civvi-types
Version:
TypeScript declaration files for modding Civ VI using TypeScriptToLua transpiler
11,842 lines • 229 kB
TypeScript
/** @noSelfInFile **/
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Cities
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function DestroyCity(Player: Player, City: City): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
export function GetCityInPlot(x: number, y: number): City;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
export function GetPlotPurchaseCity(plotID: number): City;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
export function GetPlotWorkingCity(plotID: number): City;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCityInPlot(Plot: Plot): boolean;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace CityManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanStartCommand(City: City, commandType: CityCommandTypes, operationParameters: AnyTable): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanStartOperation(City: City, operationType: CityOperationTypes, operationParameters: AnyTable): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function DestroyCity(playerID: number, districtID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function DestroyDistrict(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
export function GetCity(Player: Player, cityID: number): City;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
export function GetCityAt(x: number, y: number): City;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `targets`: AnyTable
*/
export function GetCommandTargets(City: City, commandType: CityCommandTypes, operationParameters: AnyTable): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetDistrict(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetDistrictAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `targets`: AnyTable
*/
export function GetOperationTargets(City: City, operationType: CityOperationTypes, operationParameters: AnyTable): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCity(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsDistrict(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestCommand(City: City, commandType: CityCommandTypes, operationParameters: AnyTable): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestOperation(City: City, operationType: CityOperationTypes, operationParameters: AnyTable): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetAsCapital(City: City): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetAsOriginalCapital(City: City): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function TransferCityToFreeCities(City: City): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function TransferCity(City: City, playerID: number, transferType: CityTransferTypes): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `FreeCities`: FreeCities
*/
export function GetFreeCityAt(x: number, y: number): FreeCities;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace CombatManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanAttackTarget(atk_unitComponentID: number, dfd_unitComponentID: number, combatType: CombatTypes): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAttackChangeWarState(unitComponentID: number, x: number, y: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `combatResults`: AnyTable
*/
export function SimulateAttackInto(atk_ComponentID: number, combatType: CombatTypes, x: number, y: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `combatResults`: AnyTable
*/
export function SimulateAttackVersus(atk_componentID: number, dfd_componentID: number, combatType: CombatTypes): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `combatResults`: AnyTable
*/
export function SimulatePriorityAttackInto(atk_ComponentID: number, combatType: CombatTypes, x: number, y: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetBestDefender(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetBestInterceptor(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GenerateCombatResults(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace DealManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function AreWorkingDealsEqual(initiatingPlayerID: number, otherPlayerID: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function ClearWorkingDeal(direction: DealDirection, initiatingPlayerID: number, otherPlayerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function CopyIncomingToOutgoingWorkingDeal(initiatingPlayerID: number, otherPlayerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `deals`: AnyTable
*/
export function GetPlayerDeals(initiatingPlayerID: number, otherPlayerID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `dealItems`: DiplomacyDealItem[]
*/
export function GetPossibleDealItems(initiatingPlayerID: number, otherPlayerID: number, itemType: DealItemTypes, DiplomacyDeal: DiplomacyDeal): DiplomacyDealItem[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `DiplomacyDeal`: DiplomacyDeal
*/
export function GetWorkingDeal(direction: DealDirection, initiatingPlayerID: number, otherPlayerID: number): DiplomacyDeal;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasPendingDeal(initiatingPlayerID: number, otherPlayerID: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SendWorkingDeal(proposalAction: DealProposalAction, initiatingPlayerID: number, otherPlayerID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function RequestUpdate(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function EditWorkingDeal(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function EnactWorkingDeal(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ViewPendingDeal(): void;
}
/**
* **Contexts**: UI
*/
declare namespace DiplomacyManager
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddResponse(sessionID: number, playerID: number, response: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddStatement(sessionID: number, playerID: number, statement: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CloseSession(sessionID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `sessionID`: number
*/
export function FindOpenSessionID(playerID: number, otherPlayerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `reasonTextKey`: string
*/
export function FindReasonTextKey(reasonText: string, fromPlayerID: number, AIReason: string, AIModifier: string): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `textKey`: string
*/
export function FindTextKey(statementText: string, fromPlayerID: number, fromMood: string, toPlayerID: number): string;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetKeyName(statementType: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `sessionInfo`: AnyTable
*/
export function GetSessionInfo(sessionID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasQueuedSession(playerID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsSessionIDOpen(sessionID: number): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestSession(fromPlayerID: number, toPlayerID: number, diplomaticAction: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SendAction(): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - `results`: AnyTable
* - `wasSuccess`: boolean
*/
export function TestAction(fromPlayerID: number, toPlayerID: number, actionType: DiplomacyActionTypes, actionParameters: AnyTable): LuaMultiReturn<[AnyTable, boolean]>;
/**
* **Contexts**: UI
*
* *Query*
*/
export function FindReasonAgendaTextKey(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddCommand(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Game
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function AddWorldViewText(eventSubType: EventSubTypes, text: string, x: number, y: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Barbarians`: Barbarians
*/
export function GetBarbarianManager(): Barbarians;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turn`: number
*/
export function GetCurrentGameTurn(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `GameEras`: GameEras
*/
export function GetEras(): GameEras;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `FalloutManager`: FalloutManager
*/
export function GetFalloutManager(): FalloutManager;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `GameDiplomacy`: GameDiplomacy
*/
export function GetGameDiplomacy(): GameDiplomacy;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `GameGreatPeople`: GameGreatPeople
*/
export function GetGreatPeople(): GameGreatPeople;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: PlayerTypes | number
*/
export function GetLocalObserver(): PlayerTypes | number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
export function GetLocalPlayer(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `players`: Player[]
*/
export function GetPlayers(areMajor: boolean, areAlive: boolean): Player[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
export function GetProperty(this: any, property: string): any;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `QuestsManager`: QuestsManager
*/
export function GetQuestsManager(): QuestsManager;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `number`: number
*/
export function GetRandNum(upperLimit: number, logDescription: string): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `gameRandomSeed`: number
*/
export function GetRandomSeed(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `GameReligion`: GameReligion
*/
export function GetReligion(): GameReligion;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `TradeManager`: TradeManager
*/
export function GetTradeManager(): TradeManager;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheCongressManager`: CacheCongressManager
*/
export function GetWorldCongress(): CacheCongressManager;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAllowStrategicCommands(playerID: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAllowTacticalCommands(playerID: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function ObserverCanSeePlayer(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetCurrentGameTurn(turn: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetProperty(this: any, propertyKey: string, value: any): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `properties`: AnyTable
*/
export function GetProperties(): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetRandomSeed(seed: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function UnlockAchievement(playerID: number, achievement: string): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function WriteHistoryLog(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetComponentID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `GameHeroesManager`: GameHeroesManager
*/
export function GetHeroesManager(): GameHeroesManager;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `requirementSet`: string
*/
export function GetDefeatRequirements(playerID: number, defeatType: string): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turnSegName`: string
*/
export function GetCurrentTurnSegmentName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turnSegHash`: number
*/
export function GetCurrentTurnSegment(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetCurrentTurnPhase(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function RetirePlayer(playerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function GetPhaseName(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `AnyTable`: AnyTable
*/
export function GetObjectFromComponentID(componentID: AnyTable): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function GetCurrentTurnPhaseName(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsDefeatEnabled(defeatType: string): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetWinningTeam(teamID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `requirementSetID`: number
*/
export function GetVictoryRequirements(teamID: number, victoryType: string): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `teamID`: number
* - `victoryType`: string
*/
export function GetWinningTeam(): LuaMultiReturn<[number, string]>;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `score`: number
*/
export function GetVictoryProgressForTeam(victoryType: string, teamID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsVictoryEnabled(victoryType: string): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGreatWorkType(greatWorkType: string): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheGameTechs`: CacheGameTechs
*/
export function GetTechs(): CacheGameTechs;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `artifactInfo`: AnyTable
*/
export function GetArtifactAtPlot(plotID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheGameHistoryManager`: CacheGameHistoryManager
*/
export function GetHistoryManager(): CacheGameHistoryManager;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetActivePlayerCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheGameEconomicManager`: CacheGameEconomicManager
*/
export function GetEconomicManager(): CacheGameEconomicManager;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `maxTurns`: number
*/
export function GetMaxGameTurns(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `nameSuffix`: string
*/
export function GetUnitNameSuffix(Unit: Unit): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `phaseSound`: string
*/
export function GetCurrentTurnPhaseSound(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `units`: Unit[]
*/
export function GetUnits(): Unit[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheEmergencyManager`: CacheEmergencyManager
*/
export function GetEmergencyManager(): CacheEmergencyManager;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `greatWorkType`: number
*/
export function GetGreatWorkTypeFromIndex(greatWorkIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetUnitNamePrefix(Unit: Unit): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `name`: string
*/
export function GenerateUnitName(Unit: Unit, prefix: string, suffix: string): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `artifactInfo`: AnyTable
*/
export function GetArtifactByIndex(artifactID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turn`: number
*/
export function GetGameEndTurn(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheGameNationalParks`: CacheGameNationalParks
*/
export function GetNationalParks(): CacheGameNationalParks;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheGameGossipManager`: CacheGameGossipManager
*/
export function GetGossipManager(): CacheGameGossipManager;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheGameCulture`: CacheGameCulture
*/
export function GetCulture(): CacheGameCulture;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
export function GetGreatWorkPlayer(greatWorkIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `greatWorkData`: AnyTable
*/
export function GetGreatWorkDataFromIndex(greatWorkIndex: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `phaseSound`: string
*/
export function GetPhaseSound(): string;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace GameClimate
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `droughtID`: number
*/
export function GetActiveDroughtIDAtPlot(x: number, y: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `droughtType`: number
*/
export function GetActiveDroughtTypeAtPlot(Plot: Plot): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `stormID`: number
*/
export function GetActiveStormIDAtPlot(x: number, y: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `stormType`: number
*/
export function GetActiveStormTypeAtPlot(Plot: Plot): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `climateChangePoints`: number
*/
export function GetClimateChangeForLastSeaLevelEvent(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `climateChangePoints`: number
*/
export function GetClimateChangeFromRealism(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `climateChangePoints`: number
*/
export function GetClimateChangeFromTemperature(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `climateChangeLevel`: number
*/
export function GetClimateChangeLevel(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `CO2Modifier`: number
*/
export function GetCO2FootprintModifier(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `deforestationType`: number
*/
export function GetDeforestationType(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `increaseBy`: number
*/
export function GetDroughtClimateIncreasedChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `percentChance`: number
*/
export function GetDroughtPercentChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetDroughtPlotsByID(droughtID: number): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
