayerID player, int policyBranch)
|
|
GameEvents.PlayerCityFounded(PlayerID player, int cityX, int cityY)
|
|
GameEvents.PlayerDoTurn(PlayerID player)
|
|
GameEvents.PlayerPreAIUnitUpdate(PlayerID player)
|
|
GameEvents.SetAlly(PlayerID cSPlayer, PlayerID oldAlly, PlayerID newAlly)
|
|
GameEvents.UnitGetSpecialExploreTarget(PlayerID player, UnitID unitID)
|
|
GameEvents.UnitSetXY(PlayerID player, UnitID unit, int x, int y)
|
|
Grid:RegisterCallback(MouseType thisEvent, (void func(PlayerID void1, ResourceType void2, Button button)) OnContinueButtonClicked)
|
|
GridButton:SetVoids(PlayerID player, int id)
|
|
LuaEvents.PasswordChanged(PlayerID player)
|
|
LuaEvents.ScenarioPlayerStatusChanged(table(PlayerID => table(string => table)) tPlayerStatus, PlayerID turn, int year, PlayerID playerAboutToWin, int turnsControlHeld)
|
|
LuaEvents.ScenarioUnitTiersChanged(table(string => PlayerID) tUnitTiers)
|
|
LuaEvents.SetCivNameEditSlot(PlayerID slot)
|
PlayerID
|
Matchmaking.GetHostID()
|
PlayerID
|
Matchmaking.GetLocalID()
|
table(PlayerID => table)
|
Matchmaking.GetPlayerList()
|
|
Matchmaking.KickPlayer(PlayerID player)
|
int
|
Network.GetPingTime(PlayerID player)
|
|
Network.SendBarbarianRansom(int arg0, PlayerID unit)
|
|
Network.SendEnhanceReligion(PlayerID arg0, ReligionType CurrentReligion, unknown customName, unknown arg3, int arg4, int cityX, int cityY)
|
|
Network.SendFaithGreatPersonChoice(PlayerID player, unknown arg1)
|
|
Network.SendFaithPurchase(PlayerID arg0, FaithPurchaseType v1, int v2)
|
|
Network.SendFoundPantheon(PlayerID arg0, BeliefType Belief)
|
|
Network.SendFoundReligion(PlayerID arg0, ReligionType CurrentReligion, unknown customName, unknown arg3, unknown arg4, BeliefType arg5, BeliefType arg6, int cityX, int cityY)
|
|
Network.SendGreatPersonChoice(PlayerID player, unknown arg1)
|
|
Network.SendMayaBonusChoice(PlayerID player, unknown arg1)
|
|
Network.SendMinorNoUnitSpawning(PlayerID minorCiv, bool arg1)
|
|
Network.SendMoveSpy(PlayerID arg0, unknown SelectedAgentID, PlayerID arg2, int arg3)
|
|
Network.SendPledgeMinorProtection(PlayerID minorCiv, bool arg1)
|
|
Network.SendResearch(PlayerID tech, ResourceType discover, int value, bool arg3 = nil)
|
|
Network.SendStageCoup(PlayerID arg0, unknown arg1)
|
|
Player:AddNotification(NotificationType notificationType, string description, string title, int x = -1, int y = -1, PlayerID extra1 = -1, int extra2 = -1)
|
bool
|
Player:CanContact(PlayerID player)
|
bool
|
Player:CanMajorBullyGold(PlayerID major)
|
bool
|
Player:CanMajorBullyUnit(PlayerID activePlayer)
|
int
|
Player:CanMajorBuyout(PlayerID activePlayer)
|
bool
|
Player:CanMajorGiftTileImprovement(PlayerID activePlayer)
|
bool
|
Player:CanMajorGiftTileImprovementAtPlot(PlayerID fromPlayer, int plotX, int plotY)
|
bool
|
Player:CanMajorStartProtection(PlayerID activePlayer)
|
bool
|
