civvi-types
Version:
TypeScript declaration files for modding Civ VI using TypeScriptToLua transpiler
13,496 lines • 233 kB
TypeScript
/**
* **Contexts**: Gameplay, UI
*
* In UI context, this is CacheCity.
*/
declare interface City
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanRaze(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeLoyalty(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangePopulation(amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amenityAdvice`: string
*/
GetAmenityAdvice(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheGovernor`: CacheGovernor
*/
GetAssignedGovernor(): CacheGovernor;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetBuildingPotentialYield(buildingHash: number, yieldType: string, whenHasPower: boolean): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `CityBuildings`: CityBuildings
*/
GetBuildings(): CityBuildings;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
GetBuildingYield(buildingIndex: number, yieldID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `BuildQueue`: BuildQueue
*/
GetBuildQueue(): BuildQueue;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Citizens`: Citizens
*/
GetCitizens(): Citizens;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CityAI`: CityAI
*/
GetCityAI(): CityAI;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `componentIDs`: AnyTable
*/
GetComponentID(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CulturalIdentity`: CulturalIdentity
*/
GetCulturalIdentity(): CulturalIdentity;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Culture`: Culture
*/
GetCulture(): Culture;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `districtID`: number
*/
GetDistrictID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Districts`: Districts
*/
GetDistricts(): Districts;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CityGold`: CityGold
*/
GetGold(): CityGold;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `CityGrowth`: CityGrowth
*/
GetGrowth(): CityGrowth;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `advice`: string
*/
GetHousingAdvice(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `cityID`: number
*/
GetID(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Player`: Player
*/
GetJustConqueredFrom(): Player;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `transerType`: CityTransferTypes
*/
GetLastTransferType(): CityTransferTypes;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `name`: string
*/
GetName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Player`: Player
*/
GetOriginalOwner(): Player;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
GetOwnedPlots(): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Player`: Player
*/
GetOwner(): Player;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Player`: Player
*/
GetOwnerBeforeOccupation(): Player;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPopulation(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `CityReligion`: CityReligion
*/
GetReligion(): CityReligion;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Trade`: Trade
*/
GetTrade(): Trade;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `x`: number
*/
GetX(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `y`: number
*/
GetY(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetYield(yieldType: YieldTypes): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `tooltip`: string
*/
GetYieldToolTip(yieldType: YieldTypes): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsCapital(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsOccupied(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsOriginalCapital(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetBuildingFaithPurchaseEnabled(buildingIndex: number, isEnabled: boolean): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetUnitFaithPurchaseEnabled(unitID: number, isEnabled: boolean): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AttachModifierByID(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CityPower`: CityPower
*/
GetPower(): CityPower;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetBuildingFaithPurchaseEnabled(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
GetProperty(key: string): any;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `properties`: AnyTable
*/
GetProperties(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPowerAdvice(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetProperty(key: string, value: any): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `x`: number
* - `y`: number
*/
GetLocation(): LuaMultiReturn<[number, number]>;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `Plot`: Plot
*/
GetPlot(): Plot;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetName(name: string): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
GetUnitFaithPurchaseEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `governors`: AnyTable
*/
GetAllAssignedGovernors(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `loyaltyAdvice`: string
*/
GetLoyaltyAdvice(): string;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheGovernor
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetComponentID(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasPromotion(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetOwner(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
CanAssignToMajorCiv(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNeutralizedTurns(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetIdentityPressure(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetType(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsGovernCityState(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
IsEstablished(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAssignedCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTurnsOnSite(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetName(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface CityBuildings
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `buildings`: AnyTable
*/
GetBuildingsAtLocation(plotID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `tourism`: number
*/
GetBuildingTourismFromGreatWorks(includingReligiousTourism: boolean, buildingIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetBuildingYieldFromGreatWorks(yieldID: number, buildingIndex: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCity(): City;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `creatorName`: string
*/
GetCreatorNameFromIndex(greatWorkID: number): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `greatWorkID`: number
*/
GetGreatWorkInSlot(buildingIndex: number, slotID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `slotType`: number
*/
GetGreatWorkSlotType(buildingIndex: number, slotID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `greatWorkType`: number
*/
GetGreatWorkTypeFromIndex(greatWorkID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumGreatWorkSlots(buildingIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turn`: number
*/
GetTurnFromIndex(greatWorkID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasBuilding(buildingIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsBuildingThemedCorrectly(buildingIndex: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPillaged(buildingIndex: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveBuilding(buildingIndex: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPillaged(buildingIndex: number, isPillaged: boolean): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `maintenanceCost`: number
*/
GetBuildingMaintenance(buildingIndex: boolean): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetBuildingLocation(x: number, y: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `overrideName`: string
*/
GetBuildingNameOverride(buildingIndex: number): string;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `x`: number
* - `y`: number
*/
GetBuildingLocation(): LuaMultiReturn<[number, number]>;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPlayerFromIndex(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface BuildQueue
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddProgress(amount: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanProduce(hash: number, isAble: boolean): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateBuilding(City: City, buildingIndex: number, progress: number, plotID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateDistrict(City: City, districtID: number, progress: number, Plot: Plot): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateIncompleteBuilding(buildingIndex: number, Plot: Plot, progress: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateIncompleteDistrict(districtID: number, Plot: Plot, progress: number): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `buildingIndex`: number
*/
CurrentlyBuilding(): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
FinishProgress(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetBuildingCost(buildingIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `progress`: number
*/
GetBuildingProgress(buildingIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCity(): City;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Plot`: Plot
*/
GetConstructionPlot(hash: number, type: string, componentID: number): Plot;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `constructions`: AnyTable
*/
GetConstructionsAtLocation(plotID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `hash`: number
*/
GetCurrentProductionTypeHash(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `modifier`: number
*/
GetCurrentProductionTypeModifier(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetDistrictCost(districtID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `progress`: number
*/
GetDistrictProgress(districtID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `hash`: number
*/
GetPreviousProductionTypeHash(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetProjectCost(projectID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `progress`: number
*/
GetProjectProgress(projectID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
GetTurnsLeft(componentID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetUnitArmyCost(unitIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetUnitCorpsCost(unitIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetUnitCost(unitIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `progress`: number
*/
GetUnitProgress(unitIndex: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasBeenPlaced(any_districtBuildingHash: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
GetProductionYield(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `length`: number
*/
GetSize(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `entry`: AnyTable
*/
GetAt(position: number): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `districtIndex`: number
*/
RemoveDistrict(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasProductionProgress(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasBuildingProductionProgress(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasBuildingBeenPlaced(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `buildingIndex`: number
*/
RemoveBuilding(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetUnitResourceCost(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `numEntries`: number
*/
GetNumEntriesOfProductionTypeHash(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasDistrictProductionProgress(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetAvailableProductionTypes(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
CheckActiveProduction(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasDistrictBeenPlaced(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface Plot
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanHaveDistrict(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanHaveWonder(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAdjacencyBonusTooltip(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAdjacencyBonusType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAdjacencyYield(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAirUnits(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAppeal(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Area`: Area
*/
GetArea(): Area;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `areaID`: number
*/
GetAreaID(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetContinentType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetDefenseModifier(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDistrictID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetDistrictType(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `MapFeature`: MapFeature
*/
GetFeature(): MapFeature;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetFeatureType(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetImprovementOwner(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetImprovementType(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `plotID`: number
*/
GetIndex(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetMovementCost(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetNationalParkName(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetNearestLandArea(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetNearestLandPlot(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetOwner(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
GetProperty(property: string): any;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetResourceCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetResourceType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetResourceTypeHash(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetRiverCrossingCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetRiverEFlowDirection(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetRiverSEFlowDirection(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetRiverSWFlowDirection(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetRouteType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTerrainType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetUnitCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetWonderType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetWorkerCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `x`: number
*/
GetX(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `y`: number
*/
GetY(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