export function GetDroughtTurnsAtPlot(Plot: Plot): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `percentChange`: number
*/
export function GetEruptionPercentChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `increaseBy`: number
*/
export function GetFloodClimateIncreasedChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `percentChance`: number
*/
export function GetFloodPercentChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turnsLeft`: number
*/
export function GetNextIceLossTurns(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turnsLeft`: number
*/
export function GetNextSeaLevelRiseTurns(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetNumStorms(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetOneOffPlotsByID(eventID: number): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetPlayerCO2Footprint(playerID: number, onlyLastTurn: boolean): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetPlayerResourceCO2Footprint(playerID: number, resourceID: number, onlyLastTurn: boolean): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `increaseBy`: number
*/
export function GetStormClimateIncreasedChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `percentChange`: number
*/
export function GetStormPercentChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetStormPlotsByID(stormID: number): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `totalCelsiusChange`: number
*/
export function GetTemperatureChange(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `numTilesFlooded`: number
*/
export function GetTilesFlooded(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `numTilesSubmerged`: number
*/
export function GetTilesSubmerged(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetTotalCO2Footprint(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsStormRevealed(stormID: number, playerID: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetActiveDroughtByIndex(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `percentChance`: number
*/
export function GetEruptionClimateIncreasedChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `percentChance`: number
*/
export function GetFireClimateIncreasedChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `avgTemp`: number
*/
export function GetCurrentAverageTemperature(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetPlayerResourceConsumption(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetSeverityForLastSeaLevelEvent(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetActiveStormPlotsByIndex(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetOneOffByID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `stormInfo`: AnyTable
*/
export function GetActiveStormByIndex(stormID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `stormInfo`: AnyTable
*/
export function GetActiveStormAtPlot(Plot: Plot): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `percentChance`: number
*/
export function GetFirePercentChance(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetNumActiveDroughts(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `storms`: AnyTable
*/
export function GetStormByID(stormID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetNumActiveStorms(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetDroughtByID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetPlayerRawResourceConsumption(playerID: number, resourceIndex: number, onlyLastTurn: boolean): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetActiveDroughtPlotsByIndex(droughtID: number): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetActiveDroughtAtPlot(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetLocationsForPossibleTriggerableEvents(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace GameConfiguration
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddEnabledMods(modGUID: string, isEnabled: boolean): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearEnabledMods(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetAIPlayerCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetAIPlayerIDs(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetAvailablePlayerCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetAvailablePlayerIDs(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `calendarHash`: number
*/
export function GetCalendarType(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCivilizationUsageIDs(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetFirstAvailablePlayer(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `gameModeType`: GameModeTypes
*/
export function GetGameMode(): GameModeTypes;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `gameSpeedHash`: number
*/
export function GetGameSpeedType(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `gameStateType`: GameStateTypes
*/
export function GetGameState(): GameStateTypes;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetHiddenPlayerCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetHiddenPlayerIDs(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetHumanPlayerCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetHumanPlayerIDs(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetInUsePlayerCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetInUsePlayerIDs(): number[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
export function GetMaxTurns(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetMultiplayerPlayerIDs(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetObserverCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetObserverIDs(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetParticipatingPlayerCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetParticipatingPlayerIDs(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
export function GetPausePlayer(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetPossibleParticipatingPlayerIDs(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `modGUIDs`: string[]
*/
export function GetRequiredMods(): string[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `eraHash`: number
*/
export function GetStartEra(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `gameStartTurn`: number
*/
export function GetStartTurn(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `gameStartYear`: number
*/
export function GetStartYear(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `teamName`: string
*/
export function GetTeamName(teamID: number): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetTeamPlayerCount(teamID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turnTimerIndex`: number
*/
export function GetTurnTimerType(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `configValue`: any
*/
export function GetValue(configName: string): any;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAnyMultiplayer(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsHotseat(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInternetMultiplayer(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsLANMultiplayer(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsNetworkMultiplayer(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPaused(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsSavedGame(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsWorldBuilder(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `hash`: number
*/
export function MakeHash(text: string): number;
/**
* **Contexts**: UI
*
* *Query*
*/
export function PlayersWantPause(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RegenerateSeeds(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RemovePlayer(voidValue1: any, voidValue2: any, control: any): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetCalendarType(calendarHash: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetGameMode(gameModeType: GameModeTypes): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetGameSpeedType(gameSpeedHash: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMaxTurns(amount: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetParticipatingPlayerCount(amount: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetStartEra(startEra: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetStartTurn(turn: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetStartYear(year: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetToDefaults(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetTurnTimerType(turnTimerType: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetValue(configName: string, configValue: any): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetValueHash(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetWorldBuilder(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UpdateEnabledMods(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMatchMaking(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetEnabledGameModesMetaString(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetEnableModsMetaString(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetHandicapType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRuleSet(): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - boolean
*/
export function IsKickVoting(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetKickVoting(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetCloudTurnPlayer(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPlayByCloud(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetGameState(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCloudTurnPlayer(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetRuleSet(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMatchMaking(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetToPreGame(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetEnabledMods(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetWorldBuilderEditor(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTurnLimitType(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsWorldBuilderEditor(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetHandicapType(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetTurnLimitType(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetToDefaultGameName(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCrossPlayInternetMultiplayer(): boolean;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace GameEffects
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function GetModifierActive(modifierID: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `argStr`: string
*/
export function GetModifierArgumentString(modifierID: number): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetModifierCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `modifierDef`: AnyTable
*/
export function GetModifierDefinition(modifierID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
export function GetModifierOwner(modifierID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `ownerRequirements`: AnyTable
*/
export function GetModifierOwnerRequirementSet(modifierID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetModifierReferenceCount(modifierID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `modifiers`: number[]
*/
export function GetModifiers(): number[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetModifierSubjectCount(modifierID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `subjects`: AnyTable
*/
export function GetModifierSubjects(modifierID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetModifierText(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetModifierTextKey(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetModifierTrackedObjectCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetModifierTrackedObjects(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetModifierTrackedOjectRequirementSet(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `objName`: string
*/
export function GetObjectName(playerID: number): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetObjectReferenceCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetObjectsPlayerId(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetObjectString(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetObjectType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementContext(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementDefinition(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementInnerRequirements(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementInnerRequirementSets(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementReferenceCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirements(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSetContext(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSetCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSetDefinition(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSetInnerRequirements(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSetReferenceCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSets(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSetState(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSetSubject(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementState(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementSubject(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementText(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRequirementTextKey(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace GameRandomEvents
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `cities`: AnyTable
*/
export function GetCurrentAffectedCities(): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `eventResults`: {PopLost: number, UnitsLost: number, TilesDamaged: number, FertilityAdded: number}
*/
export function GetCurrentTurnEvent(): {PopLost: number, UnitsLost: number, TilesDamaged: number, FertilityAdded: number};
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `eventResults`: {PopLost: number, UnitsLost: number, TilesDamaged: number, FertilityAdded: number}
*/
export function GetCurrentTurnEventAtPlot(plotID: number): {PopLost: number, UnitsLost: number, TilesDamaged: number, FertilityAdded: number};
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `events`: AnyTable
*/
export function GetEventsForTurn(turn: number): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function ApplyEvent(eventParameters: AnyTable): void;
}
/**
* **Contexts**: Gameplay
*/
declare namespace ImprovementBuilder
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanHaveImprovement(Plot: Plot, improvementIndex: number, teamID: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetImprovementType(Plot: Plot, improvementIndex: number, playerID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetImprovementPillaged(Plot: Plot, isPillaged: boolean): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Map
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function FindWater(Plot: Plot, range: number, isFreshwater: boolean): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetAdjacentPlot(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CityPlots`: CityPlots
*/
export function GetCityPlots(): CityPlots;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetContinentCoastalPlots(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetContinentPlots(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetContinentPlotsAppeal(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetContinentPlotsWaterAvailability(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetContinentsInUse(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetGridSize(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetLandPlotCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetLandResourceCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `mapSizeIndex`: number
*/
export function GetMapSize(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetMaxPlotDistance(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*
* ---
* Returns:
* - `Plot`: Plot
*/
export function GetPlot(x: number, y: number): Plot;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Plot`: Plot
*/
export function GetPlotByIndex(plotID: number): Plot;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetPlotCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `tileDistance`: number
*/