Player:CanMajorWithdrawProtection(PlayerID activePlayer)
|
bool
|
Player:CanTradeWith(PlayerID whoTo)
|
|
Player:ChangeMinorCivFriendshipWithMajor(PlayerID player)
|
|
Player:Contact(PlayerID player)
|
|
Player:DoForceDenounce(PlayerID player)
|
|
Player:DoForceDoF(PlayerID player)
|
|
Player:DoMinorLiberationByMajor(PlayerID player)
|
|
Player:DoUpdateProximityToPlayer(PlayerID player)
|
|
Player:ForcePeace(PlayerID player)
|
MinorCivQuestType
|
Player:GetActiveQuestForPlayer(PlayerID player)
|
PlayerID
|
Player:GetAlly()
|
MajorCivApproachType
|
Player:GetApproachTowardsUsGuess(PlayerID player)
|
int
|
Player:GetBuyoutCost(PlayerID activePlayer)
|
int
|
Player:GetCommonFoeValue(PlayerID activePlayer)
|
CoopWarState
|
Player:GetCoopWarAcceptedState(PlayerID withPlayer, PlayerID againstPlayer)
|
int
|
Player:GetCurrentCapitalFoodBonus(PlayerID major)
|
int
|
Player:GetCurrentCultureBonus(PlayerID activePlayer)
|
int
|
Player:GetCurrentOtherCityFoodBonus(PlayerID major)
|
int
|
Player:GetCurrentScienceFriendshipBonusTimes100(PlayerID major)
|
int
|
Player:GetCurrentSpawnEstimate(PlayerID major)
|
int
|
Player:GetExtraBuildingHappinessFromPolicies(PlayerID building)
|
int
|
Player:GetFriendshipChangePerTurnTimes100(PlayerID major)
|
int
|
Player:GetFriendshipFromGoldGift(PlayerID activePlayer, int gold)
|
int
|
Player:GetGiftTileImprovementCost(PlayerID activePlayer)
|
int
|
Player:GetHappinessFromMinor(PlayerID minor)
|
PlayerID
|
Player:GetID()
|
DisputeLevelType
|
Player:GetLandDisputeLevel(PlayerID activePlayer)
|
int
|
Player:GetMinorCivBullyGoldAmount(PlayerID activePlayer)
|
int
|
Player:GetMinorCivContestValueForPlayer(PlayerID major, MinorCivQuestType arg1)
|
int
|
Player:GetMinorCivCurrentCultureBonus(PlayerID major)
|
int
|
Player:GetMinorCivCurrentFaithBonus(PlayerID major)
|
int
|
Player:GetMinorCivCurrentHappinessBonus(PlayerID major)
|
DisputeLevelType
|
Player:GetMinorCivDisputeLevel(PlayerID activePlayer)
|
int
|
Player:GetMinorCivFriendshipAnchorWithMajor(PlayerID major)
|
int
|
Player:GetMinorCivFriendshipLevelWithMajor(PlayerID arg0)
|
int
|
Player:GetMinorCivFriendshipWithMajor(PlayerID major)
|
int
|
Player:GetMinorCivNumActiveQuestsForPlayer(PlayerID player)
|
int
|
Player:GetNumCiviliansReturnedToMe(PlayerID activePlayer)
|
int
|
Player:GetNumRequestsRefused(PlayerID activePlayer)
|
int
|
Player:GetNumTimesCultureBombed(PlayerID activePlayer)
|
int
|
Player:GetNumTradeResourceImports(PlayerID player)
|
int
|
Player:GetNumWarsFought(PlayerID otherPlayer)
|
table(unknown => unknown)
|
Player:GetOpinionTable(PlayerID activePlayer)
|
int
|
Player:GetOtherPlayerNumProtectedMinorsAttacked(PlayerID activePlayer)
|
int
|
Player:GetOtherPlayerNumProtectedMinorsKilled(PlayerID activePlayer)
|
int
|
Player:GetProximityToPlayer(PlayerID index)
|
int
|
Player:GetQuestData1(PlayerID major, MinorCivQuestType type = nil)
