// FUNCTION: AI_reset() // Initializes data members that are serialized. void CvCityAI::AI_reset() { VALIDATE_OBJECT AI_uninit(); m_bChooseProductionDirty = false; for (int iI = 0; iI < REALLY_MAX_PLAYERS; iI++) { m_aiPlayerCloseness[iI] = 0; m_aiNumPlotsAcquiredByOtherPlayers[iI] = 0; } m_iCachePlayerClosenessTurn = -1; m_iCachePlayerClosenessDistance = -1; }
void CvSelectionGroupAI::AI_reset() { AI_uninit(); m_iMissionAIX = INVALID_PLOT_COORD; m_iMissionAIY = INVALID_PLOT_COORD; m_bForceSeparate = false; m_eMissionAIType = NO_MISSIONAI; m_missionAIUnit.reset(); m_bGroupAttack = false; m_iGroupAttackX = -1; m_iGroupAttackY = -1; }
CvCityAI::~CvCityAI() { AI_uninit(); OBJECT_DESTROYED }
void CvPlayerAI::AI_reset() { AI_uninit(); }
CvPlayerAI::~CvPlayerAI() { AI_uninit(); }
CvSelectionGroupAI::~CvSelectionGroupAI() { AI_uninit(); }
void CvGameAI::AI_reset() { AI_uninit(); m_iPad = 0; }
CvGameAI::~CvGameAI() { AI_uninit(); }