export function GetPlotDistance(plot1X: number, plot1Y: number, plot2X: number, plot2Y: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetPlotIndex(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetPlotLocation(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetPlotXY(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetPlotXYWithRangeCheck(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetResourceCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetVisibleContinentPlots(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function IsPlot(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsWrapX(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsWrapY(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `units`: Unit[]
*/
export function GetUnitsAt(Plot: Plot): Unit[];
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function FindSecondContinent(Plot: Plot, unknown: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetContinentPlotsLoyalty(): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetAdjacentPlots(x: number, y: number): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetNeighborPlots(x: number, y: number, range: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetFeatureCount(featureIndex: number): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetRingPlots(x: number, y: number, ringLevel: number): Plot[];
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace MapConfiguration
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `mapSizeType`: string
*/
export function GetMapSize(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetMaxMajorPlayers(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetMaxMinorPlayers(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetMinMajorPlayers(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetMinMinorPlayers(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `filename`: string
*/
export function GetScript(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
export function GetValue(configKey: string): any;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMapSize(mapSizeType: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMaxMajorPlayers(amount: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMaxMinorPlayers(amount: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMinMajorPlayers(amount: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMinMinorPlayers(amount: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetScript(filename: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetValue(configKey: string, value: any): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace MapFeatureManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanSufferEruption(Plot: Plot): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `volcanoes`: AnyTable
*/
export function GetNamedVolcanoes(): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetNumActiveVolcanoes(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetNumEruptions(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetNumNaturalWonderVolcanoes(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetNumNormalVolcanoes(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `percent`: number
*/
export function GetPercentVolcanoesActive(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `name`: number
*/
export function GetVolcanoName(Plot: Plot): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsActiveVolcano(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsVolcano(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsVolcanoErupting(): boolean;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace NotificationManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function Dismiss(playerID: number, notificationID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Notification`: Notification
*/
export function Find(playerID: number, notificationID: number): Notification;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Notification`: Notification
*/
export function FindEndTurnBlocking(endTurnBlockingType: EndTurnBlockingTypes, playerID: number): Notification;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Notification`: Notification
*/
export function FindType(notificationType: NotificationTypes, playerID: number): Notification;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `allBlockingTypes`: AnyTable
*/
export function GetAllEndTurnBlocking(playerID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `endTurnBlockingType`: EndTurnBlockingTypes
*/
export function GetFirstEndTurnBlocking(playerID: number): EndTurnBlockingTypes;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `notificationIDs`: AnyTable
*/
export function GetList(playerID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function RestoreVisualState(playerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SendNotification(playerID: number, notificationType: NotificationTypes, text: string, desc: string, mapX: number, mapY: number): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace PlayerManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `players`: Player[]
*/
export function GetAlive(): Player[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetAliveBarbarianIDs(): number[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `players`: Player[]
*/
export function GetAliveBarbarians(): Player[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `barbarianPlayersAmount`: number
*/
export function GetAliveBarbariansCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetAliveIDs(): number[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetAliveMajorIDs(): number[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `players`: Player[]
*/
export function GetAliveMajors(): Player[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetAliveMajorsCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetAliveMinorIDs(): number[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `players`: Player[]
*/
export function GetAliveMinors(): Player[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetAliveMinorsCount(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
export function GetFreeCitiesPlayerID(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `Player`: Player
*/
export function GetPlayer(playerID: number): Player;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `players`: Player[]
*/
export function GetWasEverAlive(): Player[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetWasEverAliveCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetWasEverAliveIDs(): number[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerIDs`: number[]
*/
export function GetWasEverAliveMajorIDs(): number[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `players`: Player[]
*/
export function GetWasEverAliveMajors(): Player[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetWasEverAliveMajorsCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAlive(playerID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsBarbarian(playerID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMajor(playerID: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsValid(playerID: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsValidID(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetLocalObserverTo(playerID: PlayerTypes | number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetLocalPlayerAndObserver(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function WasEverAlive(playerID: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetDefaultProperty(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `Player`: Player
*/
export function GetFreeCitiesPlayer(): Player;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
export function GetProperty(): any;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetProperty(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetDefaultProperty(): void;
}
/**
* **Contexts**: UI
*/
declare namespace PlayerVisibilityManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerVisibility`: PlayerVisibility
*/
export function GetPlayerVisibility(playerID: number): PlayerVisibility;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsVisibleToNonOwner(): boolean;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace RiverManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanBeFlooded(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function EnumerateRivers(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetFloodplainPlots(riverID: number): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetNumFloodableRivers(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetNumRivers(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `riverID`: number
*/
export function GetRiverForFloodplain(x: number, y: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverName(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetNumFloods(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverNameByType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetFloodplainLocation(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverByIndex(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverIDAtIndex(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverTypeAtIndex(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverIndexByID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverByID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsFlooded(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRiverTypes(): void;
}
/**
* **Contexts**: Gameplay
*/
declare namespace TerrainBuilder
{
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function CanHaveFeature(Plot: Plot, terrainIndex: number): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetAdjacentFeatureCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `number`: number
*/
export function GetRandomNumber(upperLimit: number, logDescription: string): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetFeatureType(Plot: Plot, featureID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetTerrainType(Plot: Plot, terrainIndex: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetMultiPlotFeatureType(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetNWOfRiver(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetNEOfCliff(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetContinentType(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetInlandCorner(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function AnalyzeChokepoints(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetNEOfRiver(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function AddCoastalLowland(plotID: number, elevation: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetWOfCliff(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function AddIce(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetWOfRiver(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetFractalFlags(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function GenerateFloodplains(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetNWOfCliff(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function StampContinents(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetFeaturePlacementPlotList(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetResourceType(Plot: Plot, resourceIndex: number, resourceAmount: number): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanHaveResource(Plot: Plot, resourceIndex: number): boolean;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace TerrainManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetCoastalLowlandType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function IsFlooded(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function IsSubmerged(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsProtected(Plot: Plot): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function ClearCoastalFlooding(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SubmergeCoast(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function FloodCoast(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Territories
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Territory`: Territory
*/
export function GetTerritoryAt(plotID: number): Territory;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `territories`: AnyTable
*/
export function Members(): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function MembersAux(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Territory`: Territory
*/
export function GetTerritory(territoryID: number): Territory;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetCount(): number;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace UnitManager
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanFormMilitaryFormation(playerID: number, domain: number, militaryFormationType: number, Unit: Unit): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
* - `results`: AnyTable
*/
export function CanStartCommand(Unit: Unit, commandType: UnitCommandTypes, unitCommandParameters: AnyTable, returnResults: boolean): LuaMultiReturn<[boolean, AnyTable]>;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
* - `results`: AnyTable
* @param Plot Can be nil if operationParameters is not nil
* @param operationParameters Can be nil if Plot is not nil
*/
export function CanStartOperation(Unit: Unit, operationType: UnitOperationTypes, Plot: Plot, operationParameters: AnyTable, returnResults: boolean): LuaMultiReturn<[boolean, AnyTable]>;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function ChangeMovesRemaining(Unit: Unit, amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function FinishMoves(Unit: Unit): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `activityType`: number
*/
export function GetActivityType(Unit: Unit): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `results`: AnyTable
*/
export function GetCommandTargets(Unit: Unit, commandType: UnitCommandTypes): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
export function GetEstablishInCityTime(Unit: Unit, City: City): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetMoveToPath(Unit: Unit, plotID: number): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetOperationConfirmationText(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `operationDetails`: string
*/
export function GetOperationDetailText(operationType: UnitOperationTypes, Unit: Unit, Plot: Plot): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `results`: AnyTable
*/
export function GetOperationTargets(Unit: Unit, operationType: UnitOperationTypes, operationParameters: AnyTable): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetOperationTypeName(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetOwnerName(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plotID`: number
*/
export function GetQueuedDestination(Unit: Unit): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetReachableMovement(Unit: Unit): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetReachableTargets(Unit: Unit): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
export function GetReachableZonesOfControl(Unit: Unit, areVisibleToUnit: boolean): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `resultProbability`: AnyTable
*/
export function GetResultProbability(operationType: UnitOperationTypes, Unit: Unit, Plot: Plot): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
export function GetTimeToComplete(operationType: UnitOperationTypes, Unit: Unit): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
export function GetTravelTime(Unit: Unit): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `unitTypeName`: string
*/
export function GetTypeName(Unit: Unit): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Unit`: Unit
*/
export function GetUnit(playerID: number, unitID: number): Unit;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `Unit`: Unit
*/
export function InitUnit(playerID: number, unitType: string, x: number, y: number): Unit;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function InitUnitValidAdjacentHex(playerID: number, unitType: string, x: number, y: number, unkown: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsUnit(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function Kill(Unit: Unit): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function MoveUnit(Unit: Unit, newMapX: number, newMapY: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function PlaceUnit(Unit: Unit, newMapX: number, newMapY: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function ReportActivation(Unit: Unit, event: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestCommand(Unit: Unit, commandType: UnitCommandTypes, commandParameters: AnyTable): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestOperation(Unit: Unit, operationType: UnitOperationTypes, operationParameters: AnyTable): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function RestoreMovement(Unit: Unit): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function RestoreMovementToFormation(Unit: Unit): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function RestoreUnitAttacks(Unit: Unit): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function WakeUnit(Unit: Unit): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `baseLifespan`: number