GetYield(yieldType: YieldTypes): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasFeatureBeenAdded(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAdjacentOwned(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAdjacentPlayer(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAdjacentToArea(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAdjacentToLand(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAdjacentToShallowWater(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAt(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsCanyon(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsChokepoint(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsCity(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsCoastalLand(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsFlatlands(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsFreshWater(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHills(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsImpassable(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsImprovementPillaged(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsInternalOnlyDistrict(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsLake(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsMountain(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNationalPark(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNaturalWonder(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNEOfCliff(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNEOfRiver(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNone(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNWOfCliff(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNWOfRiver(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsOpenGround(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsOwned(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRiver(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRiverAdjacent(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRiverConnection(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRiverCrossing(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRiverCrossingFlowClockwise(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRiverCrossingToPlot(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRiverSide(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRoughGround(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRoute(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRoutePillaged(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsStartingPlot(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsUnit(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsValidFoundLocation(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsWater(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsWOfCliff(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsWOfRiver(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsWonderComplete(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
SetOwner(playerID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetProperty(key: string, value: any): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
SharesAdjacentArea(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `terrainClassIndex`: number
*/
GetTerrainClassType(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `componentIDs`: AnyTable
*/
GetComponentID(): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsShallowWater(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface Citizens
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsDisfavoredYield(yieldType: YieldTypes): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsFavoredYield(yieldType: YieldTypes): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPlotWorked(x: number, y: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `wasSuccess`: boolean
*/
SetFavoredYield(yieldType: YieldTypes, isFavored: boolean): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `yieldType`: YieldTypes
*/
SetDisfavoredYield(): YieldTypes;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
IsYieldDisfavored(yieldType: YieldTypes): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
IsYieldFavored(yieldType: YieldTypes): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CityAI
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `recommendations`: AnyTable
*/
GetBuildRecommendations(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `recommendations`: AnyTable
*/
GetImprovementRecommendationsForBuilder(Unit: Unit): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*/
GetImprovementRecommendations(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CulturalIdentity
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `sources`: AnyTable
*/
GetIdentitySourcesBreakdown(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `conversionOutcome`: IdentityConversionOutcome
*/
GetConversionOutcome(): IdentityConversionOutcome;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `identities`: AnyTable
*/
GetPlayerIdentitiesInCity(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetLoyaltyPerTurn(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetGovernorIdentityPressures(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetPotentialTransferPlayer(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pressureBreakdown`: AnyTable
*/
GetIdentitySourcesDetailedBreakdown(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*/
GetLoyaltyPerTurnStatus(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAlwaysFullyLoyal(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `loyaltyLevel`: number
*/
GetLoyaltyLevel(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `identityPressures`: AnyTable
*/
GetCityIdentityPressures(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `ratio`: number
*/
GetLoyaltyPerTurnFromIdentityPressureRatio(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
GetTurnsToConversion(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetMaxLoyalty(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetLoyalty(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface Culture
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
GetCultureYield(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `currentCulture`: number
*/
GetCurrentCulture(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Plot`: Plot
*/
GetNextPlot(): Plot;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetNextPlotCultureCost(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
GetTurnsUntilExpansion(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCity(): City;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetTourism(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface Districts
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `District`: District
*/
FindID(districtID: number): District;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `District`: District
*/
GetDistrict(districtIndex: number): District;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `x`: number
* - `y`: number
*/
GetDistrictLocation(districtID: number): LuaMultiReturn<[number, number]>;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumAllowedDistrictsRequiringPopulation(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumDistricts(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumZonedDistrictsRequiringPopulation(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasDistrict(districtID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsContaminated(districtID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPillaged(districtID: number, Plot: Plot): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `members`: AnyTable
*/
Members(): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetDistrictByIndex(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveDistrict(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetDistrictAtLocation(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetDistrictPillaged(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetDistrictByType(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetDistrictByID(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetNumDistrictsOfType(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsComplete(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `plotID`: number
*/
GetPrereqDistrictPlotID(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface District
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `slots`: number
*/
GetAirSlots(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `airUnits`: AnyTable
*/
GetAirUnits(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `strength`: number
*/
GetAttackStrength(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `strength`: number
*/
GetBaseDefenseStrength(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCity(): City;
/**
* **Contexts**: UI
*
* *Query*
*/
GetComponentID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `damage`: number
*/
GetDamage(defenseType: DefenseTypes): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `strength`: number
*/
GetDefenseStrength(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `entertainment`: number
*/
GetExtraRegionalEntertainment(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `range`: number
*/
GetExtraRegionalRange(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `districtID`: number
*/
GetID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `damage`: number
*/
GetMaxDamage(defenseType: DefenseTypes): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `Player`: Player
*/
GetOwner(): Player;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `rate`: number
*/
GetReligionHealRate(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `type`: string
*/
GetType(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `x`: number
*/
GetX(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `y`: number
*/
GetY(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
GetYield(yieldType: YieldTypes): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsComplete(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsUnderSiege(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetLocation(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAdjacencyYield(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
CanAttack(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPillaged(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAirUnitCount(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetDamage(defenseType: DefenseTypes, damage: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeDamage(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetProperty(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetProperty(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPillaged(isPillaged: boolean): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*
* In UI context, this is CachePlayer.
*/
declare interface Player
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanUnreadyTurn(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeScoringScenario1(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeScoringScenario2(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeScoringScenario3(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAgendaTypes(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `AiDiplomacy`: AiDiplomacy
*/
GetAi_Diplomacy(): AiDiplomacy;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `AiMilitary`: AiMilitary
*/
GetAi_Military(): AiMilitary;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `AiReligious`: AiReligious
*/
GetAi_Religion(): AiReligious;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCategoryScore(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerCities`: PlayerCities
*/
GetCities(): PlayerCities;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerCulture`: PlayerCulture
*/
GetCulture(): PlayerCulture;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerDiplomacy`: PlayerDiplomacy
*/
GetDiplomacy(): PlayerDiplomacy;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `AiDiplomacy`: AiDiplomacy
*/
GetDiplomaticAI(): AiDiplomacy;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerDistricts`: PlayerDistricts
*/
GetDistricts(): PlayerDistricts;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetEra(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `PlayerEras`: PlayerEras
*/
GetEras(): PlayerEras;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFavor(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFavorPerTurn(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFavorEnteringCongress(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerGovernors`: PlayerGovernors
*/
GetGovernors(): PlayerGovernors;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `AiGrandStrategic`: AiGrandStrategic
*/
GetGrandStrategicAI(): AiGrandStrategic;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerGreatPeoplePoints`: PlayerGreatPeoplePoints
*/
GetGreatPeoplePoints(): PlayerGreatPeoplePoints;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetID(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerImprovements`: PlayerImprovements
*/
GetImprovements(): PlayerImprovements;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerInfluence`: PlayerInfluence
*/
GetInfluence(): PlayerInfluence;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `InfluenceMap`: InfluenceMap
*/
GetInfluenceMap(): InfluenceMap;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
GetProperty(propertyKey: string): any;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerReligion`: PlayerReligion
*/
GetReligion(): PlayerReligion;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerResources`: PlayerResources
*/
GetResources(): PlayerResources;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetScore(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetScoringScenario1(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetScoringScenario2(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetScoringScenario3(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetStartingPlot(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerStats`: PlayerStats
*/
GetStats(): PlayerStats;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `teamID`: number
*/
GetTeam(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerTechs`: PlayerTechs
*/
GetTechs(): PlayerTechs;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerTrade`: PlayerTrade
*/
GetTrade(): PlayerTrade;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerTreasury`: PlayerTreasury
*/
GetTreasury(): PlayerTreasury;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerUnits`: PlayerUnits
*/
GetUnits(): PlayerUnits;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `PlayerWMDs`: PlayerWMDs
*/
GetWMDs(): PlayerWMDs;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
