/
CyTeam.h
230 lines (196 loc) · 9.15 KB
/
CyTeam.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
#pragma once
#ifndef CyTeam_h
#define CyTeam_h
//
// Python wrapper class for CvTeam
//
// //#include "CvEnums.h"
class CvTeam;
class CyArea;
class CyTeam
{
public:
CyTeam();
CyTeam(CvTeam* pTeam); // Call from C++
CvTeam* getTeam() { return m_pTeam; } // Call from C++
bool isNone() { return (m_pTeam==NULL); }
void addTeam(int /*TeamTypes*/ eTeam);
bool canChangeWarPeace(int /*TeamTypes*/ eTeam);
bool canDeclareWar(int /*TeamTypes*/ eTeam);
void declareWar(int /*TeamTypes*/ eTeam, bool bNewDiplo, int /*WarPlanTypes*/ eWarPlan);
void makePeace(int /*TeamTypes*/ eTeam);
bool canContact(int /*TeamTypes*/ eTeam);
void meet(int /*TeamTypes*/ eTeam, bool bNewDiplo);
void signOpenBorders(int /*TeamTypes*/ eTeam);
void signDefensivePact(int /*TeamTypes*/ eTeam);
int getAssets();
int getPower(bool bIncludeVassals);
int getDefensivePower();
int getNumNukeUnits();
int getAtWarCount(bool bIgnoreMinors);
int getWarPlanCount(int /*WarPlanTypes*/ eWarPlan, bool bIgnoreMinors);
int getAnyWarPlanCount(bool bIgnoreMinors);
int getChosenWarCount(bool bIgnoreMinors);
int getHasMetCivCount(bool bIgnoreMinors);
bool hasMetHuman();
int getDefensivePactCount();
bool isAVassal() const;
int getUnitClassMaking(int /*UnitClassTypes*/ eUnitClass);
int getUnitClassCountPlusMaking(int /*UnitClassTypes*/ eUnitClass);
int getBuildingClassMaking(int /*BuildingClassTypes*/ eBuildingClass);
int getBuildingClassCountPlusMaking(int /*BuildingClassTypes*/ eUnitClass);
int getHasReligionCount(int /*ReligionTypes*/ eReligion);
int getHasCorporationCount(int /*CorporationTypes*/ eCorporation);
int countTotalCulture();
int countNumUnitsByArea(CyArea* pArea);
int countNumCitiesByArea(CyArea* pArea);
int countTotalPopulationByArea(CyArea* pArea);
int countPowerByArea(CyArea* pArea);
int countEnemyPowerByArea(CyArea* pArea);
int countNumAIUnitsByArea(CyArea* pArea, int /*UnitAITypes*/ eUnitAI);
int countEnemyDangerByArea(CyArea* pArea);
int getResearchCost(int /*TechTypes*/ eTech);
int getResearchLeft(int /*TechTypes*/ eTech);
bool hasHolyCity(int /*ReligionTypes*/ eReligion);
bool hasHeadquarters(int /*CorporationTypes*/ eCorporation);
bool isHuman();
bool isBarbarian();
bool isMinorCiv();
int /*PlayerTypes*/ getLeaderID();
int /*PlayerTypes*/ getSecretaryID();
int /*HandicapTypes*/ getHandicapType();
std::wstring getName();
int getNumMembers();
bool isAlive();
bool isEverAlive();
int getNumCities();
int getTotalPopulation();
int getTotalLand();
int getNukeInterception();
void changeNukeInterception(int iChange);
int getForceTeamVoteEligibilityCount(int /*VoteSourceTypes*/ eVoteSource);
bool isForceTeamVoteEligible(int /*VoteSourceTypes*/ eVoteSource);
void changeForceTeamVoteEligibilityCount(int /*VoteSourceTypes*/ eVoteSource, int iChange);
int getExtraWaterSeeFromCount();
bool isExtraWaterSeeFrom();
void changeExtraWaterSeeFromCount(int iChange);