*/
export function GetUnitTypeBaseLifespan(unitID: number): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestCommandImmediate(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
export function GetUnitCorpsMaintenance(unitHash: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
export function GetUnitArmyMaintenance(unitHash: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
export function GetUnitMaintenance(unitHash: number): number;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCommandResults(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pathInfo`: AnyTable
*/
export function GetMoveToPathEx(Unit: Unit, plotID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `commandDescription`: string
*/
export function GetCommandHelpText(unitCommandHash: number, playerID: number): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `summaries`: AnyTable
*/
export function GetAbilitySummaries(unitAbilityID: number): AnyTable;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Units
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function AreUnitsInPlot(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function AreUnitsInPlotLayerID(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLayerCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPlayerUnitsInPlot(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPlayerUnitsInPlotLayerID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetUnitByIndexInPlot(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetUnitCountInPlot(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetUnitCountInPlotLayerID(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetUnitCountInPlotLayerIndex(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `units`: Unit[]
*/
export function GetUnitsInPlot(Plot: Plot): Unit[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `units`: Unit[]
*/
export function GetUnitsInPlotLayerID(x: number, y: number, mapLayer: MapLayers): Unit[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `units`: Unit[]
*/
export function GetUnitsInPlotLayerIndex(): Unit[];
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace DB
{
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*
* ---
* Hashes inputted text the same way the Gameplay DB does
*
* Returns:
* - `hash`: number
*/
export function MakeHash(text: string): number;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function CollectMemoryUsage(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function ConfigurationQueryCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Query the Gameplay DB, no write permissions so select statements only
*
* Returns:
* - `resultSet`: AnyTable[]
*/
export function Query(SQLQuery: string): AnyTable[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `memoryUsage`: number
*/
export function GetMemoryUsage(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function QueryCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*
* ---
* Returns:
* - `SQLQuery`: string
* @param unknown Might be the Index for SQL queries made in your specific Lua Context
*/
export function ConfigurationQuerySQL(unknown: number): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function ConfigurationChanges(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*
* ---
* Query the Configuration DB, read/write permissions
*
* Returns:
* - `resultSet`: AnyTable[]
*/
export function ConfigurationQuery(SQLQuery: string): AnyTable[];
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*
* ---
* Returns:
* - `SQLQuery`: string
* @param unknown Might be the Index for SQL queries made in your specific Lua Context
*/
export function QuerySQL(unknown: number): string;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace MapRoutes
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetPortalCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Portal`: Portal
*/
export function GetIndexedPortal(portalID: number): Portal;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace RouteBuilder
{
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetRouteType(Plot: Plot, routeType: RouteTypes): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function CanHaveRoute(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetRoutePillaged(Plot: Plot, isPillaged: boolean): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace AutoplayManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetReturnAsPlayer(playerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetTurns(turnsActive: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: PlayerTypes | number
*/
export function GetObserveAsPlayer(): PlayerTypes | number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
export function GetTurns(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetDisableAssertsForAutoplay(value: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetReturnAsPlayer(playerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetDisableAssertsForAutoplay(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetActive(isActive: boolean): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsActive(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetObserveAsPlayer(): void;
}
/**
* **Contexts**: Gameplay, UI
*
* Does not require the World Builder map editor to be active
*/
declare namespace WorldBuilder
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `WorldBuilderMapManager`: WorldBuilderMapManager
*/
export function MapManager(): WorldBuilderMapManager;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `WorldBuilderConfigurationManager`: WorldBuilderConfigurationManager
*/
export function ConfigurationManager(): WorldBuilderConfigurationManager;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanUndo(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `WorldBuilderPlayerManager`: WorldBuilderPlayerManager
*/
export function PlayerManager(): WorldBuilderPlayerManager;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanRedo(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function StartUndoBlock(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `WorldBuilderModManager`: WorldBuilderModManager
*/
export function ModManager(): WorldBuilderModManager;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetMod(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function Redo(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `WorldBuilderCityManager`: WorldBuilderCityManager
*/
export function CityManager(): WorldBuilderCityManager;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function Undo(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function GetWBAdvancedMode(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `modGUID`: string
*/
export function GetID(): string;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function ClearVisibilityPreviewPlayer(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetWBAdvancedMode(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMod(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function SetVisibilityPreviewPlayer(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `wasSuccess`: boolean
*/
export function SetID(modGUID: string): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function EndUndoBlock(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `WorldBuilderUnitManager`: WorldBuilderUnitManager
*/
export function UnitManager(): WorldBuilderUnitManager;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function GenerateID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsActive(): boolean;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace GameCapabilities
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasCapability(capability: string): boolean;
}
/**
* **Contexts**: UI
*/
declare namespace Steam
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsOverlayEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ActivateGameOverlayToUrl(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ActivateGameOverlayToWorkshop(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `appID`: number
*/
export function GetAppID(): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ActivateInviteOverlay(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ActivateGameOverlayToFriendRequest(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ActivateGameOverlayToStore(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function InviteUserToGame(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMySteamID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ActivateGameOverlay(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ActivateGameOverlayToChat(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearRichPresence(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetOverlayNotificationPosition(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetFriendCount(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetRichPresence(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ActivateGameOverlayToUser(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `friendInfo`: AnyTable
*/
export function GetFriendByIndex(friendIndex: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRichPresence(): void;
}
/**
* **Contexts**: UI
*/
declare namespace Modding
{
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetModGroups(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CheckRequirements(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function Unsubscribe(workshopItemID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetModText(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanDisableMod(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetSubscriptionDetails(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGameModesFromConfigurationString(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CreateModGroup(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeleteModGroup(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function JumpToDigitalMarketplace(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetSubscriptions(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetIgnoreCompatibilityWarnings(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetModProperty(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetUserInterfaces(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `mods`: AnyTable
*/
export function GetInstalledMods(): AnyTable;
/**
* **Contexts**: UI
*
* *Action*
*/
export function EnableMod(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `modInfo`: AnyTable
*/
export function GetModInfo(modHandle: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsModEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetModHandle(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ParseModUri(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ShouldShowCompatibilityWarnings(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetIgnoreCompatibilityWarnings(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanEnableMod(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetSubscriptionDownloadStatus(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAvailableDLC(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UpdateSubscription(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetBundleId(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLastModErrorString(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDLCNeeedsUpdateMessage(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetODRDownloadInfo(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PurchaseDLC(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SetCurrentModGroup(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDLCPurchaseState(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDLCDetails(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsModCompatible(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCurrentModGroup(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LaunchURL(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsTransitioningFromAutosave(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function BundleModText(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RestoreOutOfDateDLC(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsModActive(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `mods`: AnyTable
*/
export function GetActiveMods(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetFreeTurnsRemaining(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetModAssociations(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAvailableFreeTurnDLC(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ConsumeFreeTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsJoinGameAllowed(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DisableMod(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsModOfficial(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetModsFromConfigurationString(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function OwnsDLC(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsLeaderAllowed(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UpdateParameter(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLastLoadError(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function RestorePurchase(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsModInstalled(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RestorePurchases(): void;
}
/**
* **Contexts**: UI
*/
declare namespace Achievements
{
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAchievementDisplayName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAchievementHash(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAchievementData(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeleteAchievementData(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAchievementDescription(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetStat(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAchievementName(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAchievementUnlocked(): boolean;
}
/**
* **Contexts**: UI
*/
declare namespace HallofFame
{
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGraphs(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetReports(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRulesetTypes(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UpdateAggregateData(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLeaderProgress(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetObjectHighlights(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGameData(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetVictoryProgress(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ResetAllData(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetObjectDataPoints(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRulesetHighlights(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAvailableRulesets(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGameDataPoints(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetStatisticsCategories(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGameObjects(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeleteAggregateData(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRulesetDataPoints(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetStatistics(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGameHighlights(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeleteGame(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGames(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRulesetPlayableLeaders(): void;
}
/**
* **Contexts**: Gameplay
*/
declare namespace ResourceBuilder
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanHaveResource(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function ChangeResourceCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetAdjacentResourceCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function SetResourceCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function SetResourceType(): void;
}
interface LuaDateInfo {
year: number;
month: number;
day: number;
hour?: number;
min?: number;
sec?: number;
isdst?: boolean;
}
interface LuaDateInfoResult {
year: number;
month: number;
day: number;
hour: number;
min: number;
sec: number;
isdst: boolean;
yday: number;
wday: number;
}
/**
* **Contexts**: Gameplay, UI
*
* ---
* Operating System Facilities
*/
declare namespace os
{
/**
* Returns an approximation of the amount in seconds of CPU time used by the
* program.