GrantYield(yieldIndex: number, amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAI(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAlive(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsBarbarian(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsFreeCities(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHuman(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsInitialized(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsMajor(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsTurnActive(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsTurnActiveComplete(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetProperty(property: string, value: any): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetScoringScenario(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetScoringScenario1(followers: number): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
SetScoringScenario2(cities: number): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
SetScoringScenario3(faith: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetStartingPlot(Plot: Plot): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
WasEverAlive(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `componentID`: AnyTable
*/
GetComponentID(): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AttachModifierByID(modifier: string): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
GrantWMDs(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `details`: string
*/
GetFavorPerTurnToolTip(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `agendaTypes`: AnyTable
*/
GetAgendasAndVisibilities(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsMinor(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `properties`: AnyTable
*/
GetProperties(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `loyalty`: number
*/
GetCivilianLoyalty(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CityGold
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetPlotPurchaseCost(plotID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetPurchaseCost(yieldID: number, any_DistrictUnitBuildingHash: number, formationType: MilitaryFormationTypes): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsBuildingFaithPurchaseEnabled(buildingHash: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsUnitFaithPurchaseEnabled(unitHash: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPlaceUnit(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface CityGrowth
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenities(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromCivics(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromEntertainment(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromGreatPeople(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromLuxuries(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromNationalParks(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromReligion(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromStartingEra(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesLostFromBankruptcy(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesLostFromWarWeariness(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesNeeded(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFood(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFoodSurplus(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetGrowthThreshold(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHappiness(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHappinessGrowthModifier(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHappinessNonFoodYieldModifier(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousing(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingFromBuildings(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingFromCivics(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingFromDistricts(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingFromGreatPeople(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingFromImprovements(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingFromStartingEra(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingFromWater(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingGrowthModifier(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetOccupationGrowthModifier(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetOtherGrowthModifier(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetOverallGrowthModifier(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetTurnsUntilGrowth(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetTurnsUntilStarvation(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromCityStates(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetHousingFromGreatWorks(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetLoyaltyGrowthModifier(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromTraits(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromNaturalWonders(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCity(): City;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromImprovements(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromDistricts(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAmenitiesFromGovernors(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface CityReligion
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddReligiousPressure(unknown: number, religionID: number, pressure: number, majorPlayerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `pantheonID`: number
*/
GetActivePantheon(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `religionID`: number
*/
GetMajorityReligion(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `followerCount`: number
*/
GetNumFollowers(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pressure`: number
*/
GetPressureFromCity(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `religions`: AnyTable
*/
GetReligionsInCity(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pressure`: number
*/
GetTotalPressureOnCity(religionID: number): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetAllCityToReligion(religionID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddOneFollower(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveOtherReligions(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemovePressureOneReligion(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNextReligion(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTurnsToNextReligion(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetReligiousPressureSources(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCity(): City;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface Trade
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `routes`: AnyTable
*/
GetIncomingRoutes(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `routes`: AnyTable
*/
GetOutgoingRoutes(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasActiveTradingPost(Player: Player): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasInactiveTradingPost(Player: Player): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCity(): City;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasTradeRouteFrom(playerID: number): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CityPower
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFreePower(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `breakdown`: AnyTable
*/
GetFreePowerSources(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `breakdown`: AnyTable
*/
GetGeneratedPowerSources(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetMissingPower(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
GetPlotsCoveredByRegionalPower(): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
GetPlotsProvidingPower(): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetRequiredPower(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `breakdown`: AnyTable
*/
GetRequiredPowerSources(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetTemporaryPower(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `breakdown`: AnyTable
*/
GetTemporaryPowerSources(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsFullyPowered(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsFullyPoweredByActiveProject(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*
* Instance of a free city, unused by Firaxis.
*/
declare interface FreeCities
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `freeCityID`: number
*/
GetIndex(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `location`: {x: number, y: number}
*/
GetLocation(): {x: number, y: number};
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `x`: number
*/
GetX(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `y`: number
*/
GetY(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `Plot`: Plot
*/
GetPlot(): Plot;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetUrbanDefenses(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface DiplomacyDeal
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsDemand(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetOtherPlayerID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `DiplomacyDealItem`: DiplomacyDealItem
*/
FindItemByType(itemType: DealItemTypes, agreementType: DealAgreementTypes): DiplomacyDealItem;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `DiplomacyDealItem`: DiplomacyDealItem
*/
FindItemByValueType(itemType: DealItemTypes, dealSubType: DealItemSubTypes, valueType: number, playerID: number): DiplomacyDealItem;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
RemoveItemByID(itemID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
AddItemOfType(itemType: DealItemTypes, playerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetPlayer1ID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsGift(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetItemCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `diplomacyDealItems`: DiplomacyDealItem[]
*/
FindItemsByValueType(): DiplomacyDealItem[];
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetUnacceptableItem(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
ClearItemsByValue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsValid(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
FindItemsByType(itemType: DealItemTypes, dealSubType: DealItemSubTypes, playerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
ClearItemsByType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetUnacceptableItemByID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
Items(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
Validate(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetPlayer2ID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetItemParent(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasUnacceptableItems(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
RemoveItem(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
FindItemByID(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface DiplomacyDealItem
{
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetToPlayerID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetEndTurn(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetValueType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasPossibleAmounts(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetAmount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetLocked(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetParameterValue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetToPlayerID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetParentID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
HasPossibleDurations(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetParameterValue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetSubType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetMaxAmount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsChild(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetDuration(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetValueTypeNameID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
SetFromPlayerID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetSubTypeID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetValueType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsValid(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsLocked(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetEnactedTurn(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetValueCategory(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetAmount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetDuration(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsUnacceptable(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetFromPlayerID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetMinAmount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetSubTypeNameID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasPossibleValues(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetSubType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetValueTypeID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
SetPlayerIDs(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetPlayerIDs(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsExpired(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface Barbarians
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateTribeOfType(tribeID: number, plotID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateTribeUnits(tribeID: number, unitClass: string, amount: number, plotID: number, withinHexDistance: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
StartOperationWithCityTarget(tribeID: number, behaviorTrees_TreeName: string, targetPlayerID: number, targetCityID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateSpecificTribe(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetTribeInciteCost(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeInciteTargets(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeConversionPoints(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeBribeTurnsRemaining(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeInciteTargetPlayer(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeConversionPercent(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeIndexAtLocation(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeNameType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeRansomUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeConversionPointsRequired(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeConversionDisabledHelp(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTribeCampLocation(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsClanExcludeUnitType(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetTribeInciteSourcePlayer(tribeID: number): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface GameEras
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Does not work in base game.
