int
|
Area:GetNumRevealedTiles(TeamID index)
|
int
|
Area:GetNumUnrevealedTiles(TeamID index)
|
TeamID
|
City:GetTeam()
|
bool
|
City:IsRevealed(TeamID index, bool debug)
|
bool
|
City:IsVisible(TeamID team, bool debug)
|
|
City:SetRevealed(TeamID index, bool newValue)
|
|
Deal:AddThirdPartyPeace(PlayerID who, TeamID otherPlayer, int arg2)
|
|
Deal:AddThirdPartyWar(PlayerID who, TeamID otherPlayer)
|
int
|
Deal:IsPossibleToTradeItem(PlayerID us, PlayerID them, TradeableItemType tradeType, TeamID dealDuration, ResourceType dealDuration = nil)
|
|
Deal:RemoveThirdPartyPeace(PlayerID firstParty, TeamID otherPlayer)
|
|
Deal:RemoveThirdPartyWar(PlayerID firstParty, TeamID otherPlayer)
|
|
Events.EndGameShow(EndGameType type, TeamID team)
|
|
Events.WarStateChanged(TeamID team1, TeamID team2, bool war)
|
|
Game.ChangeNumVotesForTeam(TeamID team, int kiVaticanExtraVotes)
|
|
Game.DoMinorGoldGift(TeamID gold, int goldGiftSmall)
|
TeamID
|
Game.GetActiveTeam()
|
int
|
Game.GetNumVotesForTeam(TeamID teamLoop)
|
int
|
Game.GetPreviousVoteCast(TeamID teamLoop)
|
TeamID
|
Game.GetRankTeam(int rank)
|
int
|
Game.GetTeamRank(TeamID index)
|
int
|
Game.GetTeamScore(TeamID index)
|
TeamID
|
Game.GetVoteCast(TeamID team)
|
TeamID
|
Game.GetWinner()
|
bool
|
Game.IsTeamVoteEligible(TeamID team, VoteSourceType voteSource)
|
|
Game.SetWinner(TeamID newWinner, VictoryType newVictory)
|
bool
|
GameEvents.CanDeclareWar(TeamID myTeam, TeamID theirTeam)
|
|
GameEvents.TeamSetHasTech(TeamID team, TechType tech, bool adopted)
|
|
GameEvents.TeamTechResearched(TeamID team, TechType tech, int change)
|
|
Network.SendChangeWar(TeamID minorCivTeam, bool arg1)
|
|
Network.SendLiberateMinor(TeamID minor, TeamID city)
|
|
Network.SendMinorCivEnterTerritory(TeamID rivalTeam)
|
bool
|
Player:CanStopTradingWithTeam(TeamID team)
|
bool
|
Player:IsMinorPermanentWar(TeamID activeTeam)
|
bool
|
Player:IsPeaceBlocked(TeamID activeTeam)
|
|
Player:StopTradingWithTeam(TeamID team)
|
int
|
Plot:CalculateBestNatureYield(YieldType index, TeamID team)
|
int
|
Plot:CalculateNatureYield(YieldType index, TeamID team, bool ignoreFeature = false)
|
int
|
Plot:CalculateTotalBestNatureYield(TeamID team)
|
bool
|
Plot:CanHaveImprovement(ImprovementType improvement, TeamID team, bool potential)
|
bool
|
Plot:CanSeePlot(Plot target, TeamID team, int range)
|
bool
|
Plot:ChangeBuildProgress(BuildActionType build, int change, TeamID team)
|
|
Plot:ChangeInvisibleVisibilityCount(TeamID team, InvisibilityScopeType invisible, int change)
|
|
Plot:ChangeVisibilityCount(TeamID team, int change, InvisibilityScopeType seeInvisibleType, bool informExplorationTracking, bool alwaysSeeInvisible)
|
int
|
Plot:DefenseModifier(TeamID defendTeam, bool ignoreBuilding, bool help)
