Simulator::cPlayer class

Base classes

class cGameData
Base class for most Simulator objects.
class App::IMessageListener
An interface that can receive messages sent through the app.

Public static variables

static const uint32_t TYPE

Public functions

auto EmpireIsAwareOfPlayer(uint32_t empireID) -> bool
Checks whether the specified empire is aware of the player.
auto PlayerContactedEmpire(uint32_t empireID) -> bool
Checks whether the player has ever contacted the specified empire.

Public variables

eastl::sp_fixed_hash_set<ResourceKey, 64> mOneTimeEventFlags
int field_68C
int field_690
int field_694
eastl::sp_fixed_hash_map<int, int, 128> mFlags
cCollectableItemsPtr mpCRGItems
int field_10EC
float mCurrentGoalProgress
float mGoalProgressTotal
uint32_t mUniqueGameID
uint32_t mCellConsequenceTrait
uint32_t mCreatureConsequenceTrait
uint32_t mTribeConsequenceTrait
uint32_t mCivConsequenceTrait
uint32_t mSpaceConsequenceTrait
char field_1110
eastl::hash_set<uint32_t> mGameEventRecord
eastl::vector<eastl::vector<cSpatialObjectPtr>> mSelectionGroups
ResourceKey mSelectedCityHallKey
ResourceKey mSelectedVehicleKey
ResourceKey mSelectedUFOKey
int field_1174
Math::Vector3 mCapitalCityPos
eastl::vector<StarID> mStarsVisited
eastl::vector<StarID> mStarsKnown
eastl::vector<StarID> mWormholesUsed
eastl::vector<int> mPlanetData
eastl::map<int, int> mPlayerSpecificEmpireData
bool mHasCheated
int field_11F4
eastl::map<int, cSpacePlayerWarData> mSpacePlayerWarData
eastl::vector<eastl::pair<uint32_t, cGonzagoTimer>> mPlayerCaptureProgressStars
eastl::map<int, eastl::pair<int, int>> mEmbassies
uint32_t mThemeID
Difficulty mDifficultyLevel
int mMaxPosseSize
int mTempPosseCount
int field_1254
cGonzagoTimer mSoothingSongTimer
float mSocialTraitProgress
float mCombatTraitProgress
ResourceKey mPirateUFOModelKey
unsigned int mTotalTimeInCVG
ResourceKey mInitCaptainKey
eastl::fixed_vector<uint32_t, 9> mAdventuresCompleted

Function documentation

bool Simulator::cPlayer::EmpireIsAwareOfPlayer(uint32_t empireID)

Checks whether the specified empire is aware of the player.

Parameters
empireID The ID of the empire to check.
Returns True if the empire is aware of the player, false otherwise.

An empire is considered "aware" if the player has contacted it at least once, or if the empire has ever sent a transmission to the player.

bool Simulator::cPlayer::PlayerContactedEmpire(uint32_t empireID)

Checks whether the player has ever contacted the specified empire.

Parameters
empireID The ID of the empire to check.
Returns True if the player has contacted the empire at least once, false otherwise.