|
int
|
Player:GetQuestData2(PlayerID major, MinorCivQuestType type = nil)
|
int
|
Player:GetQuestTurnsRemaining(PlayerID major, MinorCivQuestType type, PlayerID arg2)
|
int
|
Player:GetRecentAssistValue(PlayerID activePlayer)
|
SpecialistType, int
|
Player:GetRecentIntrigueInfo(PlayerID aIPlayer)
|
int
|
Player:GetRecentTradeValue(PlayerID activePlayer)
|
PlayerID
|
Player:GetTeam()
|
int
|
Player:GetTurnLastPledgeBrokenByMajor(PlayerID activePlayer)
|
int
|
Player:GetTurnLastPledgedProtectionByMajor(PlayerID activePlayer)
|
ThreatType
|
Player:GetWarmongerThreat(PlayerID activePlayer)
|
DisputeLevelType
|
Player:GetWonderDisputeLevel(PlayerID activePlayer)
|
int
|
Player:HasRecentIntrigueAbout(PlayerID player)
|
bool
|
Player:IsAllies(PlayerID major)
|
bool
|
Player:IsCapitalCapturedBy(PlayerID activePlayer)
|
bool
|
Player:IsDemandEverMade(PlayerID activePlayer)
|
bool
|
Player:IsDenouncedPlayer(PlayerID otherPlayer)
|
bool
|
Player:IsDenouncingPlayer(PlayerID player)
|
bool
|
Player:IsDoF(PlayerID otherPlayer)
|
bool
|
Player:IsDoFMessageTooSoon(PlayerID activePlayer)
|
bool
|
Player:IsDontSettleMessageTooSoon(PlayerID withPlayer)
|
int
|
Player:IsFriendDeclaredWarOnUs(PlayerID activePlayer)
|
int
|
Player:IsFriendDenouncedUs(PlayerID activePlayer)
|
int
|
Player:IsFriends(PlayerID major = nil)
|
bool
|
Player:IsGaveAssistanceTo(PlayerID activePlayer)
|
bool
|
Player:IsHasPaidTributeTo(PlayerID activePlayer)
|
bool
|
Player:IsLiberatedCapital(PlayerID activePlayer)
|
bool
|
Player:IsLiberatedCity(PlayerID activePlayer)
|
bool
|
Player:IsLoyalMember(PlayerID minor)
|
bool
|
Player:IsMinorCivActiveQuestForPlayer(PlayerID major, MinorCivQuestType type)
|
bool
|
Player:IsMinorCivContestLeader(PlayerID major, MinorCivQuestType arg1)
|
bool
|
Player:IsMinorCivUnitSpawningDisabled(PlayerID activePlayer)
|
bool
|
Player:IsMinorWarQuestWithMajorActive(PlayerID playerLoop = nil)
|
bool
|
Player:IsNukedBy(PlayerID activePlayer)
|
bool
|
Player:IsPlayerBrokenBorderPromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerBrokenCityStatePromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerBrokenCoopWarPromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerBrokenExpansionPromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerBrokenMilitaryPromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerDenouncedEnemy(PlayerID otherPlayer)
|
bool
|
Player:IsPlayerDenouncedFriend(PlayerID activePlayer)
|
bool
|
Player:IsPlayerDoFwithAnyEnemy(PlayerID activePlayer)
|
bool
|
Player:IsPlayerDoFwithAnyFriend(PlayerID otherPlayer)
|
bool
|
Player:IsPlayerHasOpenBorders(PlayerID major)
|
bool
|
Player:IsPlayerHasOpenBordersAutomatically(PlayerID major)
|
bool
|
Player:IsPlayerIgnoredBorderPromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerIgnoredCityStatePromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerIgnoredExpansionPromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerIgnoredMilitaryPromise(PlayerID activePlayer)