int getMapTradingCount();
bool isMapTrading();
void changeMapTradingCount(int iChange);
int getTechTradingCount();
bool isTechTrading();
void changeTechTradingCount(int iChange);
int getGoldTradingCount();
bool isGoldTrading();
void changeGoldTradingCount(int iChange);
int getOpenBordersTradingCount();
bool isOpenBordersTrading();
void changeOpenBordersTradingCount(int iChange);
int getDefensivePactTradingCount();
bool isDefensivePactTrading();
void changeDefensivePactTradingCount(int iChange);
int getPermanentAllianceTradingCount();
bool isPermanentAllianceTrading();
void changePermanentAllianceTradingCount(int iChange);
int getVassalTradingCount();
bool isVassalStateTrading();
void changeVassalTradingCount(int iChange);
int getBridgeBuildingCount();
bool isBridgeBuilding();
void changeBridgeBuildingCount(int iChange);
int getIrrigationCount();
bool isIrrigation();
void changeIrrigationCount(int iChange);
int getIgnoreIrrigationCount();
bool isIgnoreIrrigation();
void changeIgnoreIrrigationCount(int iChange);
int getWaterWorkCount();
bool isWaterWork();
void changeWaterWorkCount(int iChange);
int getVassalPower() const;
void setVassalPower(int iPower);
int getMasterPower() const;
void setMasterPower(int iPower);
int getEnemyWarWearinessModifier() const; // Exposed to Python
void changeEnemyWarWearinessModifier(int iChange);
bool isMapCentering();
void setMapCentering(bool bNewValue);
int getID();
bool isStolenVisibility(int /*TeamTypes*/ eIndex);
int getWarWeariness(int /*TeamTypes*/ eIndex);
void setWarWeariness(int /*TeamTypes*/ eIndex, int iNewValue);
void changeWarWeariness(int /*TeamTypes*/ eIndex, int iChange);
int getTechShareCount(int iIndex);
bool isTechShare(int iIndex);
void changeTechShareCount(int iIndex, int iChange);
int getCommerceFlexibleCount(int /*CommerceTypes*/ eIndex);
bool isCommerceFlexible(int /*CommerceTypes*/ eIndex);
void changeCommerceFlexibleCount(int /*CommerceTypes*/ eIndex, int iChange);
int getExtraMoves(int /*DomainTypes*/ eIndex);
void changeExtraMoves(int /*DomainTypes*/ eIndex, int iChange);
bool isHasMet(int /*TeamTypes*/ eIndex);
bool isAtWar(int /*TeamTypes*/ eIndex);
bool isPermanentWarPeace(int /*TeamTypes*/ eIndex);
void setPermanentWarPeace(int /*TeamTypes*/ eIndex, bool bNewValue);
bool isFreeTrade(int /*TeamTypes*/ eIndex);
bool isOpenBorders(int /*TeamTypes*/ eIndex);
bool isForcePeace(int /*TeamTypes*/ eIndex);
bool isVassal(int /*TeamTypes*/ eIndex);
void setVassal(int /*TeamTypes*/ eIndex, bool bVassal, bool bCapitulated);
void assignVassal(int /*TeamTypes*/ eIndex, bool bSurrender);
void freeVassal(int /*TeamTypes*/ eIndex);
bool isDefensivePact(int /*TeamTypes*/ eIndex);
int getRouteChange(int /*RouteTypes*/ eIndex);
void changeRouteChange(int /*RouteTypes*/ eIndex, int iChange);
int getProjectCount(int /*ProjectTypes*/ eIndex);
int getProjectDefaultArtType(int /*ProjectTypes*/ eIndex);
void setProjectDefaultArtType(int /*ProjectTypes*/ eIndex, int value);