*
* Returns:
* - `era`: number
*/
GetCurrentEra(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turn`: number
*/
GetCurrentEraMinimumEndTurn(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turn`: number
*/
GetCurrentEraMaximumEndTurn(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turn`: number
*/
GetCurrentEraStartTurn(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `era`: number
*/
GetFinalEra(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turn`: number
*/
GetNextEraCountdown(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlayerCurrentScore(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlayerNumAllowedCommemorations(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasDarkAge(playerID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasGoldenAge(playerID: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangePlayerEraScore(playerID: number, amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlayerGoldenAgeThreshold(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `thresholdBreakdown`: AnyTable
*/
GetPlayerDarkAgeThresholdBreakdown(playerID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlayerPreviousDarkAgeThreshold(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlayerDarkAgeThreshold(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPlayerAlwaysAllowedCommemorationQuest(playerID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `thresholdBreakdown`: AnyTable
*/
GetPlayerGoldenAgeThresholdBreakdown(playerID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetCurrentEraNumPlayersAsOrLessAdvanced(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetCurrentEraNumPlayersMoreAdvanced(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlayerPreviousScore(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasHeroicGoldenAge(playerID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `commemorationTypes`: number[]
*/
GetPlayerCommemorateChoices(playerID: number): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `eraScoreBreakdown`: AnyTable
*/
GetPlayerPreviousEraScoreBreakdown(playerID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `commemorationTypes`: number[]
*/
GetPlayerActiveCommemorations(playerID: number): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlayerPreviousGoldenAgeThreshold(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlayerThresholdBaseline(playerID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPlayerComplimentChoices(playerID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `eraScoreBreakdown`: AnyTable
*/
GetPlayerCurrentEraScoreBreakdown(playerID: number): AnyTable;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface FalloutManager
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddFallout(plotID: number, turns: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasFallout(plotID: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveFallout(plotID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - boolean
*/
SetFalloutPreventsWork(plotID: number, allow: boolean): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetFalloutTurnsRemaining(plotID: number, turns: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
GetFalloutTurnsRemaining(plotID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetReactorCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
GetFalloutPreventsWork(plotID: number): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `damage`: number
*/
GetFalloutDamageOverride(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `reactorInfo`: AnyTable
*/
GetReactorByIndex(reactorID: number): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetFalloutDamageOverride(damage: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `age`: number
*/
GetReactorAge(City: City): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `threshold`: number
*/
GetReactorAccidentThreshold(City: City): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface GameDiplomacy
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `benefits`: string
*/
GetAllianceBenefitsString(allianceID: number, allianceLevel: number, unknown: boolean): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
GetDenounceTimeLimit(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
GetMinPeaceDuration(): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetAlliesShareVisFlag(doesShare: boolean): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `logEntries`: AnyTable[]
*/
GetGrievanceLogEntries(player1ID: number, player2ID: number): AnyTable[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetGrievanceChangeTooltip(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetGrievanceChangePerTurn(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface GameGreatPeople
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
GrantPerson(greatPersonIndividual_Hash: number, greatPersonClass_Hash: number, era_Hash: number, cost: number, playerID: number, unknown: boolean): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `timeline`: AnyTable
*/
GetTimeline(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `earnCondText`: string
*/
GetEarnConditionsText(playerID: number, greatPersonIndividualType: string): string;
/**
* **Contexts**: UI
*
* *Query*
*/
CountPeopleReceivedByPlayer(classIndex: number, playerID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanRejectPerson(playerID: number, greatPersonIndividualType: string): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `GPPCost`: number
*/
GetRecruitCost(playerID: number, greatPersonIndividualType: string): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `GPPCost`: number
*/
GetRejectCost(playerID: number, greatPersonIndividualType: string): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `timeline`: AnyTable
*/
GetPastTimeline(): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `cost`: number
*/
GetPatronizeCost(playerID: number, greatPersonIndividualType: string, yieldType: YieldTypes): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanRecruitPerson(playerID: number, greatPersonIndividualType: string): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPatronizePerson(playerID: number, greatPersonIndividualType: string, yieldType: YieldTypes): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RecruitPerson(playerID: number, greatPersonIndividualType: string): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreatePerson(playerID: number, greatPersonIndividualType: string, mapX: number, mapY: number): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsClassAvailable(greatPersonClassIndex: number): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface QuestsManager
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetActiveQuestDescription(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetActiveQuestName(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetActiveQuestReward(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasActiveQuestFromPlayer(playerID: number, minorID: number, questType: string): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface GameReligion
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddBelief(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
FoundPantheon(playerID: number, beliefID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
FoundReligion(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetName(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetReligions(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddBeliefHash(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsInSomePantheon(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddBuilding(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsTooManyForReligion(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
HasBeenFounded(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsInSomeReligion(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
HasBeliefEachType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsNewTypeForReligion(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
FoundPantheonHash(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetMinimumFaithNextPantheon(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface TradeManager
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateDestinationYieldFromAttachingResource(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateDestinationYieldFromModifiers(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number, yieldIndex: number, resourceIndex: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateDestinationYieldFromPath(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number, yieldIndex: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateDestinationYieldFromPotentialRoute(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number, yieldIndex: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateOriginYieldFromAttachingResource(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateOriginYieldFromModifiers(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number, yieldIndex: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateOriginYieldFromPath(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number, yieldIndex: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateOriginYieldFromPotentialRoute(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number, yieldIndex: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateYieldFromIncomingRoutes(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
CalculateYieldFromOutgoingRoutes(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanStartRoute(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number, unknown: boolean): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanStartRouteWithResource(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yields`: AnyTable
*/
CalculateOriginYieldsFromPotentialRoute(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yields`: AnyTable
*/
CalculateDestinationYieldsFromPath(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
CalculateDestinationYieldsFromAttachingResource(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yields`: AnyTable
*/
CalculateOriginYieldsFromModifiers(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yields`: AnyTable
*/
CalculateDestinationYieldsFromPotentialRoute(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
* - `portalEntrances`: AnyTable
* - `portalExits`: AnyTable
*/
GetTradeRoutePath(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): LuaMultiReturn<[Plot[], AnyTable, AnyTable]>;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
CalculateOriginYieldsFromAttachingResource(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yields`: AnyTable
*/
CalculateOriginYieldsFromPath(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): AnyTable;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `yields`: AnyTable
*/
CalculateDestinationYieldsFromModifiers(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pressure`: number
*/
CalculateDestinationReligiousPressureFromPotentialRoute(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRouteAllowed(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pressure`: number
*/
CalculateOriginReligiousPressureFromPotentialRoute(originCityPlayerID: number, originCityID: number, toCityPlayerID: number, toCityID: number): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheCongressManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `costData`: AnyTable
*/
GetVotesandFavorCost(playerID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsInSession(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `congressMeetingData`: AnyTable
*/
GetMeetingStatus(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `resolutions`: AnyTable
*/
GetResolutions(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*/
GetEmergencies(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPreviousVotesOnResolution(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetReview(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTurnsUntilSpecialSessionAllowed(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetProposals(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface GameHeroesManager
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateHero(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHeroDiscovered(playerID: number, heroClassIndex: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetHeroDiscovered(playerID: number, heroClassIndex: number, isDiscovered: boolean): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
PlayerDiscoverNextHero(playerID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cityID`: number
*/
GetHeroOriginCityID(heroClassIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `heroClassIndex`: number
*/
GetUnitHeroClass(unitIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetHeroClaimPlayer(heroClassIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `charges`: number
*/
GetHeroClassBaseCharges(heroClassIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `buildingIndex`: number
*/
GetPlayerHeroOriginBuildingType(playerID: number): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheGameTechs
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `techNodes`: AnyTable
*/
GetActiveTechNodes(): AnyTable;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheGameHistoryManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasPrideMoments(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetMomentCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `moments`: AnyTable
*/
GetAllMomentsData(playerID: number, interestLevel: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `momentData`: AnyTable
*/
GetMomentData(momentID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `momentType`: string
*/
GetMomentType(momentID: number): string;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - `path`: string
* - `fileName`: string
*/
WritePrideMomentInfo(): LuaMultiReturn<[string, string]>;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheGameEconomicManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsResourceMonopoly(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `corporations`: AnyTable
*/
GetPlayerCorporations(playerID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasIndustry(playerID: number, resourceIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanHaveIndustry(playerID: number, resourceIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `corpName`: string
*/
GetCorporationName(playerID: number, resourceIndex: number): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `industries`: AnyTable
*/
GetPlayerIndustries(playerID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasCorporation(playerID: number, resourceIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasCorporationOf(playerID: number, resourceIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumControlledResources(playerID: number, resourceIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasIndustryOf(playerID: number, resourceIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetResourceMonopolyPlayer(resourceIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*/
CanHaveCorporation(playerID: number, resourceIndex: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `resources`: AnyTable
*/
GetMapResources(): AnyTable;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheEmergencyManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `emergencyInfo`: AnyTable
*/
GetSingleEmergency(targetPlayerID: number, emergencyIndex: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `emergencies`: AnyTable
*/
GetEmergencyInfoTable(targetPlayerID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `emergencyInfo`: AnyTable
*/
GetNextBlockingEmergency(targetPlayerID: number): AnyTable;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheGameNationalParks
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNationalPark(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
GetPossibleParkTiles(playerID: number): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `name`: string
*/
GetNationalParkName(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `nationalParks`: AnyTable
*/
EnumerateNationalParks(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `nationalParkInfo`: AnyTable
*/
GetAtLocation(x: number, y: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `nationalParkInfo`: AnyTable
*/
GetAtIndex(plotID: number): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetCount(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheGameGossipManager
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `gossipStrings`: AnyTable
*/
GetRecentVisibleGossipStrings(earliestTurn: number, player1ID: number, player2ID: number): AnyTable;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheGameCulture
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `civicNodes`: AnyTable
*/
GetActiveCivicNodes(): AnyTable;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CityPlots
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetPurchasedByCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPurchasedByCityID(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[] — Every plot owned by a city
*/
GetPurchasedPlots(City: City): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[] — Every visible plot owned by a city
*/
GetVisiblePurchasedPlots(City: City): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*/
GetWorkingCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetWorkingCityID(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface Notification
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetTarget(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsVisibleInUI(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetAddedTurn(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsExpired(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetPlayerID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsDismissed(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetSummary(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsTargetValid(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetMessage(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetLocation(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Action*
*/
Activate(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsIconDisplayable(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetValue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsAutoNotify(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsNeeded(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