|
bool
|
Player:IsPlayerNoSettleRequestEverAsked(PlayerID activePlayer)
|
bool
|
Player:IsPlayerRecklessExpander(PlayerID activePlayer)
|
bool
|
Player:IsProtectedByMajor(PlayerID activePlayer)
|
int
|
Player:IsProtectingMinor(PlayerID player)
|
bool
|
Player:IsStopSpyingMessageTooSoon(PlayerID activePlayer)
|
bool
|
Player:IsThreateningBarbariansEventActiveForPlayer(PlayerID major)
|
bool
|
Player:IsWillAcceptPeaceWithPlayer(PlayerID player)
|
|
Player:IsWorkingAgainstPlayerAccepted(PlayerID withPlayer, PlayerID againstPlayer)
|
|
Player:IsWorkingWithPlayer(PlayerID withPlayer)
|
|
Player:IsWorkingWithPlayerMessageTooSoon(PlayerID withPlayer)
|
|
Player:SetLoyalMember(PlayerID minor, bool newValue)
|
bool
|
Player:WasResurrectedThisTurnBy(PlayerID player)
|
int
|
Plot:CalculateImprovementYieldChange(ImprovementType improvement, YieldType yield, PlayerID player, bool optimal, RouteType assumeThisRoute)
|
bool
|
Plot:CanBuild(BuildActionType build, PlayerID player, bool testVisible)
|
int
|
Plot:CountNumAirUnits(PlayerID player)
|
unknown
|
Plot:GetBestDefender(PlayerID owner, PlayerID attackingPlayer, Unit attacker, bool testAtWar, bool testPotentialEnemy, bool testCanMove)
|
int
|
Plot:GetFoundValue(PlayerID index)
|
int
|
Plot:GetNumDefenders(PlayerID player)
|
PlayerID
|
Plot:GetOwner()
|
int
|
Plot:GetPlayerCityRadiusCount(PlayerID index)
|
PlayerID
|
Plot:GetRevealedOwner(TeamID team, bool debug)
|
int
|
Plot:GetUnitPower(PlayerID owner)
|
int
|
Plot:GetUpgradeTimeLeft(ImprovementType improvement, PlayerID player)
|
int
|
Plot:GetYieldWithBuild(BuildActionType build, YieldType yield, bool arg2, PlayerID activePlayer)
|
bool
|
Plot:IsAdjacentPlayer(PlayerID player, bool landOnly)
|
bool
|
Plot:IsBestAdjacentFound(PlayerID index)
|
bool
|
Plot:IsFriendlyTerritory(PlayerID player)
|
bool
|
Plot:IsPlayerCityRadius(PlayerID index)
|
int
|
Plot:IsVisibleEnemyUnit(PlayerID player)
|
bool
|
Plot:IsVisibleOtherUnit(PlayerID player)
|
bool
|
Plot:IsWithinTeamCityRadius(TeamID team, PlayerID ignorePlayer)
|
|
Plot:SetOwner(PlayerID newValue, int acquiringCityID, bool checkUnits = true, bool updateResources = true)
|
CivilizationType
|
PreGame.GetCivilization(PlayerID i = nil)
|
int
|
PreGame.GetCivilizationColor(PlayerID player)
|
string
|
PreGame.GetCivilizationDescription(PlayerID player)
|
unknown
|
PreGame.GetCivilizationPackageTextKey(PlayerID player)
|
string
|
PreGame.GetCivilizationShortDescription(PlayerID player)
|
HandicapType
|
PreGame.GetHandicap(PlayerID player = nil)
|
string
|
PreGame.GetLeaderName(PlayerID player)
|
string
|
PreGame.GetNickName(PlayerID activePlayer)
|
SlotClaim
|
PreGame.GetSlotClaim(PlayerID player)
|
SlotStatus
|
PreGame.GetSlotStatus(PlayerID player)
|