*/
function clock(): number;
/**
* Returns a string or a table containing date and time, formatted according
* to the given string format.
*
* If the time argument is present, this is the time to be formatted (see the
* os.time function for a description of this value). Otherwise, date formats
* the current time.
*
* If format starts with '!', then the date is formatted in Coordinated
* Universal Time. After this optional character, if format is the string
* "*t", then date returns a table with the following fields: year, month
* (1–12), day (1–31), hour (0–23), min (0–59), sec (0–61), wday (weekday,
* 1–7, Sunday is 1), yday (day of the year, 1–366), and isdst (daylight
* saving flag, a boolean). This last field may be absent if the information
* is not available.
*
* If format is not "*t", then date returns the date as a string, formatted
* according to the same rules as the ISO C function strftime.
*
* When called without arguments, date returns a reasonable date and time
* representation that depends on the host system and on the current locale.
* (More specifically, os.date() is equivalent to os.date("%c").)
*
* On non-POSIX systems, this function may be not thread safe because of its
* reliance on C function gmtime and C function localtime.
*/
function date(format?: string, time?: number): string;
/**
* Returns a string or a table containing date and time, formatted according
* to the given string format.
*
* If the time argument is present, this is the time to be formatted (see the
* os.time function for a description of this value). Otherwise, date formats
* the current time.
*
* If format starts with '!', then the date is formatted in Coordinated
* Universal Time. After this optional character, if format is the string
* "*t", then date returns a table with the following fields: year, month
* (1–12), day (1–31), hour (0–23), min (0–59), sec (0–61), wday (weekday,
* 1–7, Sunday is 1), yday (day of the year, 1–366), and isdst (daylight
* saving flag, a boolean). This last field may be absent if the information
* is not available.
*
* If format is not "*t", then date returns the date as a string, formatted
* according to the same rules as the ISO C function strftime.
*
* When called without arguments, date returns a reasonable date and time
* representation that depends on the host system and on the current locale.
* (More specifically, os.date() is equivalent to os.date("%c").)
*
* On non-POSIX systems, this function may be not thread safe because of its
* reliance on C function gmtime and C function localtime.
*/
function date(format: '*t', time?: number): LuaDateInfoResult;
/**
* Returns the difference, in seconds, from time t1 to time t2 (where the
* times are values returned by os.time). In POSIX, Windows, and some other
* systems, this value is exactly t2-t1.
*/
function difftime(t1: number, t2: number): number;
/**
* Returns the current time when called without arguments, or a time
* representing the local date and time specified by the given table. This
* table must have fields year, month, and day, and may have fields hour
* (default is 12), min (default is 0), sec (default is 0), and isdst (default
* is nil). Other fields are ignored. For a description of these fields, see
* the os.date function.
*
* The values in these fields do not need to be inside their valid ranges. For
* instance, if sec is -10, it means -10 seconds from the time specified by
* the other fields; if hour is 1000, it means +1000 hours from the time
* specified by the other fields.
*
* The returned value is a number, whose meaning depends on your system. In
* POSIX, Windows, and some other systems, this number counts the number of
* seconds since some given start time (the "epoch"). In other systems, the
* meaning is not specified, and the number returned by time can be used only
* as an argument to os.date and os.difftime.
*/
function time(): number;
/**
* Returns the current time when called without arguments, or a time
* representing the local date and time specified by the given table. This
* table must have fields year, month, and day, and may have fields hour
* (default is 12), min (default is 0), sec (default is 0), and isdst (default
* is nil). Other fields are ignored. For a description of these fields, see
* the os.date function.
*
* The values in these fields do not need to be inside their valid ranges. For
* instance, if sec is -10, it means -10 seconds from the time specified by
* the other fields; if hour is 1000, it means +1000 hours from the time
* specified by the other fields.
*
* The returned value is a number, whose meaning depends on your system. In
* POSIX, Windows, and some other systems, this number counts the number of
* seconds since some given start time (the "epoch"). In other systems, the
* meaning is not specified, and the number returned by time can be used only
* as an argument to os.date and os.difftime.
*/
function time(table: LuaDateInfo): number;
/**
* Returns a string with a file name that can be used for a temporary file.
* The file must be explicitly opened before its use and explicitly removed
* when no longer needed.
*
* On POSIX systems, this function also creates a file with that name, to
* avoid security risks. (Someone else might create the file with wrong
* permissions in the time between getting the name and creating the file.)
* You still have to open the file to use it and to remove it (even if you do
* not use it).
*
* When possible, you may prefer to use io.tmpfile, which automatically
* removes the file when the program ends.
*/
function tmpname(): string;
}
/**
* **Contexts**: UI
*/
declare namespace Network
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function DisplayUGCRestrictionsWarning(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CheckServerForUnseenComplete(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function UGCRestrictionsEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPingTime(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function KickVote(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsNetworkAvailable(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
export function GetLocalPlayerID(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
export function UserAccountChanged(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetInternetTransportType(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RestartGame(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ResetPlayTogether(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function JoinGame(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInternetLobbyServiceAvailable(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsNetSessionHost(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LoadGame(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInPSPlusFeature(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPlayerResyncing(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function EnsureNetworkServiceAccountAvailable(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function PresentNpDisconnectedError(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CloseConnection(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CanShowFriendChatWindow(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsUserLoggedIntoCrossPlayLobbyService(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HasSeparateCrossPlayLobbyService(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SaveGame(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPlayerHotJoining(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestPlayerIDChange(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function JoinGameByJoinCode(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CloudKillGame(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetCompletedGameSeen(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsNetworkServiceAccountAvailable(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsSessionActive(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetChangePlayerID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LeaveGame(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetElapsedSessionTime(): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - boolean
*/
export function IsMatchMaking(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestInternetConnection(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SendChat(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function KickPlayer(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCloudLaunching(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function MatchMake(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function HostGame(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AttemptConnectionToCrossPlayLobbyService(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCapability(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ProfanityFilter(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsSessionInCloseState(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasKickVotedStarted(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasVotedToKick(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasCapability(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanViewFriendProfile(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInSession(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function ResetHasShownNetworkDisconnectError(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGameHostPlayerID(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasSingleFriendInvite(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ForceResync(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPlayerConnected(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `FriendsInstance`: FriendsInstance
*/
export function GetFriends(): FriendsInstance;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCloudMatchStarted(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function PSPlusAvailability(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function BroadcastGameConfig(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCloudJoinsBlocked(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CloudQuitGame(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCrossPlayLobbyServiceAvailable(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CheckServerForCloudNotifications(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCloudTurnPlayer(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsSessionClosing(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLocalNetworkMode(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DisplayPossibleNetworkError(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LogIntoCrossPlayLobbyService(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestSnapshot(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetNetworkPlatform(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTransportType(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsEveryoneConnected(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInGameStartedState(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGameConfigurationSaveType(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsGameHost(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetServerHostName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetNetSessionHostPlayerID(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPlayerKicked(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function TriggerTestSync(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetJoinCode(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetSessionID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function InvitePlayTogetherUsers(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInternetMultiplayerInitialized(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMultiplayerRestrictionEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLastJoinedHostName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CloudEndTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsGameCoreActive(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LaunchGame(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function PresentPSPlusCommerceDialog(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function BroadcastPlayerInfo(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsUpdateRequired(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsNpReachable(): boolean;
}
/**
* **Contexts**: UI
*/
declare namespace Options
{
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGraphicsOption(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetUserOption(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDisplayHeight(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAvailableDisplayModes(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsUIUpscaleAllowed(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAppOption(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetGraphicsOption(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SaveOptions(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAudioOption(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGraphicsDefault(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ResetOptions(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetUserOption(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RevertOptions(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RevertResolutionChanges(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMultiNodeGPU(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAppOption(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAppInMainMenuState(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ApplyGraphicsOptions(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAudioOption(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDisplayWidth(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAvailableDisplayAdapters(): void;
}
/**
* **Contexts**: UI
*/
declare namespace UI
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsUnitSelected(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetFixedTiltMode(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasOutdatedDriver(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `TypedDataVariantParameters`: TypedDataVariantParameters
*/
export function GetGameParameters(): TypedDataVariantParameters;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LinePlotUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CanShowModal(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowFullscreenMap(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LoadSoundBankGroup(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMapZoom(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function Is2KCloudAvailable(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMapZoom(): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Prints a message to MapSearch.log.