CanUserDismiss(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetTypeName(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsValidForPhase(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetGroup(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetEndTurnBlocking(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetSeverity(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
AutoExpires(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetExpireTurn(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetIconName(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
IsLocationValid(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerConfiguration
{
/**
* **Contexts**: UI
*
* *Action*
*/
DeleteMapPin(pinID: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `desc`: string
*/
GetCivilizationDescription(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `levelType`: CivilizationLevelTypes
*/
GetCivilizationLevelTypeID(): CivilizationLevelTypes;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `civilizationLevelTypeName`: string
*/
GetCivilizationLevelTypeName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `shortDesc`: string
*/
GetCivilizationShortDescription(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `civilizationIndex`: number
*/
GetCivilizationTypeID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `civilizationName`: string
*/
GetCivilizationTypeName(): string;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `color`: number
*/
GetColor(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `difficultyHash`: number
*/
GetHandicapTypeID(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `password`: string
*/
GetHotseatPassword(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `name`: string
*/
GetLeaderName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `leaderIndex`: number
*/
GetLeaderTypeID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `leaderTypeName`: string
*/
GetLeaderTypeName(): string;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - `MapPinConfiguration`: MapPinConfiguration
*/
GetMapPin(x: number, y: number): MapPinConfiguration;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `MapPinConfiguration`: MapPinConfiguration
*/
GetMapPinID(pinID: number): MapPinConfiguration;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pins`: MapPinConfiguration[]
*/
GetMapPins(): MapPinConfiguration[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
GetModReady(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `steamID`: number
*/
GetNetworkIdentifer(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `nickName`: string
*/
GetNickName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `civName`: string
*/
GetPlayerName(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
GetReady(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `leaderName`: string
*/
GetSlotName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `slotStatus`: SlotStatus
*/
GetSlotStatus(): SlotStatus;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `location`: {x: number, y: number}
*/
GetStartingPosition(): {x: number, y: number};
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `teamID`: number
*/
GetTeam(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `teamName`: string
*/
GetTeamName(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
GetValue(config: string): any;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
GetWantsPause(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAI(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAlive(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAvailable(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHidden(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHuman(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsInUse(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsLocked(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsObserver(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsParticipant(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPossibleParticipant(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
SetHandicapTypeID(difficultyHash: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetHidden(isHidden: boolean): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetHotseatName(hotseatPlayerName: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetHotseatPassword(password: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetLeaderName(name: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetLeaderTypeName(leaderTypeName: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetLocked(isLocked: boolean): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetMajorCiv(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetReady(isReady: boolean): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetSlotStatus(slotStatus: SlotStatus): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetTeam(teamID: number): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetValue(config: string, value: any): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetWantsPause(wantsPause: boolean): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetCivilizationTypeName(civilizationName: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetLeaderRandomPoolID(randomPoolType: LeaderRandomPoolTypes): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHumanRequired(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `randomPoolType`: LeaderRandomPoolTypes
*/
GetLeaderRandomPoolID(): LeaderRandomPoolTypes;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*
* Instance of a map pin.
*/
declare interface MapPinConfiguration
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `iconName`: string
*/
GetIconName(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `y`: number
*/
GetHexY(): number;
/**
* **Contexts**: UI
*
* *Action*
*/
SetVisibility(chatTargetType: ChatTargetTypes): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetIconName(iconName: string): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `x`: number
*/
GetHexX(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPrivate(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsVisible(playerID: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `chatTargetType`: ChatTargetTypes
*/
GetVisibility(): ChatTargetTypes;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetPlayerID(): number;
/**
* **Contexts**: UI
*
* *Action*
*/
SetName(name: string): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pinID`: number
*/
GetID(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `name`: string
*/
GetName(): string;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface AiDiplomacy
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AdjustBaseDiplomacy(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDiplomaticModifiers(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDiplomaticScore(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetDiplomaticState(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetTradeWithHuman(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetTradeWithHuman(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
GetTrustFrom(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDiplomaticStateIndex(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDealItemDesirabilityString(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDealItemDesirability(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTrustString(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetThreatFrom(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetThreatString(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface AiMilitary
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddUnitToScriptedOperation(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AllowUnitConstruction(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
CanConstructUnits(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
HasOperationAgainst(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
PrepareForWarWith(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ScriptForceUpdateTargets(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetRival(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetScriptedOperationReady(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetScriptedTargetAndRally(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
StartScriptedOperation(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
StartScriptedOperationWithTargetAndRally(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface AiReligious
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetFavoredReligion(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerCities
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Create(x: number, y: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Destroy(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
FindID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCapitalCity(): City;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetFirstRangedAttackCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNextCapturedCity(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
Members(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
IsCityWithinRange(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNextRebelledCity(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
FindClosest(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsValidFoundLocation(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetOriginalCapitalCity(): City;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerCulture
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanChangeGovernment(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanChangeGovernmentAtAll(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanProgress(civicIndex: number): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanSlotPolicy(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanTriggerBoost(civicIndex: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeCurrentCulturalProgress(amount: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CivicCompletedThisTurn(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CivicUnlocksGovernment(civicInfo: AnyTable): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
GetAnarchyTurns(governmentIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAutoThemedBuilding(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetCivicCompletedThisTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCivicPath(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCivicQueue(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCostToUnlockPolicies(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCulturalProgress(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetCultureCost(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetCultureYield(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCultureYieldToolTip(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCurrentGovernment(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetEnactPolicyCost(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetExtraTradeRouteTourismModifier(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetFlatBonus(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetIncrementingBonus(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetIncrementingBonusIncrement(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetIncrementingBonusInterval(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetIncrementingBonusTurnsUntilNext(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetLifetimeCulture(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumPoliciesUnlocked(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetNumPolicySlots(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumPolicySlotsOpen(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetPolicyToUnlock(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetProgressingCivic(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetSlotPolicy(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetSlotType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetStaycationers(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTourismAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTourismTooltipAt(plotID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTouristsAt(plotID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTouristsFrom(plotID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTouristsFromTooltip(playerID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTouristsTo(playerID: number): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTurnsLeft(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetTurnsLeftOnCurrentCivic(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTurnsToProgressCivic(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GovernmentChangeConsidered(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GovernmentChangeMade(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasBoostBeenTriggered(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasCivic(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsGovernmentUnlocked(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsInAnarchy(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPolicyObsolete(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPolicyUnlocked(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
PolicyChangeMade(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RequestChangeGovernment(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RequestClearSlot(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RequestEnactPolicy(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RequestPolicyChanges(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ReverseBoost(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetCivic(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetCivicCompletedThisTurn(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetCulturalProgress(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetCurrentGovernment(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetGovernmentChangeConsidered(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
TriggerBoost(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
UnlockGovernment(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
UnlockPolicy(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetProgressingCivic(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsDominantOver(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ClearPolicySlot(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPolicyActive(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Reset(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
GetTurnsUntilVictory(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPolicyBeSlotted(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAutoThemedEligible(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAnarchyEndTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTurnsUntilDominant(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsCivicRevealed(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsEverAutoThemable(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetGreatWorksInCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPolicyBanned(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerDiplomacy
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanDeclareWarOn(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanMakePeaceWith(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
ComputeCityWarmongerPoints(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
ComputeDOWWarmongerPoints(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
ComputeResearchAgreementTurns(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
DeclareWarOn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAllianceLevel(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAlliancePointsPerTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAllianceTurnsThisLevel(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAllianceTurnsToNextLevel(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAllianceTurnsUntilExpiration(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAllianceType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAtWarChangeTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDenounceTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDiplomaticActionCost(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetMetTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNextEscapingSpyID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNextPursuedSpyID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNthCapturedSpy(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNthOffMapSpy(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumPlayersMet(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumSpiesCaptured(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumSpiesOffMap(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPlayersMet(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPlayersMetIDs(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResearchAgreementTech(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetSourceTurnsRemaining(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetSpyCapacity(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetVisibilityOn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetWarmongerLevel(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasAllied(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasDefensivePact(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasDelegationAt(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasEmbassyAt(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasMet(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasOpenBordersFrom(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAtWarWith(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAtWarWithHumans(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsDiplomaticActionValid(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsFightingAnyJointWarWith(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsFightingJointWarAgainst(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsVisibilitySourceActive(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RecheckVisibilityOnAll(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SendKudoTo(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SendWarningTo(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetHasAllied(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetHasDelegationAt(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetHasEmbassyAt(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetHasMet(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPermanentAlliance(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetVisibilityOn(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanLiberateCityTo(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetRecentMissions(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetGrievancesAgainst(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