TeamID
|
PreGame.GetTeam(PlayerID player)
|
bool
|
PreGame.HasPassword(PlayerID player)
|
bool
|
PreGame.IsCivilizationKeyAvailable(PlayerID player)
|
int
|
PreGame.IsReady(PlayerID player)
|
|
PreGame.SetCivilization(PlayerID player, CivilizationType civ = nil)
|
|
PreGame.SetCivilizationAdjective(PlayerID EditSlot, string arg1)
|
|
PreGame.SetCivilizationDescription(PlayerID EditSlot, string arg1)
|
|
PreGame.SetCivilizationShortDescription(PlayerID EditSlot, string arg1)
|
|
PreGame.SetHandicap(PlayerID player, HandicapType id)
|
|
PreGame.SetLeaderName(PlayerID EditSlot, string arg1)
|
|
PreGame.SetNickName(PlayerID EditSlot, string arg1)
|
|
PreGame.SetPassword(PlayerID player, string arg1, string arg2 = nil)
|
|
PreGame.SetReady(PlayerID arg0, bool checked = nil)
|
|
PreGame.SetSlotClaim(PlayerID player, SlotClaim arg1)
|
|
PreGame.SetSlotStatus(PlayerID i, SlotStatus arg1)
|
|
PreGame.SetTeam(PlayerID player, PlayerID playerChoice)
|
int
|
PreGame.TestPassword(PlayerID player, string arg1)
|
|
PullDown:RegisterSelectionCallback((void func(PlayerID playerID, HandicapType id, unknown control)) OnChatTarget)
|
|
Slider:SetValue(string sliderValue, PlayerID value = nil)
|
table(unknown => unknown)
|
Steam.GetPlayerSteamID(PlayerID player)
|
PlayerID
|
Team:GetLeaderID()
|
PlayerID
|
Team:GetSecretaryID()
|
|
Team:SetHasTech(TechType index, bool newValue, PlayerID player, bool first, bool announce)
|
|
TeamTechs:ChangeResearchProgress(TechType index, int change, PlayerID player)
|
int
|
TeamTechs:ChangeResearchProgressPercent(TechType index, int percent, PlayerID player)
|
|
TeamTechs:ChangeResearchProgressTimes100(TechType index, int change, PlayerID player)
|
|
TeamTechs:SetResearchProgress(TechType index, int newValue, PlayerID player)
|
|
TextBase:SetWrapWidth(PlayerID arg0)
|
|
TextButton:SetVoid1(PlayerID playerLoop)
|
|
UI.ActivateNotification(PlayerID blockingNotificationIndex)
|
|
UI.DoFinalizePlayerDeal(PlayerID them, PlayerID us, bool arg2)
|
int
|
UI.GetNumCurrentDeals(PlayerID player)
|
int
|
UI.GetNumHistoricDeals(PlayerID player)
|
PlayerID
|
UI.HasMadeProposal(PlayerID us)
|
|
UI.LoadCurrentDeal(PlayerID player, SpecialistType i)
|
|
UI.LoadHistoricDeal(PlayerID player, SpecialistType i)
|
|
UI.LoadProposedDeal(PlayerID us, PlayerID them)
|
|
UI.OnHumanDemand(PlayerID aIPlayer)
|
|
UI.OnHumanOpenedTradeScreen(PlayerID aIPlayer)
|
bool
|
UI.ProposedDealExists(PlayerID them, PlayerID us)
|
|
UI.SetInterfaceModeValue(PlayerID minorCiv)
|
|
UI.SetRepeatActionPlayer(PlayerID player)
|
|
Unit:ChangeDamage(int change, PlayerID player)
|
Unit
|
Unit:GetFireSupportUnit(PlayerID defender, int x, int y)
|
PlayerID
|
Unit:GetOwner()
|
|
Unit:Kill(bool delay, PlayerID player = NO_PLAYER)
|
|
Unit:SetDamage(int newValue, PlayerID player, bool notifyEntity = true)
|
|
Unit:SetOriginalOwner(PlayerID oldOwner)
|