| AddProgress |
CityBuildQueue:AddProgress(xProgress?: number) (or nothing) |
gameplay |
yes ↗ |
0x6c9530 |
0x6c9bf0 |
| CanProduce |
UI state: CityBuildQueue:CanProduce(eProductionHash: table[HashID], arg2: table, arg3: table) gameplay state: CityBuildQueue.CanProduce() (or nothing) args: arg2 — A boolean flag (true/false).; arg3 — A boolean flag (true/false). ✓ exists at runtime (not called) |
ui-cache, gameplay |
yes ↗ |
0x68b400 |
0x68b9e0 |
| CheckActiveProduction ★ |
CityBuildQueue:CheckActiveProduction() (or nothing) |
gameplay |
yes ↗ |
0x6c95c0 |
0x6c9c60 |
| CreateBuilding |
CityBuildQueue:CreateBuilding(arg1?: number, x: integer/Plot, y?: integer) → boolean |
gameplay |
yes ↗ |
0x6c95f0 |
0x6c9c90 |
| CreateDistrict |
CityBuildQueue:CreateDistrict(arg1?: number, x: integer/Plot, y?: integer) → boolean |
gameplay |
yes ↗ |
0x6c96c0 |
0x6c9d60 |
| CreateIncompleteBuilding |
CityBuildQueue:CreateIncompleteBuilding(arg1?: number, x: integer/Plot, y?: integer, arg4?: integer) → boolean args: x — Plot index (plot:GetIndex()). (inferred) |
gameplay |
yes ↗ |
0x6c9780 |
0x6c9e20 |
| CreateIncompleteDistrict |
CityBuildQueue:CreateIncompleteDistrict(arg1?: number, x: integer/Plot, y?: integer, arg4?: integer) → boolean args: x — Plot index (plot:GetIndex()). (inferred) |
gameplay |
yes ↗ |
0x6c9870 |
0x6c9f10 |
| CurrentlyBuilding |
CityBuildQueue:CurrentlyBuilding() → nil/string/string |
gameplay |
yes ↗ |
0x6c9960 |
0x6ca000 |
| FinishProgress |
CityBuildQueue:FinishProgress() (or nothing) |
gameplay |
yes ↗ |
0x6c9b30 |
0x6ca1d0 |
| GetAt |
CityBuildQueue:GetAt(uiIndex?: number) → string (or nothing) ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68b840 |
0x68be20 |
| GetAvailableProductionTypes |
CityBuildQueue.GetAvailableProductionTypes() (or nothing) |
gameplay |
yes ↗ |
0x6c95a0 |
0x6ca200 |
| GetBuildingCost |
CityBuildQueue:GetBuildingCost(arg1: string/number[BuildingTypes]) → number args: arg1 — Index of a row of the Buildings table (the value of GameInfo.Buildings[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68be30 |
0x68c410 |
| GetBuildingProgress |
CityBuildQueue:GetBuildingProgress(arg1: string/number[BuildingTypes]) → number args: arg1 — Index of a row of the Buildings table (the value of GameInfo.Buildings[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68bea0 |
0x68c480 |
| GetCity |
CityBuildQueue:GetCity() → City ✓ called in the game: 1 value(s) as documented |
ui-cache |
yes ↗ |
0x68bf10 |
0x68c4f0 |
| GetConstructionPlot |
CityBuildQueue:GetConstructionPlot(eBuilding: string/number[BuildingTypes]) → number args: eBuilding — Index of a row of the Buildings table (the value of GameInfo.Buildings[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68bf50 |
0x68c530 |
| GetConstructionsAtLocation |
CityBuildQueue:GetConstructionsAtLocation(x: integer/Plot, y?: integer) → number[] args: x — Plot index (named plotIndex / plotID in the scripts). (inferred) ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68bfc0 |
0x68c5a0 |
| GetCurrentProductionTypeHash |
CityBuildQueue:GetCurrentProductionTypeHash() → number ✓ called in the game: 1 value(s) as documented returns: Hash of a row of the Buildings table: the scripts look it up with GameInfo.Buildings[result]. |
ui-cache |
yes ↗ |
0x68c0e0 |
0x68c6c0 |
| GetCurrentProductionTypeModifier |
CityBuildQueue:GetCurrentProductionTypeModifier() → number ✓ called in the game: 1 value(s) as documented |
ui-cache |
yes ↗ |
0x68c130 |
0x68c710 |
| GetDistrictCost |
CityBuildQueue:GetDistrictCost(arg1: string/number[DistrictTypes]) → number args: arg1 — Index of a row of the Districts table (the value of GameInfo.Districts[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c180 |
0x68c760 |
| GetDistrictProgress |
CityBuildQueue:GetDistrictProgress(arg1: string/number[DistrictTypes]) → number args: arg1 — Index of a row of the Districts table (the value of GameInfo.Districts[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c1f0 |
0x68c7d0 |
| GetNumEntriesOfProductionTypeHash |
CityBuildQueue:GetNumEntriesOfProductionTypeHash(eUnit: string/number[UnitTypes]) → number args: eUnit — Index of a row of the Units table (the value of GameInfo.Units[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c260 |
0x68c840 |
| GetPreviousProductionTypeHash |
