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Player
HungryForFood edited this page Jan 28, 2021
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Return | Method (arguments) | Description |
---|---|---|
void | AddMessage(string sMessage) |
Return | Method (arguments) | Description |
---|---|---|
bool | CanAdoptIdeology(PolicyBranchType iIdeologyBranch) | |
bool | CanAdoptTenet(PolicyType iTenetPolicy, opt bool bIgnoreCost) | Functionally the same as CanAdoptPolicy. |
bool | CanRequestCoopWar(PlayerID iAlly, PlayerID iTarget) | Can the player request an ally to join a coop war against a target player? |
void | ChangeCityWorkingChange(int iChange) | Change how much change to the city working range the player has. |
Return | Method (arguments) | Description |
---|---|---|
void | DismissNotification(int iIndex, bool bUserInvoked) | |
void | DoForceDefPact(PlayerID iOtherPlayer) | |
void | DoSwapGreatWorks(YieldType iFocusYield) |
Return | Method (arguments) | Description |
---|---|---|
void | EspionageCreateSpy() | |
void | EspionagePromoteSpy(int iSpyIndex) | |
void | EspionageSetOutcome(int iSpyIndex, int iSpyResult, bool bAffectsDiplomacy) | Forces an outcome of an external espionage activity. For iSpyResult, 0 = Undetected, 1 = Detected, 2 = Identified, 3 = Killed, 4 = Eliminated. |
void | EspionageSetPassive(int iSpyIndex, bool bPassive) | Passive spies will not attempt to rig elections or steal technology. |
Return | Method (arguments) | Description |
---|---|---|
table | GetBeliefsInPantheon() | If the player has founded a religion, will return all beliefs from the religion instead. |
int | GetBuyPlotDistance() | |
int | GetCityWorkingChange() | What is the player |
int | GetGreatDiplomatRateModifier() | Player |
int | GetHappinessFromVassals() | |
int | GetJerk() | Returns the City State 'forced peace' duration if you attack a City State without provocation |
int | GetJONSCulturePerTurnFromVassals() | |
int | GetLeagueCultureCityModifier() | |
int | GetMaxStockpile() | |
int | GetMilitaryAggressivePosture(PlayerID iOtherPlayer) | Returns a number between 0 and 4, a higher number means a more aggresive posture. |
int | GetNumDenouncements() | How many players has the current player denounced? |
int | GetNumDenouncementsofPlayer() | How many of the other players have denounced the current player? |
int | GetNumPoliciesPurchasedInBranch(PolicyBranchType iPolicyBranch) | How many policies of a policy branch type does this player have? |
int | GetPlayerMoveTroopsRequestCounter(PlayerType iOtherPlayer) | The number of turns remaining before the other player's request to move troops from its borders expires. |
int | GetPolicyConversionModifier(PolicyType iPolicyType) | The religious conversion modifier due to the specified Policy. |
int | GetPolicyGreatDiplomatRateModifier() | |
table | GetPotentialInternationalTradeRouteDestinationsFrom(Unit pUnit, City pCity) | |
int | GetScienceFromVassalTimes100() | |
int | GetScienceRateFromLeagueAid() | |
int | GetScienceRateFromMinorAllies() | |
int | GetScoreFromVassals() | |
int | GetSpecificBuildingType(string sBuildingClass) | Given a building class, get the player's specific building of that class. |
int | GetSpecificUnitType(string sUnitClass) | Given a unit class, get the player's specific unit of that class. |
int | GetVassalGoldMaintenance() | |
int | GetWorkPlotDistance() | Returns the plot working range player's cities. |
Return | Method (arguments) | Description |
---|---|---|
bool | HasAnyDomesticTradeRoute() | |
bool | HasAnyHolyCity() | |
bool | HasAnyInternationalTradeRoute() | |
bool | HasAnyNaturalWonder() | |
bool | HasAnyReligion() | |
bool | HasAnyTradeRoute() | |
bool | HasAnyTradeRouteWith(PlayerID iPlayer) | |
bool | HasAnyWonder() | |
bool | HasBuilding(BuildingType iBuildingType) | |
bool | HasBuildingClass(BuildingClassType iBuildingClassType) | |
bool | HasBelief(BeliefType iBeliefType) | |
bool | HasCapturedHolyCity(ReligionType iReligionType) | |
bool | HasEmbassyWith(PlayerID iOtherPlayer) | Does this player has an embassy at the other player's capital? |
bool | HasEnhancedReligion() | Is the player's majority religion enhanced? |
bool | HasHolyCity(ReligionType iReligionType) | |
bool | HasIdeology(PolicyBranchType iPolicyBranchType) | Functionally the same as HasPolicyBranch. |
bool | HasNaturalWonder(FeatureType iFeatureType) | |
bool | HasPantheon() | |
bool | HasPolicyBranch(PolicyBranchType iPolicyBranchType) | |
bool | HasProject(ProjectType iProjectType) | |
bool | HasReachedEra(EraType iEraType) | |
bool | HasReligion(ReligionType iReligionType) | Is the specified religion the player's majority religion? |
bool | HasSpecialist(SpecialistType iSpecialistType) | |
bool | HasSpecialistSlot(SpecialistType iSpecialistType) | |
bool | HasTech(TechType iTechType) | |
bool | HasTenet(PolicyType iPolicyType) | Functionally the same as HasPolicy. |
bool | HasTrait(TraitType iTraitType) | |
bool | HasUnit(UnitType iUnitType) | |
bool | HasUnitClass(UnitClassType iUnitClassType) | |
bool | HasWonder(BuildingType iBuildingType) | Functionally the same as HasBuilding. |
Return | Method (arguments) | Description |
---|---|---|
bool | IsAtPeace() | Excludes Barbarians. |
bool | IsAtPeaceAllMajors() | |
bool | IsAtPeaceAllMinors() | Excludes Barbarians. |
bool | IsAtPeaceWith(PlayerID iPlayer) | |
bool | IsAtWar() | Excludes Barbarians. |
bool | IsAtWarAnyMajor() | |
bool | IsAtWarAnyMinor() | Excludes Barbarians. |
bool | IsAtWarWith(PlayerID iPlayer) | |
bool | IsCityNameValid(string sName, opt bool bTestDestroyed) | Name is valid if no other city on the map has the exact same name. Set bTestDestroyed to true to include destroyed cities as well. |
bool | IsCivilization(CivilizationType iCivilizationType) | |
bool | IsConnectedTo(PlayerID iPlayer) | Connected via road or rail. |
bool | IsDenounceMessageTooSoon(PlayerID iPlayer) | Is it too soon for this player to be denounced by the other player? |
bool | IsInEra(EraType iEraType) | |
bool | IsPlotConnectedToPlot(Plot pFromPlot, Plot pToPlot) | Connected via road, rail, or sea. |
bool | IsTraitAnyBelief() | Does the player's civilization have a trait that allows it to pick beliefs, even if they are already in another religion? |
bool | IsVassalageAcceptable(PlayerID iOtherPlayer) | Does the current player want to become the other player's voluntary vassal? If the current player is human, this will always return false. |
Return | Method (arguments) | Description |
---|---|---|
bool | MoveRequestTooSoon(PlayerID iOtherPlayer) | Is it too soon for the current player to ask the other player to move its troops from the current player's borders? |
Return | Method (arguments) | Description |
---|---|---|
void | SetPersonality(int iPersonality) | Set the city state player's personality. 0 = friendly, 1 = neutral, 2 = hostile, 3 = irrational. |