|
int
|
Plot:GetFeatureProduction(BuildActionType build, TeamID team, City city)
|
int
|
Plot:GetInvisibleVisibilityCount(TeamID team, InvisibilityScopeType invisible)
|
ResourceType
|
Plot:GetNonObsoleteResourceType(TeamID team)
|
ResourceType
|
Plot:GetResourceType(TeamID team)
|
ImprovementType
|
Plot:GetRevealedImprovementType(TeamID team, bool debug)
|
PlayerID
|
Plot:GetRevealedOwner(TeamID team, bool debug)
|
RouteType
|
Plot:GetRevealedRouteType(TeamID team, bool debug)
|
TeamID
|
Plot:GetRevealedTeam(TeamID team, bool debug)
|
TeamID
|
Plot:GetTeam()
|
int
|
Plot:GetVisibilityCount(TeamID team)
|
bool
|
Plot:IsAdjacentNonrevealed(TeamID team)
|
bool
|
Plot:IsAdjacentNonvisible(TeamID team)
|
bool
|
Plot:IsAdjacentRevealed(TeamID team)
|
bool
|
Plot:IsAdjacentTeam(TeamID team, bool landOnly)
|
bool
|
Plot:IsAdjacentVisible(TeamID team, bool debug)
|
bool
|
Plot:IsInvisibleVisible(TeamID team, InvisibilityScopeType invisible)
|
int
|
Plot:IsRevealed(TeamID team, bool debug)
|
bool
|
Plot:IsRevealedGoody(TeamID team)
|
int
|
Plot:IsVisible(TeamID team, bool debug)
|
bool
|
Plot:IsWithinTeamCityRadius(TeamID team, PlayerID ignorePlayer)
|
int
|
Plot:SeeFromLevel(TeamID team)
|
|
Plot:SetRevealed(TeamID team, bool newValue, bool terrainOnly, TeamID fromTeam)
|
TeamID
|
PreGame.GetTeam(PlayerID player)
|
|
Team:AddTeam(TeamID team)
|
bool
|
Team:CanChangeWarPeace(TeamID team)
|
bool
|
Team:CanContact(TeamID team)
|
int
|
Team:CanDeclareWar(TeamID team)
|
|
Team:DeclareWar(TeamID team)
|
TeamID
|
Team:GetID()
|
TeamID
|
Team:GetLiberatedByTeam(TeamID index)
|
int
|
Team:GetNumTurnsLockedIntoWar(TeamID team)
|
TeamID
|
Team:GetTeamVotingForInDiplo()
|
bool
|
Team:HasEmbassyAtTeam(TeamID themTeam)
|
bool
|
Team:IsAllowsOpenBordersToTeam(TeamID index)
|
int
|
Team:IsAtWar(TeamID index)
|
bool
|
Team:IsDefensivePact(TeamID index)
|
bool
|
Team:IsForcePeace(TeamID index)
|
int
|
Team:IsHasMet(TeamID index)
|
bool
|
Team:IsHasResearchAgreement(TeamID team)
|
bool
|
Team:IsHasTradeAgreement(TeamID team)
|
int
|
Team:IsOpenBordersTradingAllowedWithTeam(TeamID arg0)
|
bool
|
Team:IsPermanentWarPeace(TeamID index)
|
|
Team:MakePeace(TeamID team)
|
|
Team:Meet(TeamID team, bool newDiplo)
|
|
Team:SetPermanentWarPeace(TeamID index, bool newValue)
|
bool
|
Unit:CanCoexistWithEnemyUnit(TeamID team)
|
bool
|
Unit:CanEnterTerritory(TeamID team, bool ignoreRightOfPassage = false, bool isCity = false)
|
bool
|
Unit:CanSiege(TeamID team)
|
int
|
Unit:GetCombatOwner(TeamID forTeam)
|
TeamID
|
Unit:GetDeclareWarRangeStrike(Plot plot)
|
TeamID
|
Unit:GetTeam()
|
bool
|
Unit:IsInvisible(TeamID team, bool debug, bool checkCargo = false)
|
bool
|
Unit:IsNukeVictim(Plot plot, TeamID team)
|