CityBuildQueue:GetPreviousProductionTypeHash() → number ✓ called in the game: 1 value(s) as documented |
ui-cache |
yes ↗ |
0x68c2d0 |
0x68c8b0 |
| GetProductionYield |
CityBuildQueue:GetProductionYield() → number ✓ called in the game: 1 value(s) as documented |
ui-cache |
yes ↗ |
0x68c320 |
0x68c900 |
| GetProjectCost |
CityBuildQueue:GetProjectCost(arg1: string/number[ProjectTypes]) → number args: arg1 — Index of a row of the Projects table (the value of GameInfo.Projects[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c370 |
0x68c950 |
| GetProjectProgress |
CityBuildQueue:GetProjectProgress(arg1: string/number[ProjectTypes]) → number args: arg1 — Index of a row of the Projects table (the value of GameInfo.Projects[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c3e0 |
0x68c9c0 |
| GetSize |
CityBuildQueue:GetSize() → number ✓ called in the game: 1 value(s) as documented |
ui-cache |
yes ↗ |
0x68c450 |
0x68ca30 |
| GetTurnsLeft |
UI state: CityBuildQueue:GetTurnsLeft(arg1: string/number, arg2?: number) → number gameplay state: CityBuildQueue.GetTurnsLeft() (or nothing) ✓ exists at runtime (not called) |
ui-cache, gameplay |
yes ↗ |
0x68c4a0 |
0x68ca80 |
| GetUnitArmyCost |
CityBuildQueue:GetUnitArmyCost(arg1: string/number[UnitTypes]) → number args: arg1 — Index of a row of the Units table (the value of GameInfo.Units[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c600 |
0x68cbe0 |
| GetUnitCorpsCost |
CityBuildQueue:GetUnitCorpsCost(arg1: string/number[UnitTypes]) → number args: arg1 — Index of a row of the Units table (the value of GameInfo.Units[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c670 |
0x68cc50 |
| GetUnitCost |
CityBuildQueue:GetUnitCost(arg1: string/number[UnitTypes]) → number args: arg1 — Index of a row of the Units table (the value of GameInfo.Units[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c6e0 |
0x68ccc0 |
| GetUnitProgress |
CityBuildQueue:GetUnitProgress(arg1: string/number[UnitTypes]) → number args: arg1 — Index of a row of the Units table (the value of GameInfo.Units[...].Index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x68c750 |
0x68cd30 |
| GetUnitResourceCost |
CityBuildQueue:GetUnitResourceCost(eUnit: string/number[UnitTypes], eMilitaryFormation: string/number[MilitaryFormationTypes]) → number args: eUnit — Index of a row of the Units table (the value of GameInfo.Units[...].Index).; eMilitaryFormation — Value of the MilitaryFormationTypes enum (a type index). ✓ exists at runtime (not called) |
ui-cache |
yes ↗ |
0x73cfd0 |
0x73d910 |
| HasBeenPlaced |
UI state: CityBuildQueue:HasBeenPlaced(eBuilding: string/number[BuildingTypes]) → boolean gameplay state: CityBuildQueue:HasBeenPlaced(arg1: number/string, arg2?: number) → boolean (or nothing) args: eBuilding — Index of a row of the Buildings table (the value of GameInfo.Buildings[...].Index). ✓ exists at runtime (not called) |
ui-cache, gameplay |
yes ↗ |
0x68c7c0 |
0x68cda0 |
| HasBuildingBeenPlaced |
CityBuildQueue:HasBuildingBeenPlaced(arg1?: number) → boolean |
gameplay |
yes ↗ |
0x6c9cc0 |
0x6ca380 |
| HasBuildingProductionProgress |
CityBuildQueue:HasBuildingProductionProgress(arg1?: any, arg2?: number) → boolean ⚠ |
gameplay |
yes ↗ |
0x6c9d40 |
0x6ca400 |
| HasDistrictBeenPlaced |
CityBuildQueue:HasDistrictBeenPlaced(arg1?: number) → boolean |
gameplay |
yes ↗ |
0x6c9dc0 |
0x6ca480 |
| HasDistrictProductionProgress |
CityBuildQueue:HasDistrictProductionProgress(arg1?: any, arg2?: number) → boolean ⚠ |
gameplay |
yes ↗ |
0x6c9e40 |
0x6ca500 |
| HasProductionProgress |
UI state: CityBuildQueue:HasProductionProgress(eBuilding: string/number[BuildingTypes]) → boolean gameplay state: CityBuildQueue:HasProductionProgress(arg1: number/string, arg2?: number) → boolean (or nothing) args: eBuilding — Index of a row of the Buildings table (the value of GameInfo.Buildings[...].Index). ✓ exists at runtime (not called) |
ui-cache, gameplay |
yes ↗ |
0x68c830 |
0x68ce10 |
| RemoveBuilding |
CityBuildQueue:RemoveBuilding(eBuilding: number/string[BuildingTypes]) (or nothing) args: eBuilding — Index of a row of the Buildings table (the value of GameInfo.Buildings[...].Index). |
gameplay |
yes ↗ |
0x6ca020 |
0x6ca6e0 |
| RemoveDistrict |
CityBuildQueue:RemoveDistrict(eDistrict: District) (or nothing) |
gameplay |
yes ↗ |
0x6ca070 |
0x6ca730 |