CalcFavorPerTurnFromAlliances(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetMission(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetDeclaredFriendshipTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPromiseMade(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAlliancePointsTooltip(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
NeverMakePeaceWith(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
RecheckVisibilityOn(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
MakePeaceWith(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetHasDeclaredFriendship(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasDeclaredFriendship(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFavorPerTurn(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
ChangeFavor(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFavor(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerDistricts
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
FindID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
Members(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface PlayerEras
{
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetEra(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetEra(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetStartingEra(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerGovernors
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanAppoint(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPromote(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeGovernorPoints(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAssignedCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAssignedGovernor(City: City): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetGovernorList(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetGovernorPoints(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetGovernorPointsSpent(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTurnsToEstablish(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasGovernor(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasTitleBeenConsidered(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
SetTitleConsidered(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
CanAppointGovernor(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `secretSocietyIndex`: number
*/
GetSecretSociety(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
CanEverAppointGovernor(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsGovernorEstablished(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPromoteGovernor(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanAssignGovernor(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAwareOfSecretSociety(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetBaseTurnsUntilEstablished(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheGovernor`: CacheGovernor
*/
GetGovernor(governorHash: number): CacheGovernor;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanEarnPromotion(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface AiGrandStrategic
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetCivicsRecommendations(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTechRecommendations(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetSettlementRecommendations(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerGreatPeoplePoints
{
/**
* **Contexts**: Gameplay
*
* *Query*
*/
CalculatePointsPerTurn(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangePointsTotal(greatPersonClassIndex: number, amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPointsPerTurn(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPointsTotal(greatPersonClassIndex: number): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPointsTotal(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
IsNoPatronageWith(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface PlayerImprovements
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetImprovementPlots(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerInfluence
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
CanGiveInfluence(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
CanGiveTokensToPlayer(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
CanLevyMilitary(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
CanReceiveInfluence(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeTokensToGive(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetLevyMilitaryCost(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetLevyTurnCounter(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetLevyTurnLimit(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetMostTokensReceived(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetPointsEarned(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetPointsPerTurn(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetPointsThreshold(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetSuzerain(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetTokensPerThreshold(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetTokensReceived(playerID: number): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetTokensToGive(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
GiveFreeTokenToPlayer(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
IsGivingTokensConsidered(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
IsSuzerainUniqueBonusDisabled(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetGivingTokensConsidered(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface InfluenceMap
{
/**
* **Contexts**: UI
*
* *Query*
*/
Find(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerReligion
{
/**
* **Contexts**: UI
*
* *Query*
*/
CanAfford(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
CanCreatePantheon(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeFaithBalance(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeNumBeliefsEarned(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetFaithBalance(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetFaithYield(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetFaithYieldToolTip(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetHolyCityID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumBeliefsEarned(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetPantheon(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetReligionInMajorityOfCities(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetReligionTypeCreated(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
HasLaunchedInquisition(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
HasReligiousFoundingUnit(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetFaithBalance(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetHolyCity(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerResources
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetBonusResourcePerTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetExportedResourceAmount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetPowerResourceDemandPerTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetReservedResourceAmount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResourceAccumulationPerTurn(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetResourceAmount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResourceStockpileCap(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetUnitResourceDemandPerTurn(resourceIndex: number): number;
/**
* **Contexts**: UI
*
* *Query*
*/
HasExportedResource(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
HasResource(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
IsResourceExtractableAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
IsResourceVisible(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResourcesExtractedByCity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCityResourceAllocations(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
IsResourceBanned(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResourceImportPerTurn(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResourceAllocationCities(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeResourceAmount(resourceIndex: number, amount: number): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerStats
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetMilitaryStrength(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumBeliefsInReligion(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumCitiesFollowingReligion(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumDistrictsFollowingReligion(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumFollowers(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumForeignCitiesFollowingReligion(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumForeignFollowers(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumMyCitiesFollowingSpecificReligion(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumProjectsAdvanced(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumTechsResearched(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetTourism(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTourismToolTip(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
UpdateMaxMeleeStrengthTrained(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetScienceVictoryPointsTotalNeeded(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
GetHasRevivedPlayer(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetScienceVictoryPoints(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumCivicsCompleted(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumBuildingsOfType(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetDiplomaticVictoryPointsTooltip(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetDiplomaticVictoryPoints(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetScienceVictoryPointsPerTurn(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetMilitaryStrengthWithoutTreasury(): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
UpdateMaxBombardStrengthTrained(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
UpdateMaxRangedStrengthTrained(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetNumCitiesFollowingReligionWithWonder(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeScienceVictoryPoints(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerTechs
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanResearch(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanTriggerBoost(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeCurrentResearchProgress(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetResearchCost(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetResearchingTech(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResearchPath(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetResearchProgress(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResearchQueue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetScienceYield(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetScienceYieldToolTip(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetTurnsLeft(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetTurnsToResearch(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasBoostBeenTriggered(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasTech(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsResearchingTech(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
ResearchQueue(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
ResearchQueueAux(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ReverseBoost(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetResearchingTech(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetResearchProgress(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetTech(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
TriggerBoost(): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - boolean
*/
IsTechRevealed(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerTrade
{
/**
* **Contexts**: Gameplay
*
* *Query*
*/
CountOutgoingRoutes(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetLandRangeRefuel(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumOutgoingRoutes(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetOutgoingRouteCapacity(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetWaterRangeRefuel(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
CalcFavorPerTurnFromTradePartners(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetInternationalYieldModifier(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerTreasury
{
/**
* **Contexts**: UI
*
* *Query*
*/
CanAfford(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeGoldBalance(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetBuildingMaintenance(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetDistrictMaintenance(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetGoldBalance(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetGoldYield(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetGoldYieldToolTip(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetTotalMaintenance(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTotalMaintenanceToolTip(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetUnitMaintenance(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetWMDMaintenance(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetGoldBalance(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeGoldBalanceByPercentage(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetMaintDiscountPerUnit(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerUnits
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Create(unitID: number, x: number, y: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Destroy(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
FindID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetFirstReadyUnit(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNextExtractingArchaeologist(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
Members(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetBuildDisabled(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RecomputeAllCosts(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RecomputeCost(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `info`: {NeedsAttention: number, Total: number, Automated: number, CanMove: number}
*/
GetProcessingState(): {NeedsAttention: number, Total: number, Automated: number, CanMove: number};
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsBuildDisabled(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerWMDs
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanDeployWMD(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetWeaponCount(): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeWeaponCount(amount: number): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface PlayerVisibility
{
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetVisibilityCount(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RevealAllPlots(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddOutgoingVisibility(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsVisible(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRevealed(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetState(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveOutgoingVisibility(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeVisibilityCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetLayerValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsUnitVisible(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNumRevealedHexes(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface Area
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `areaID`: number
*/
GetID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetImprovementCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlotCount(): number;
/**
* **Contexts**: UI
*
* *Query*
*/
GetResourceCount(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetRiverEdgeCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetTotalImprovements(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTotalNaturalWonders(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTotalResources(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasNoFlatCoast(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsCanyons(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsMountains(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNone(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsWater(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `boundaries`: {NorthEdge: number, WestEdge: number, SouthEdge: number, EastEdge: number}
*/
GetBoundaries(): {NorthEdge: number, WestEdge: number, SouthEdge: number, EastEdge: number};
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface MapFeature
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetDirection(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
GetPlots(): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetType(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface Territory
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `name`: string
*/
GetName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `centerX`: number
* - `centerY`: number
*/
GetCentroid(): LuaMultiReturn<[number, number]>;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsSea(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsLake(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `terrainClassIndex`: number
*/
GetTerrainClass(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `territoryID`: number
*/
GetID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetTotalNaturalWonders(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetRiverEdgeCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetPlotCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetBoundaries(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetTotalFeatures(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNone(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetName(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetFeatureCount(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*
* In UI context, this is CacheUnit.