*/
export function MapSearch_LogEnd(message: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLeaderPosition(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `worldX`: number
* - `worldY`: number
* - `worldZ`: number
*/
export function GridToWorld(mapX: number, mapY: number): LuaMultiReturn<[number, number, number]>;
/**
* **Contexts**: UI
*
* *Query*
*/
export function WorldWrapEnabled(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetNormalEraSoundSwitchValue(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestPlayerOperation(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTextControl(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetARXTagsContentByClass(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function MakeSaveGameMetaData(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetHeadSelectedDistrict(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddNumberToPath(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetARXDeviceType(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function OnNaturalWonderRevealed(): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Same as Autoprofiler.RunCommand; runs a command in the debug console
* @param command See https://docs.google.com/document/d/1nb2VnsaCdLU4arKtzU0kHv5WtMRT3c6krpl9nOam3XU
*/
export function DebugCommand(command: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearTemporaryPlotVisibility(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLockedWorldRect(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMapLookAtWorldTarget(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LookAtPlotScreenPosition(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLookAtTimeScale(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectClosestReadyUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInFrontEnd(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLastSaveName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HasARX(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectUnitID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLeaderSceneControl(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PlayLeaderSceneEffect(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetWorldFromNormalizedScreenPos_NoWrap(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SkipNextAutoEndTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function TouchEnableChanged(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ReferenceCurrentEvent(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function MapSearch_LogBegin(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetHeadSelectedCity(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ApplyFileQueryCivImage(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddTemporaryPlotVisibility(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function HighlightPlots(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetSoundStateValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function IsCityIDSelected(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAmbientTimeOfDaySpeed(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AssertMsg(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectNextReadyUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HasSentTurnComplete(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsWorldRenderViewAvailable(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPlayerColorValues(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAmbientTimeOfDaySpeed(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCursorPlotID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAppVersion(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectCityID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SpinMap(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function EnableTimeOfDayOverride(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestAction(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function StopInGameMusic(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsARXDisplayPortrait(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsFileListQueryComplete(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsResyncLoadInProgress(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LinePlotPlot(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function EnqueueNotificationSound(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCursorPlotCoord(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CloseAllFileListQueries(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectPrevReadyUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ReferenceEventID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CanShowPopup(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RebuildSelectionList(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ApplyFileQueryLeaderImage(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMinimapSize(x: number, y: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectAllUnits(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ArePlayerColorsConflicting(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLookAtTimeScale(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInMarketingMode(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetColorValueFromHexLiteral(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetPushDataIDSeen(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CloseFileListQuery(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetColorValue(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RefreshColorSet(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetExitOnClose(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function AreCloudSavesEnabled(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetPauseEventID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetWorldRenderView(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInGame(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function CanEndTurn(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetManualSaveUsageSize(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectAll(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetFixedTiltAngle(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CanStartPlayerOperation(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function QuerySaveGameList(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ShouldCivPlayModMusic(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HotReloadSounds(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAmbientTimeOfDayAnimating(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAnyModalInterfaceVisible(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsTurnTimerElapsed(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function FocusMap(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CheckUserSetup(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMaxMSAACount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPlotCoordFromWorld(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CanHaveMSAAQuality(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LookAtPosition(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetSaveGameModificationTimeRaw(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsGameCoreBusy(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPushData(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LinearToSRGB(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLineControl(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function TruncatePathLevels(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectNextCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPathLevels(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SetPushDataIDClosed(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SetRestoreMapZoom(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DarkenLightenColor(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function LeaderQualityAllowsMotionBlur(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PanMap(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectDistrict(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetSoundSwitchValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsVendorNVIDIA(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMinimapWorldRect(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPlotCoordFromNormalizedScreenPos(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetWorldFromNormalizedScreenPos(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ToggleGrid(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAmbientTimeOfDay(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CalculateEdgeSplineSegments(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRegionCenter(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetColorChannels(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function QueryGlobalParameterInt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RestoreMapZoom(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetColors(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UnloadSoundBankGroup(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasUnknownDevice(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function StopModCivLeaderMusic(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PauseModCivMusic(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLeaderImageControl(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPlayersLeaderAnimated(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectUnitID(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsVendorAMD(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HasFeature(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectUnit(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function FillPlaylistWithAllCivs(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectNextUnit(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectDistrict(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HasUnsupportedDevice(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetSaveLocationPath(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAmbienceClipDistance(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAmbientTimeOfDayAnimating(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectCity(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetSelectedUnitUIArt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPlayerColors(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDefaultCloudSaveLocation(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PlayModCivLeaderMusic(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetWorldRenderView(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ReleaseEventID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RebuildColorDB(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsDistrictIDSelected(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PlaySound(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMovementPathOn(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsFullscreenMapEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetSaveGameMetaData(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCursorNearestPlotEdge(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCivilizationSoundSwitchValueByLeader(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAmbienceClipDistance(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAnyPopupInterfaceVisible(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetElapsedTime(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function LeaderQualityRequiresRestart(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetEraSoundSwitchValue(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function Screenshot(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ResumeModCivMusic(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ReleasePauseEvent(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsFixedTiltModeOn(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GridToHex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ApplyFileQueryPreviewImage(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearControl(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRegionClusterPositions(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetARXTagContentByID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetCycleAdvanceTimer(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetVolumes(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectAllCities(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAtMaxSaveCount(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetARXTagPropertyByID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DragMap(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsFinalRelease(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsProcessingMessages(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddWorldViewText(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PartitionRegions(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetHeadSelectedUnit(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RemoveTemporaryPlotVisibility(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectDistrictID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearAllControls(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetInterfaceMode(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function StartStopMenuMusic(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SkipSong(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMinimapImageControl(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function DataError(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LookAtPlot(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetARXTagsPropertyByClass(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeleteSavedGame(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInterfaceMode(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectPrevCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetInterfaceModeParameter(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DisableTimeOfDayOverride(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SanitizeText(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SRGBToLinear(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PlayLeaderAnimation(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAmbientTimeOfDay(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LineUnitUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInterfaceTypeVisibile(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PartitionPath(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectCityID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCivilizationSoundSwitchValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function IsDistrictSelected(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function TextPlot(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetNormalizedScreenPosFromPlotCoord(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAspyrAppVersion(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsUnitIDSelected(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetWorldZ(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HexToGrid(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetMapZoomCurveModifier(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SelectPrevUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCitySelected(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectAllDistricts(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HexToWorld(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LookAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetGamepadCursorPlotID(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAnyInterfaceInGroupVisible(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsLeaderAnimated(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function QueryGlobalParameterFloat(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ToggleMovementPath(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DeselectDistrictID(): void;
}
/**
* **Contexts**: UI
*/
declare namespace UILens
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function UnFocusCity(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAdjacencyBonusDistict(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearLayerHexes(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetOverlay(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPlayerLensSetToActive(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ToggleLayerOn(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsLensActive(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearHexes(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLayerHexesColoredArea(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsLayerTogglable(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SaveActiveLens(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CreateLensLayerHash(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetDesaturation(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLayerHexesPath(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RestoreActiveLens(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CreatePressureWaves(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLayerGrowthHex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearHex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function HideOverlays(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearPressureWaves(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowOverlays(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsLayerOn(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetActive(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ToggleLayerOff(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UnFocusHex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function FocusCity(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function FocusHex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLayerHexesArea(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Path
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetExtension(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function NormalizePath(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function UsesExtension(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetFileNameWithoutExtension(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetDirectoryName(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetFileName(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Locale
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `langInfo`: AnyTable
*/
export function GetCurrentLanguage(): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsUTF8(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function Compare(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsASCII(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsNilOrWhitespace(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function StripTags(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsNilOrEmpty(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function LookupLanguage(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function Compose(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function ToOrdinal(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetLanguageDisplayName(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function ToUpper(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetAudioLanguages(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function ToSpellout(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*
* ---
* Returns:
* - `romanNumerals`: string
*/
export function ToRomanNumeral(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SplitString(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SubString(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsValidKey(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function ToLower(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetLanguageCoverage(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function ToNumber(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function EndsWith(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetLanguages(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Replaces occurances of LOC_ tags with localized text from the Localization DB.
