Home › Engine Lua tables › PlayerConfiguration

Engine executable. Settings and tools of the game program (CivilizationVI.exe), usable without a mod. Mostly undocumented debug and configuration functionality; descriptions come from analysis of the executable and have not all been tried in the running game.

PlayerConfiguration

Object type with 53 methods. game scripts call these methods on pPlayerConfig / playerConfig variables obtained from PlayerConfigurations[playerID]; the exe registers a type called PlayerConfigurations. Registering function 0x10f4b0.

Methods are called on a value of this type with a colon (obj:Method(...)).

Method Returns In game scripts Example Status
PlayerConfiguration:DeleteMapPin(…) — not called — inferred
PlayerConfiguration:GetCivilizationDescription(…) -> 1 value 1 value 26 calls, 10 files Name = Locale.Lookup( pPlayerConfig:GetCivilizationDescription() inferred
PlayerConfiguration:GetCivilizationLevelTypeID(…) -> number number 9 calls, 6 files and pPlayerConfig:GetCivilizationLevelTypeID() inferred
PlayerConfiguration:GetCivilizationShortDescription(…) -> 1 value 1 value 30 calls, 14 files Name = pPlayerConfig:GetCivilizationShortDescription() inferred
PlayerConfiguration:GetCivilizationTypeID(…) -> number number 4 calls, 3 files szName = tostring(pPlayerConfig:GetCivilizationTypeID() inferred
PlayerConfiguration:GetCivilizationTypeName(…) -> 1 value 1 value 57 calls, 32 files szName = pPlayerConfig:GetCivilizationTypeName() inferred
PlayerConfiguration:GetHandicapTypeID(…) -> number number 1 calls, 1 files iDifficulty = GameInfo.Difficulties[pPlayerConfig:GetHandicapTypeID() inferred
PlayerConfiguration:GetHotseatPassword(…) -> 1 value 1 value 2 calls, 1 files g_initialPassword = pPlayerConfig:GetHotseatPassword() inferred
PlayerConfiguration:GetLeaderName(…) -> 1 value 1 value 17 calls, 10 files local leader = pPlayerConfig:GetLeaderName() inferred
PlayerConfiguration:GetLeaderRandomPoolID(…) -> number number not called — inferred
PlayerConfiguration:GetLeaderTypeID(…) -> number number not called — inferred
PlayerConfiguration:GetLeaderTypeName(…) -> 1 value 1 value 29 calls, 14 files local leaderType = pPlayerConfig:GetLeaderTypeName() inferred
PlayerConfiguration:GetMapPin([arg1: integer], [arg2: integer], …) -> 1 value 1 value not called — inferred
PlayerConfiguration:GetMapPinID(arg1: integer, …) -> 1 value 1 value 2 calls, 1 files pMapPin = pPlayerConfig:GetMapPinID(pinID) inferred
PlayerConfiguration:GetMapPins(…) -> table table 3 calls, 2 files local pPlayerPins = pPlayerConfig:GetMapPins() inferred
PlayerConfiguration:GetModReady(…) -> boolean boolean 4 calls, 2 files if(pPlayerConfig:GetModReady() inferred
PlayerConfiguration:GetNetworkIdentifer(…) -> 1 value 1 value not called — inferred
PlayerConfiguration:GetNickName(…) -> 1 value 1 value 7 calls, 3 files if(pPlayerConfig:GetNickName() inferred
PlayerConfiguration:GetPlayerName(…) -> 1 value 1 value 41 calls, 23 files local playerName = Locale.Lookup(pPlayerConfig:GetPlayerName() inferred
PlayerConfiguration:GetReady(…) -> boolean boolean 4 calls, 2 files if(pPlayerConfig:GetReady() inferred
PlayerConfiguration:GetSlotName(…) -> 1 value 1 value 4 calls, 3 files playerEntry.PlayerName:SetText(pPlayerConfig:GetSlotName() inferred
PlayerConfiguration:GetSlotStatus(…) -> number number 12 calls, 6 files if pPlayerConfig:GetSlotStatus() inferred
PlayerConfiguration:GetStartingPosition(…) -> 1 value 1 value 2 calls, 2 files local startingPosition = pPlayerConfig:GetStartingPosition() inferred
PlayerConfiguration:GetTeam(…) -> number number 10 calls, 5 files local teamID = pPlayerConfig:GetTeam() inferred
PlayerConfiguration:GetTeamName(…) -> 1 value 1 value not called — inferred
PlayerConfiguration:GetValue([arg1: integer], …) -> 1 value 1 value not called — inferred
PlayerConfiguration:GetWantsPause(…) -> boolean boolean 1 calls, 1 files if(pPlayerConfig:GetWantsPause() inferred
PlayerConfiguration:IsAI(…) -> boolean boolean not called — inferred
PlayerConfiguration:IsAlive(…) -> boolean boolean 13 calls, 8 files if(pPlayerConfig:IsAlive() inferred
PlayerConfiguration:IsAvailable(…) -> boolean boolean not called — inferred
PlayerConfiguration:IsHidden(…) -> boolean boolean not called — inferred
PlayerConfiguration:IsHuman(…) -> boolean boolean 9 calls, 8 files if(pPlayerConfig:IsHuman() inferred
PlayerConfiguration:IsHumanRequired(…) -> boolean boolean 1 calls, 1 files and pPlayerConfig:IsHumanRequired() inferred
PlayerConfiguration:IsInUse(…) -> boolean boolean not called — inferred
PlayerConfiguration:IsLocked(…) -> boolean boolean 4 calls, 2 files if(pPlayerConfig:IsLocked() inferred
PlayerConfiguration:IsObserver(…) -> boolean boolean not called — inferred
PlayerConfiguration:IsParticipant(…) -> boolean boolean 2 calls, 2 files or (pPlayerConfig:IsParticipant() inferred
PlayerConfiguration:IsPossibleParticipant(…) -> boolean boolean not called — inferred
PlayerConfiguration:SetCivilizationTypeName(…) — not called — inferred
PlayerConfiguration:SetHandicapTypeID(…) — not called — inferred
PlayerConfiguration:SetHidden(…) — not called — inferred
PlayerConfiguration:SetHotseatName(arg1, …) — 4 calls, 2 files pPlayerConfig:SetHotseatName(playerName) inferred
PlayerConfiguration:SetHotseatPassword(arg1: string, …) — 3 calls, 1 files pPlayerConfig:SetHotseatPassword("") inferred
PlayerConfiguration:SetLeaderName(…) — not called — inferred
PlayerConfiguration:SetLeaderRandomPoolID(…) — not called — inferred
PlayerConfiguration:SetLeaderTypeName(…) — not called — inferred
PlayerConfiguration:SetLocked(…) — not called — inferred
PlayerConfiguration:SetMajorCiv(…) — 1 calls, 1 files pPlayerConfig:SetMajorCiv() inferred
PlayerConfiguration:SetReady(…) — not called — inferred
PlayerConfiguration:SetSlotStatus(arg1, …) — 2 calls, 1 files pPlayerConfig:SetSlotStatus(SlotStatus.SS_OPEN) inferred
PlayerConfiguration:SetTeam(…) — not called — inferred
PlayerConfiguration:SetValue([arg1: integer], [arg2: boolean], …) — not called — inferred
PlayerConfiguration:SetWantsPause(…) — not called — inferred