*/
declare interface Unit
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeDamage(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeExtraMoves(amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAirSlots(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `hasAirUnits`: boolean
* - `amount`: number
*/
GetAirUnits(): LuaMultiReturn<[boolean, number]>;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAntiAirCombat(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `cityID`: number
*/
GetArchaeologyHomeCity(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAttacksRemaining(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `tribeID`: number
*/
GetBarbarianTribeIndex(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetBombardCombat(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetBuildCharges(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetCombat(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetDamage(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `UnitExperience`: UnitExperience
*/
GetExperience(): UnitExperience;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `moves`: number
*/
GetExtraMoves(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetFormationClass(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetFormationID(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `moves`: number
*/
GetFormationMaxMoves(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `moves`: number
*/
GetFormationMovesRemaining(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetFormationUnitCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `turns`: number
*/
GetFortifyTurns(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `UnitGreatPerson`: UnitGreatPerson
*/
GetGreatPerson(): UnitGreatPerson;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `greatWorkID`: number
*/
GetGreatWorkIndex(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `unitID`: number
*/
GetID(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plotX`: number
* - `plotY`: number
*/
GetLocation(): LuaMultiReturn<[number, number]>;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `lootName`: string
*/
GetLootName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `maxDamage`: number
*/
GetMaxDamage(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `maxMoves`: number
*/
GetMaxMoves(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `formationType`: MilitaryFormationTypes
*/
GetMilitaryFormation(): MilitaryFormationTypes;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `movementMoves`: number
*/
GetMovementMovesRemaining(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `moves`: number
*/
GetMovesRemaining(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `unitName`: string
*/
GetName(): string;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetOperationParameter(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `operationType`: UnitOperationTypes
*/
GetOperationType(): UnitOperationTypes;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetOriginalOwner(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetOwner(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `value`: any
*/
GetProperty(property: string): any;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `pursuingSpyName`: string
*/
GetPursuingSpyName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `range`: number
*/
GetRange(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `rangedCombatStrength`: number
*/
GetRangedCombat(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `UnitReligion`: UnitReligion
*/
GetReligion(): UnitReligion;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `religionID`: number
*/
GetReligionType(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetReligiousStrength(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetSpreadCharges(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `operationType`: UnitOperationTypes
*/
GetSpyOperation(): UnitOperationTypes;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `turnsRemaining`: number
*/
GetSpyOperationEndTurn(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `unitIndex`: number
*/
GetType(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `unitType`: string
*/
GetUnitType(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `upgradeCost`: number
*/
GetUpgradeCost(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `x`: number
*/
GetX(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `y`: number
*/
GetY(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasHiddenVisibility(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasMovedIntoZOC(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasPendingOperations(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IgnoresZOC(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAutomated(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsCannotAttack(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsDead(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsDelayedDeath(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsEmbarked(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHuman(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsReadyToAutomate(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsReadyToMove(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsReadyToSelect(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetDamage(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetFortifyTurns(amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plotID`: number
*/
GetPlotId(): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeMovesRemaining(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeActionCharges(amount: number): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `playerID`: number
*/
GetBarbarianTargetPlayer(): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetMilitaryFormation(formationType: MilitaryFormationTypes): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheUnitRockBand`: CacheUnitRockBand
*/
GetRockBand(): CacheUnitRockBand;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `UnitAbility`: UnitAbility
*/
GetAbility(): UnitAbility;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `resourceIndex`: number
* - `cost`: number
*/
GetUpgradeResourceCost(): LuaMultiReturn<[number, number]>;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Returns:
* - `value`: any
*/
SetProperty(key: string): any;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*/
GetHeroClassType(): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetParkCharges(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `domainType`: DomainTypes
*/
GetDomain(): DomainTypes;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetTypeHash(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetActionCharges(amount: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `properties`: Record<string, any>
*/
GetProperties(): Record<string, any>;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `IDs`: AnyTable
*/
GetParentID(): AnyTable;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `unitIDs`: number[]
*/
GetFormationUnitIDs(): number[];
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `units`: Unit[]
*/
GetFormationUnits(): Unit[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetReligiousHealCharges(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheUnitArchaeology`: CacheUnitArchaeology
*/
GetArchaeology(): CacheUnitArchaeology;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetDisasterCharges(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `children`: AnyTable[]
*/
GetChildIDs(): AnyTable[];
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHero(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `CacheUnitTrade`: CacheUnitTrade
*/
GetTrade(): CacheUnitTrade;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetActionCharges(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface UnitExperience
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeExperience(amount: number): void;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `nextLevelXP`: number
*/
GetExperienceForNextLevel(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `currentXP`: number
*/
GetExperiencePoints(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `level`: number
*/
GetLevel(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `promotionList`: AnyTable
*/
GetPromotions(): AnyTable;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Unit`: Unit
*/
GetUnit(): Unit;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `name`: string
*/
GetVeteranName(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasPromotion(promotionID: number): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPromotion(promotionID: number, active: boolean): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeStoredPromotions(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPromote(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetVeteranName(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetExperienceLocked(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface UnitGreatPerson
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `charges`: number
*/
GetActionCharges(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
GetActivationHighlightPlots(): Plot[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plots`: Plot[]
*/
GetAreaHighlightPlots(): Plot[];
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `greatPersonClass`: string
*/
GetClass(): string;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `greatPersonID`: number
*/
GetIndividual(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `greatPersonPassiveText`: string
*/
GetPassiveEffectText(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `greatPersonPassiveName`: string
*/
GetPassiveNameText(): string;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Unit`: Unit
*/
GetUnit(): Unit;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasPassiveEffect(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsGreatPerson(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `greatPersonHash`: number
*/
GetIndividualHash(): number;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface UnitReligion
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeEvictPercent(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeForeignSpreadModifier(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeNWDeferredCharges(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeReligiousHealCharges(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeReligiousStrength(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeSpreadCharges(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `percent`: number
*/
GetEvictPercent(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetForeignSpreadModifier(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetInitiationAmount(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `yield`: number
*/
GetInitiationYield(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetNWDeferredCharges(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `religionID`: number
*/
GetReligionType(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetReligiousHealCharges(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `strength`: number
*/
GetReligiousStrength(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetSpreadCharges(): number;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsConvertsBarbarians(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsNoForeignSpread(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRelicUponDeath(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetConvertsBarbarians(isAble: boolean): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetEvictPercent(percent: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetForeignSpreadModifier(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetInitiationAmount(amount: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetInitiationYield(yield: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetNoForeignSpread(isUnable: boolean): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetRelicUponDeath(isAble: boolean): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetReligionType(religionID: number): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheUnitRockBand
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsMaxLevel(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `level`: number
*/
GetRockBandLevel(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plotIDs`: number[]
*/
GetAreaHighlightPlots(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `plotIDs`: number[]
*/
GetActivationHighlightPlots(): number[];
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetAlbumSales(): number;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Unit`: Unit
*/
GetUnit(): Unit;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsMaxPromotions(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface UnitAbility
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasAbility(unitAbilityType: string): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `unitAbilityIndexes`: number[]
*/
GetAbilities(): number[];
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveAbilityCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanHaveAbility(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ChangeAbilityCount(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetAbilityCount(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddAbilityCount(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheUnitArchaeology
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `Unit`: Unit
*/
GetUnit(): Unit;
/**
* **Contexts**: UI
*
* *Query*
*/
GetActivationHighlightPlots(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetGreatWorkIndex(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAreaHighlightPlots(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetHomeBuilding(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetHomeCityID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetArtifactIndex(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface CacheUnitTrade
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetLastDestinationTradeCityComponentID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetLastOriginTradeCityComponentID(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay, UI
*/
declare interface Portal
{
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plotID`: number
*/
GetEntrancePlotIndex(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `amount`: number
*/
GetExitCount(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - `plotID`: number
*/
GetExitPlotIndex(): number;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasEntranceAt(): boolean;
/**
* **Contexts**: Gameplay, UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasExitAt(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface WorldBuilderMapManager
{
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPlaceResource(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetPlotValue(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
DoesPlotBorderRiver(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsImprovementPlaceable(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
EditCliff(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPlaceImprovement(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
CanPlaceFeature(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetContinentType(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsWonderTooClose(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetImprovementType(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetImprovementPillaged(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetRouteType(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