*
* Returns:
* - `localizedText`: string
*/
export function Lookup(text: string): string;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function ToPercent(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function Length(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function Bundle(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasTextKey(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function StartsWith(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `text`: string
*/
export function LookupBundle(name: string): string;
}
/**
* **Contexts**: UI
*/
declare namespace Benchmark
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function RunAIBenchmark(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RunExp2GraphicsBenchmark(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RunExp2AIBenchmark(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RunGraphicsBenchmark(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsEnabled(): boolean;
}
/**
* **Contexts**: UI
*/
declare namespace Input
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetActiveLayout(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetCallback(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearGesture(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearGestures(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActionContext(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActionCategory(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PushActiveContext(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActiveContext(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function StopRecordingGestures(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsRecordingGestures(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetActiveContext(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function BindAction(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShouldShowActionKeybinding(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function BeginRecordingGestures(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRecordedGestureCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActionId(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMessageType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActionDescription(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetKey(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PopContext(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActionCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function HasGesture(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActionName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActionEnabled(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGestureDisplayString(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGestureDisplayIcons(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetActiveLayout(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearRecordedGestures(): void;
}
/**
* **Contexts**: UI
*
* System for placing and managing assets in the game world
*/
declare namespace AssetPreview
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `buildings`: AnyTable
*/
export function GetDistrictBuildingList(districtID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DestroyAll(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearLandmarkAt(x: number, y: number): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetInstanceInfoByID(instanceID: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInstancePosition(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearLandmarkSystem(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInstanceAnimation(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CreateDistrictAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDistrictBaseList(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetLandmarkCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number — Number of 3D asset XLP entries
*/
export function GetAssetCount(): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SpoofLandmarkAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLandmarkAssetList(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetInstanceCount(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SpoofBuildingAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetUnitList(): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - `hash`: number
*/
export function MakeHash(text: string): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `name`: string
*/
export function GetCivName(civilizationHash: number): string;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInstanceScale(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAppealName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetInstanceInfoByIndex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInstanceSequenceLock(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function Destroy(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function Create(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearUnitSystem(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SpoofCityCivAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CreateBuildingAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SpoofUnitAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInstanceAutoDestroy(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInstanceCulling(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInstanceOrientation(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SpoofCityAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SpoofDistrictBaseAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLandmarkName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDistrictName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetAssetName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetEraName(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function DestroyAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInstanceAssetState(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDistrictCount(): void;
}
/**
* **Contexts**: UI
*/
declare namespace AutoProfiler
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLookAtCount(count: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function GetWaitForLandmarks(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `testName`: string
*/
export function GetTestName(): string;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLookAtFrames(frames: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `frames`: number
*/
export function GetLookAtFrames(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `GPUStallThreshold`: number
*/
export function GetGPUStallThreshold(): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetFilePath(filePath: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetGPUStallThreshold(GPUStallThreshold: number): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Runs a debug console command.
* @param command commands
*/
export function RunCommand(command: string): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `state`: string
*/
export function GetStateString(): string;
/**
* **Contexts**: UI
*
* *Action*
*/
export function Start(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetTestName(testName: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetWaitForLandmarks(waitForLandmarks: boolean): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetCameraZoom(zoom: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function GetWaitForTerrain(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsIdle(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `zoom`: number
*/
export function GetCameraZoom(): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetWaitForTerrain(waitForTerrain: boolean): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `testTimeRemaining`: number
*/
export function GetTimeRemaining(): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddColumn(summaryColumnName: string): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `count`: number
*/
export function GetLookAtCount(): number;
}
/**
* **Contexts**: UI
*/
declare namespace UITree
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `civics`: AnyTable
*/
export function GetAvailableCivics(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `techs`: AnyTable
*/
export function GetAvailableTechs(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `layoutType`: string
*/
export function GetLayoutType(): string;
}
/**
* **Contexts**: UI
*/
declare namespace FiraxisLive
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function CheckForCloudNotifications(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMy2KAccountLinked(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMy2KConnected(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsMy2KLoggedIn(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsFiraxisLiveLoggedIn(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function My2KNewUserResponse(email: string): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - boolean
*/
export function My2KLegalResponse(agreeList: AnyTable): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPlatformOrFullAccount(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function My2KMessageResponse(dialogID: number, unknown: boolean): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearCloudGames(gamesListType: 0 /*Public games*/ | 1 /*Personal games*/ | 2 /*Completed games*/): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAutoCloudNotificationChecks(autoCloudNotifCheck: boolean): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function My2KUnlinkAccount(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function My2KNewUserResponseCancel(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsFiraxisLiveConnected(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function My2KBeginLogin(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetUIReady(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function My2KCreateNewUser(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function My2KLoginUser(email: string, password: string, unknown: boolean): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsFullyLoggedIn(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsKandoConnected(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function My2KEmailResponse(email: string, unknown: boolean): void;
}
/**
* **Contexts**: UI
*/
declare namespace Matchmaking
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function AcceptCloudGameInvite(matchID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsRefreshingGameList(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsGameListAtEnd(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetBrowseOffset(amount: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetBrowseMode(gamesListType: 0 /*Public games*/ | 1 /*Personal games*/ | 2 /*Completed games*/): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RefreshGameList(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `servers`: {serverName: string, serverID: number}[]
*/
export function GetGameList(): {serverName: string, serverID: number}[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `server`: {serverName: string, serverID: number}
*/
export function GetGameListEntry(lobbyID: number): {serverName: string, serverID: number};
/**
* **Contexts**: UI
*
* *Action*
*/
export function StopRefreshingGameList(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function InitLobby(lobbyType: LobbyTypes): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetGameListType(gamesListType: 0 /*Public games*/ | 1 /*Personal games*/ | 2 /*Completed games*/, searchType: 0 /*Search internet*/ | 1 /*Search LAN*/ | 2 /*Search friends*/ | 3 /*Search favorites*/ | 4 /*Search history*/ | 5 /*Search crossplay*/): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Automation
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `saveName`: string
*/
export function GenerateSaveName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
export function GetSetParameter(paramSet: string, param: string): any;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function LogDateAndTime(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetLocalParameter(localParam: string, value: any): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
export function GetLocalParameter(localParam: string, unknown: any): any;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `unixTimeStamp`: number
*/
export function GetTime(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetInputHandler(inputHandler: Function): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetAutoStartEnabled(isEnabled: boolean): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function RemoveInputHandler(inputHandler: Function): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAutoStartEnabled(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPaused(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*
* ---
* Prints a message to Automation.log, there is no known limit on length.
*/
export function Log(message: string): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function ClearParameterSet(paramSet: string): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetSetParameter(paramSet: string, param: string, value: any): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
export function GetStartupParameter(startupParam: string): any;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetParameterSet(paramSet: string, params: AnyTable): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function LogDivider(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SendTestComplete(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetActive(isActive: boolean): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `randInt`: number
*/
export function GetRandomNumber(roof: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsActive(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function Pause(isPaused: boolean): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `params`: AnyTable
*/
export function GetParameterSet(paramSet: string): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `saveName`: string
*/
export function GetLastGeneratedSaveName(): string;
}
/**
* **Contexts**: UI
*/
declare namespace ContextPtr
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetHide(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetSizeX(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsHidden(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetShutdown(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SetSizeY(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInputHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ClearRefreshHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ChangeParent(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function DestroyChild(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAutoSize(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ClearRequestRefresh(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetInitHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsVisible(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetHideHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPopupParameters(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CallParentShowHideHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearUpdate(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetParent(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function BuildInstance(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetRefreshHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetPostInit(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetUpdate(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RequestRefresh(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetShowHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ReprocessAnchoring(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function LookUpControl(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function BuildInstanceForControl(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetShowHideHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAppRegainedFocusHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LoadNewContext(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAppLostFocusHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsHotLoad(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetParentByType(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetID(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearUpdateGamepad(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function BuildInstanceForControlAtIndex(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function Reload(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetShutdownGamepad(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UnifyClickAndTap(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearContextParameters(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetUpdateGamepad(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearPopupParameters(this: any, ): void;
}
/**
* **Contexts**: UI
*/
declare namespace UserConfiguration
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsRivers(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsCityRangeAttackTurnBlocking(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function GetShowCivicsTreeKey(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsQuickMovement(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `chatTextSize`: number
*/
export function GetChatTextValue(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAutoUnitCycle(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsVolcanoes(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapGrid(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsOceans(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsNaturalWonders(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LockValue(userConfig: string, isLocked: boolean): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsEdgePanEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapResources(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function GetPlayByCloudEndTurnBehavior(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UnitConfirmationLevel(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCivicsTreeSearchString(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLockedValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAutoEndTurn(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsDeserts(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsSeas(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetShowTechTreeKey(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CommitToOptions(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetValue(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function LayoutOverride(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SaveCheckpoint(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsMountainRanges(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPlayByCloudClientReadyBehavior(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetShowCivicsTreeKey(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRibbonStats(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsLakes(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetCivicsTreeFilterIndex(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetClockFormat(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetTechTreeSearchString(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTechTreeSearchString(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTechTreeFilterIndex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetTechTreeFilterIndex(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetCivicsTreeFilterIndex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapYield(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function NoBasicHelp(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsValueLocked(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetShowCivicsTreeGovernment(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetCivicsTreeSearchString(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RestoreCheckpoint(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetShowCivicsTreeGovernment(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPlotTooltipDelay(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsQuickCombat(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAutoProdQueueEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function TutorialLevel(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetShowTechTreeKey(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowMapLabelsNationalParks(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ReplaceDragWithClick(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace ReportingEvents
{
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function Send(event: string, params: AnyTable): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SendLuaEvent(luaEvent: string, params: AnyTable): void;
}
/**
* **Contexts**: Gameplay
*/
declare namespace AreaBuilder
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function Calculate(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function Recalculate(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace Calendar
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function MakeDateStr(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yearDateStr`: string
*/
export function MakeYearStr(turn: number): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetTurnYearForGame(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetTurnMonthForGame(): void;
}
/**
* **Contexts**: UI
*
* System for adjusting the art state of units.
