Home › Class layouts › AI › AI::Military

Needs the Community Extension. Not available in the unmodified game; works while the Community Extension mod is active (its own functions, or raw memory access with Mem/ObjMem).

AI::Military

GameCore::AI::Military — class, size 1672 bytes (0x688).

Linux offset Member Type Lua methods (inferred)
0x0 m_syncArchive FAutoArchiveClassContainer<GameCore::AI::Military>
0x98 m_player Player::Instance*
0xa0 m_priority FAutoVariable<GameCore::AI::Control::ControlPriority, GameCore::AI::Military>
0xb8 m_turnActivateSignal Message::Handle
0xc8 m_startNewTurnSignal Message::Handle
0xd8 m_offturnProcessingSignal Message::Handle
0xe8 m_playerDiedSignal Message::Handle
0xf8 m_cityConqueredSignal Message::Handle
0x108 m_connectionSignal Message::Handle
0x118 m_disconnectionSignal Message::Handle
0x128 m_doneOffTurn bool
0x130 m_allowedOperations OperationDefList
0x148 m_allowedOperationTypes FAutoVariable<Types::Vector<int, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military> reads: AiMilitary:StartScriptedOperation
0x170 m_perWarOperationTypes FAutoVariable<Types::Vector<int, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military> reads: AiMilitary:StartScriptedOperation
0x198 m_currentOperationTypes FAutoVariable<Types::Vector<int, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military> reads: AiMilitary:StartScriptedOperation
0x1c0 m_activeOperations OperationContainer writes: AiMilitary:StartScriptedOperation; reads: AiMilitary:AddUnitToScriptedOperation, AiMilitary:SetScriptedOperationReady, AiMilitary:SetScriptedTargetAndRally, AiMilitary:StartScriptedOperation
0x208 m_opEvaluators OpEvalList writes: AiMilitary:StartScriptedOperation; reads: AiMilitary:StartScriptedOperation
0x220 m_regionalCombatStrength FAutoVariable<int, GameCore::AI::Military>
0x238 m_regionalEnemyStrength FAutoVariable<int, GameCore::AI::Military>
0x250 m_regionalOtherStrength FAutoVariable<int, GameCore::AI::Military>
0x268 m_onWarFooting FAutoVariable<bool, GameCore::AI::Military>
0x280 m_turnsCitiesTaken FAutoVariable<Types::Vector<int, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military>
0x2a8 m_regionalMilitaryStrength FAutoVariable<Types::Vector<int, Types::LinearAlloc::DefaultInline<int, 64, 1, 0> >, GameCore::AI::Military>
0x3e0 m_defaultUnitPreferences FAutoVariable<Types::Vector<FixedPointT<8>, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military>
0x408 m_modifiedUnitPreferences FAutoVariable<Types::Vector<FixedPointT<8>, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military>
0x430 m_pseudoYieldPreferences FAutoVariable<Types::Vector<FixedPointT<8>, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military>
0x458 m_scoutUsePreferences FAutoVariable<GameCore::IndexList<FixedPointT<8>, GameCore::Definition::DefinitionCollectionWithTypeIndex<GameCore::Definition::AiScoutUse>, &GameCore::Definitions::GetAiScoutUseDefinitions, void>, GameCore::AI::Military>
0x488 m_genericUnitPreference FAutoVariable<FixedPointT<8>, GameCore::AI::Military>
0x4a0 m_desiredNumExplorers FAutoVariable<int, GameCore::AI::Military>
0x4b8 m_desiredNumNavalExplorers FAutoVariable<int, GameCore::AI::Military>
0x4d0 m_currentExplorers FAutoVariable<int, GameCore::AI::Military>
0x4e8 m_currentNavalExplorers FAutoVariable<int, GameCore::AI::Military>
0x500 m_levyMilitaryCost FAutoVariable<Types::Vector<FixedPointT<8>, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military>
0x528 m_levyMilitaryValue FAutoVariable<Types::Vector<FixedPointT<8>, Types::LinearAlloc::Default<1, 0> >, GameCore::AI::Military>
0x550 m_civDefense Types::Vector<GameCore::AI::MilitaryDefense, Types::LinearAlloc::Default<1, 0> >
0x568 m_allowUnitConstruction FAutoVariable<bool, GameCore::AI::Military> writes: AiMilitary:AllowUnitConstruction; reads: AiMilitary:CanConstructUnits
0x580 m_prepareForWarWith FAutoVariable<Types::Vector<bool, Types::LinearAlloc::DefaultInline<bool, 64, 1, 0> >, GameCore::AI::Military>
0x5f8 m_playerRivals FAutoVariable<Types::Vector<bool, Types::LinearAlloc::DefaultInline<bool, 64, 1, 0> >, GameCore::AI::Military>
0x670 m_mostDesiredTech FAutoVariable<GameCore::TechTypes, GameCore::AI::Military>