LoadPlotsFromTiled(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlotValue(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetDimensionsFromTiled(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetContinentPlots(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetFeatureType(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetAllRevealed(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetCoastalLowland(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetResourceType(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetFeaturePlacementPlotList(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetRevealed(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
EditRiver(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetTerrainType(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface WorldBuilderConfigurationManager
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetMapValue(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetMapValue(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetMapValues(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface WorldBuilderPlayerManager
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetRandomMajorStartingPosition(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsPlayerInitialized(): boolean;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
PlayerHasTech(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlayerSlotStatus(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetStartPositionInfo(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
AddPlayer(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetCivilizationStartingPosition(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*
* ---
* Cannot be used to change player leader or civilization mid-game
*/
SetPlayerLeader(playerID: number, leaderIndex: number, civilizationIndex: number, civilizationLevelType: CivilizationLevelTypes): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetPlayerConfig(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetLeaderStartingPosition(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ClearStartingPosition(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
InitializePlayer(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
ClearPlayerStartingPosition(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlayerFaith(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetSlotStatus(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
PlayerHasCivic(): boolean;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlayerHasTech(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlayerEra(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetStartPositionPlayer(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetRandomMinorStartingPosition(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlayerGold(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlayerStartingPosition(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
UninitializePlayer(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `maxPlayers`: number
*/
GetMaxPlayers(): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlayerHasCivic(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface WorldBuilderModManager
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveString(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetString(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetString(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetKeyStringPairByIndex(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetLanguageByIndex(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetKeyStringPairByIndex(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface WorldBuilderCityManager
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateDistrict(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveBuilding(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetDistrictValue(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveAt(Plot: Plot): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetDistrictValue(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Remove(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveAll(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveDistrict(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
CreateBuilding(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetPlotOwner(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `value`: number
*/
GetCityValue(City: City, key: string): number;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Create(playerID: number, Plot: Plot): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetCityValue(City: City, key: string, value: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
SetPlotOwner(Plot: Plot, City: City): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*
* ---
* Returns:
* - `City`: City
*/
GetCity(): City;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface WorldBuilderUnitManager
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Create(unitIndex: number, playerID: number, Plot: Plot): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Remove(Unit: Unit): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveAll(playerID: number): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
RemoveAt(Plot: Plot): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface FriendsInstance
{
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsOverlayEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
ActivateGameOverlayToUrl(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetFriendCount(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ActivateGameOverlayToChat(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ActivateGameOverlay(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `friendInfo`: {ID: number, IsOnline: boolean, IsHosting: boolean, PlayerName: string}
*/
GetFriendByIndex(friendIndex: number): {ID: number, IsOnline: boolean, IsHosting: boolean, PlayerName: string};
/**
* **Contexts**: UI
*
* *Action*
*/
ClearRichPresence(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ActivateGameOverlayToFriendRequest(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetRichPresence(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ActivateGameOverlayToUser(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ActivateInviteOverlay(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
DeclineInvite(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
InviteUserToGame(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
AcceptInvite(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ActivateGameOverlayToStore(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetRichPresence(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ActivateOverlayToUserGeneratedContent(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface TypedDataVariantParameters
{
/**
* **Contexts**: UI
*
* *Action*
*/
Remove(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetValue(): void;
/**
* **Contexts**: UI
*
* *Action*
*
* ---
* Returns:
* - `TypedDataVariant`: TypedDataVariant
*/
Add(name: string): TypedDataVariant;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `TypedDataVariant`: TypedDataVariant
*/
Get(name: string): TypedDataVariant;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface TypedDataVariant
{
/**
* **Contexts**: UI
*
* *Action*
*/
SetValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetValueAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
Get(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RemoveAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
AppendValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetKeyAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetValueAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAt(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetValue(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetValueIndex(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
ContainsValue(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
InsertValueAt(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
Remove(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
Add(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface InputStruct
{
/**
* **Contexts**: UI
*
* *Query*
*/
GetFlags(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetKey(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - `keyEvent`: KeyEvents
*/
GetMessageType(): KeyEvents;
/**
* **Contexts**: UI
*
* *Query*
*/
GetMouseDX(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetMouseDY(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTouchID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetWheel(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetX(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetY(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsShiftDown(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsControlDown(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsLButtonDown(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsRButtonDown(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsMButtonDown(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsAnyButtonDown(): boolean;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface Control
{
/**
* **Contexts**: UI
*
* *Action*
*/
SetOffset(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetOffsetX(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetOffsetY(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetOffsetVal(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetOffsetX(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetOffsetY(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetOffsetVal(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetScreenOffset(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetAnchor(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetAllChildrenVisible(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetHide(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetShow(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetNoClip(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsHidden(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsVisible(): boolean;
/**
* **Contexts**: UI
*
* *Query*
*/
GetNumChildren(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetChildren(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
ReprocessAnchoring(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetSizeX(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetSizeY(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetSizeVal(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetSize(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetSizeX(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetSizeY(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetSizeVal(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
DoAutoSize(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetParentRelativeSizeX(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetParentRelativeSizeY(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetParentRelativeSizeVal(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetParentRelativeSize(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetParentRelativeSizeX(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetParentRelativeSizeY(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetParentRelativeSizeVal(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetParentRelativeOffset(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetColor(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetColorByName(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetAlpha(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetAlpha(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SortChildren(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
AddChildAtIndex(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
BranchResetAnimation(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetID(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetDisabled(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsDisabled(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
SetEnabled(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
SetModal(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsModal(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
SetTag(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetTag(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
CalculateVisibilityBox(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetToolTipCallback(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ClearToolTipCallback(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
IsToolTipEnabled(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
EnableToolTip(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetToolTipType(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetToolTipString(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
LocalizeAndSetToolTip(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetToolTipString(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ChangeParent(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetParent(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetParentByType(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetParentByID(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
Reparent(): void;
/**
* **Contexts**: UI
*
* *Query*
*
* ---
* Returns:
* - boolean
*/
HasMouseOver(): boolean;
/**
* **Contexts**: UI
*
* *Action*
*/
DestroyChild(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ReleaseChild(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetConsumeMouseOver(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetConsumeMouseButton(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
SetConsumeMouseWheel(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetConsumeMouseOver(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetConsumeMouseButton(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetConsumeMouseWheel(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
DestroyAllChildren(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RegisterMouseEnterCallback(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RegisterMouseExitCallback(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RegisterMouseOverCallback(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RegisterWhenShown(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
RegisterWhenHidden(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ClearMouseEnterCallback(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ClearMouseExitCallback(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
ClearMouseOverCallback(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: Gameplay
*/
declare interface Frac
{
/**
* **Contexts**: Gameplay
*
* *Action*
*/
BuildRidges(): void;
/**
* **Contexts**: Gameplay
*
* *Query*
*/
GetHeight(): void;
/**
* **Contexts**: Gameplay
*
* *Action*
*/
Destroy(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}
/**
* **Contexts**: UI
*/
declare interface DirtyComponents
{
/**
* **Contexts**: UI
*
* *Action*
*/
Clear(): void;
/**
* **Contexts**: UI
*
* *Action*
*/
AddEvent(componentEvent: string): void;
/**
* **Contexts**: UI
*
* *Action*
*/
AddComponent(playerID: number, componentID: number, componentType: ComponentType): void;
/**
* **Contexts**: UI
*
* *Query*
*/
Members(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
GetCount(): void;
/**
* **Contexts**: UI
*
* *Query*
*/
MembersAux(): void;
//Name of the object's class; differs between UI and Gameplay Context
TypeName: string;
__instances: LuaTable<LuaUserdata, LuaTable>;
}