*/
declare namespace SimUnitSystem
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetVisMemberDamage(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `visArtState`: AnyTable
*/
export function GetVisMemberArtState(Unit: Unit, memberID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetVisMemberHeading(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetVisHexHeading(Unit: Unit, heading: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetVisMemberAnimationState(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ChangeVisMemberArtAttachment(Unit: Unit, unitMemberID: number, artAttachmentID: number, amount: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetVisFormation(Unit: Unit, heading: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `visState`: AnyTable
*/
export function GetVisMemberState(Unit: Unit, unitMemberID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `heading`: number
*/
export function GetVisHeading(Unit: Unit): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetAnimationState(Unit: Unit, entranceAnim: string, exitAnim: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ChangeVisMemberArtAttachmentTint(Unit: Unit, unitMemberID: number, artAttachmentID: number, amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `count`: number
*/
export function GetVisMemberCount(Unit: Unit): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetVisMemberPitchRoll(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `heading`: number
*/
export function GetVisHexHeading(Unit: Unit): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ChangeVisMemberArtVariation(Unit: Unit, unitMemberID: number, amount: number): void;
}
/**
* **Contexts**: UI
*/
declare namespace Search
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddData(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearData(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function Search(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function CreateContext(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function Optimize(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasContext(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function DestroyContext(): void;
}
/**
* **Contexts**: Gameplay
*/
declare namespace StartPositioner
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function PlaceOceanStartCivs(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetMajorCivStartPlots(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetNumMinorCivStarts(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetTotalOceanStartCandidates(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetOceanStartTile(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetMinorCivStartPlots(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetMinorCivStartInfo(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetMajorCivStartInfo(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function MarkMajorRegionUsed(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetPlotFertility(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetNumMajorCivStarts(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function DivideMapIntoMajorRegions(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
export function DivideMapIntoMinorRegions(): void;
}
/**
* **Contexts**: Gameplay
*/
declare namespace Fractal
{
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `Frac`: Frac
*/
export function Create(): Frac;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `Frac`: Frac
*/
export function CreateRifts(): Frac;
}
/**
* **Contexts**: UI
*/
declare namespace DirtyComponentsManager
{
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - `DirtyComponents`: DirtyComponents
*/
export function Create(): DirtyComponents;
/**
* **Contexts**: UI
*
* *Action*
*/
export function Destroy(DirtyComponents: DirtyComponents): void;
}
/**
* **Contexts**: UI
*/
declare namespace Definitions
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `hash`: number
*/
export function GetTypeHash(definitionType: DefinitionTypes, typeName: string): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `typeName`: string
*/
export function GetTypeName(definitionType: DefinitionTypes, hash: number): string;
}
/**
* **Contexts**: Gameplay
*/
declare namespace Areas
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetLandCount(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function Members(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function FindCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function GetArea(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function FindBiggestArea(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
export function MembersAux(): void;
}
/**
* **Contexts**: UI
*/
declare namespace WorldView
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasAssetForFeature(featureIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PlayEffectAtXY(effect: string, x: number, y: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetVFXImport(effect: string, amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasAssetForDistrict(districtIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasAssetForWonder(buildingIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasAssetForResource(resourceIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasAssetForUnit(unitIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasAssetForBuilding(buildingIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasAssetFor(): boolean;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace GameSummary
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
export function GetDataSetCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `desc`: string
*/
export function GetDataSetDisplayDescription(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function HasDataSetValues(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDataSetName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDataSetValues(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function CoalesceDataSet(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDataSetDisplayName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDataSetVisible(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetDataSetValue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetDataPoints(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetOrCreateDataSet(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function FindDataSet(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetCityObject(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetDataSets(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetObjects(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetOrCreateDataPoint(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetDataPoint(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetLastDataSetValue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function LookupDataSet(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function AdjustDataSetValue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function UpdateDataPoint(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function LookupDataPoint(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function SetRulesetType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetPlayerObject(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function CreateObject(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function SetDataSetValue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function GetRulesetTypes(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
export function FindDataPoint(): void;
}
/**
* **Contexts**: Gameplay, UI
*/
declare namespace serialize
{
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function unpersist(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
export function persist(): void;
}
/**
* **Contexts**: UI
*/
declare namespace UIManager
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function DisablePopupQueue(this: any, unknown: boolean): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetFilePath(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetUICursor(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetControlUnderMouse(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsModal(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function DequeuePopup(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetLastTimeDelta(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function ShowDelayedPopups(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetFontFamilyFromStyle(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetHash(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function PopModal(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetNormalizedMousePos(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Prints a message to UserInterface.log, will be truncated if too long.
*/
export function Log(this: any, message: string): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetRootContexts(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsPopupQueueDisabled(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function PushModal(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMousePos(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SetGlobalInputHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMouseOverControls(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function QueuePopup(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetModalContexts(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetPopupStack(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsGamepadActive(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetMouseOverWorld(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInPopupQueue(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SetClipboardString(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearPopupChangeHandler(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetScreenSizeVal(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetPopupChangeHandler(this: any, ): void;
}
/**
* **Contexts**: UI
*/
declare namespace TouchManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInGesture(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTouchPointCount(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsTouchToolTipDisabled(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGestureDistance(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetToolTipPoint(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function DisableTouchToolTip(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function WasInAnyGesture(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsAnyGestureStarted(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function SetGestureStartDistanceThreshold(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTouchPointMaxDeltaFromStart(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function WasAnyGestureStarted(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTouchPointIDByIndex(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function WasInGesture(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetGestureStartDistanceThreshold(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTouchPointLocation(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsInAnyGesture(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetTouchPointDeltaFromStart(this: any, ): void;
}
/**
* **Contexts**: UI
*/
declare namespace EffectsManager
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function PauseAllEffects(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PlayEffectOneTime(this: any, Control: Control, effect: string, options?: AnyTable): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ResumeAllEffects(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function PlayEffect(this: any, Control: Control, effect: string, options?: AnyTable): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function StopEffect(this: any, Control: Control): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function StopAllEffects(this: any, ): void;
}
/**
* **Contexts**: UI
*/
declare namespace IconManager
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function UpdateIcon(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function FindIconAtlasForType(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function FindIconAtlas(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UpdateIconFromPlayerID(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function FindIconAtlasNearestSize(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function UpdateIconSimple(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetLeaderTooltip(this: any, ): void;
}
/**
* **Contexts**: UI
*/
declare namespace UITutorialManager
{
/**
* **Contexts**: UI
*
* *Action*
*/
export function ShowControlsByID(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function HideControlsByID(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetActiveAlways(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function EnableOverlay(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function GetHash(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function HideAll(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearPersistantInputControls(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function EnableControlsByIdOrTag(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*/
export function IsOverlayEnabled(this: any, ): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsActive(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddControlToAlwaysReceiveInput(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RemoveControlToAlwaysReceiveInput(this: any, ): void;
}
/**
* **Contexts**: UI
*/
declare namespace TTManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsGamepadToolTipOn(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
export function IsTooltipShowing(this: any, ): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `seconds`: number
*/
export function GetToolTipDelay(this: any, ): number;
/**
* **Contexts**: UI
*
* *Action*
*/
export function AddToolTipDisplayCallback(this: any, callbackFunc: Function): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function ClearCurrent(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function GetTypeControlTable(this: any, tooltipName: string, controlTable: AnyTable): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function RemoveToolTipDisplayCallback(this: any, callbackFunc: Function): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetGamepadToolTipOn(this: any, isOn: boolean): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetToolTipDelay(this: any, seconds: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetToolTipString(this: any, ): void;
/**
* **Contexts**: UI
*
* *Action*
*/
export function SetToolTipType(this: any, ): void;
}