int getProjectArtType(int /*ProjectTypes*/ eIndex, int number);
void setProjectArtType(int /*ProjectTypes*/ eIndex, int number, int value);
bool isProjectMaxedOut(int /*ProjectTypes*/ eIndex, int iExtra);
bool isProjectAndArtMaxedOut(int /*ProjectTypes*/ eIndex);
void changeProjectCount(int /*ProjectTypes*/ eIndex, int iChange);
int getProjectMaking(int /*ProjectTypes*/ eIndex);
int getUnitClassCount(int /*UnitClassTypes*/ eIndex);
bool isUnitClassMaxedOut(int /*UnitClassTypes*/ eIndex, int iExtra);
int getBuildingClassCount(int /*BuildingClassTypes*/ eIndex);
bool isBuildingClassMaxedOut(int /*BuildingClassTypes*/ eIndex, int iExtra);
int getObsoleteBuildingCount(int /*BuildingTypes*/ eIndex);
bool isObsoleteBuilding(int /*BuildingTypes*/ eIndex);
int getResearchProgress(int /*TechTypes*/ eIndex);
void setResearchProgress(int /*TechTypes*/ eIndex, int iNewValue, int /*PlayerTypes*/ ePlayer);
void changeResearchProgress(int /*TechTypes*/ eIndex, int iChange, int /*PlayerTypes*/ ePlayer);
int getTechCount(int /*TechTypes*/ eIndex);
bool isTerrainTrade(int /*TerrainTypes*/ eIndex);
bool isRiverTrade();
bool isHasTech(int /*TechTypes*/ iIndex);
void setHasTech(int /*TechTypes*/ eIndex, bool bNewValue, int /*PlayerTypes*/ ePlayer, bool bFirst, bool bAnnounce);
bool isNoTradeTech(int /*TechType */ iIndex);
void setNoTradeTech(int /*TechTypes*/ eIndex, bool bNewValue);
int getImprovementYieldChange(int /*ImprovementTypes*/ eIndex, int /*YieldTypes*/ eIndex2);
void changeImprovementYieldChange(int /*ImprovementTypes*/ eIndex1, int /*YieldTypes*/ eIndex2, int iChange);
int getVictoryCountdown(int /*VictoryTypes*/ eVictory);
int getVictoryDelay(int /*VictoryTypes*/ eVictory);
bool canLaunch(int /*VictoryTypes*/ eVictory);
int getLaunchSuccessRate(int /*VictoryTypes*/ eVictory);
int getEspionagePointsAgainstTeam(int /*TeamTypes*/ eIndex);
void setEspionagePointsAgainstTeam(int /*TeamTypes*/ eIndex, int iValue);
void changeEspionagePointsAgainstTeam(int /*TeamTypes*/ eIndex, int iChange);
int getEspionagePointsEver();
void setEspionagePointsEver(int iValue);
void changeEspionagePointsEver(int iChange);
int getCounterespionageTurnsLeftAgainstTeam(int /*TeamTypes*/ eIndex);
void setCounterespionageTurnsLeftAgainstTeam(int /*TeamTypes*/ eIndex, int iValue);
void changeCounterespionageTurnsLeftAgainstTeam(int /*TeamTypes*/ eIndex, int iChange);
int getCounterespionageModAgainstTeam(int /*TeamTypes*/ eIndex);
void setCounterespionageModAgainstTeam(int /*TeamTypes*/ eIndex, int iValue);
void changeCounterespionageModAgainstTeam(int /*TeamTypes*/ eIndex, int iChange);
bool AI_shareWar(int /*TeamTypes*/ eTeam);
void AI_setWarPlan(int /*TeamTypes*/ eIndex, int /*WarPlanTypes*/ eNewValue);
int AI_getAtWarCounter(int /*TeamTypes*/ eTeam) const;
int AI_getAtPeaceCounter(int /*TeamTypes*/ eTeam) const;
int AI_getWarSuccess(int /*TeamTypes*/ eIndex) const;
protected:
CvTeam* m_pTeam;
};
#endif // #ifndef CyTeam