/// Remove a unit from the army bool CvArmyAI::RemoveUnit(int iUnitToRemoveID) { for(int iI = 0; iI < (int)m_FormationEntries.size(); iI++) { CvArmyFormationSlot slot = m_FormationEntries[iI]; if(slot.GetUnitID() == iUnitToRemoveID) { UnitHandle pThisUnit = GET_PLAYER(GetOwner()).getUnit(iUnitToRemoveID); if(pThisUnit) { // Clears unit's army ID and erase from formation entries pThisUnit->setArmyID(-1); pThisUnit->AI_setUnitAIType(pThisUnit->getUnitInfo().GetDefaultUnitAIType()); m_FormationEntries[iI].SetUnitID(ARMYSLOT_NO_UNIT); // Tell the associate operation that a unit was lost CvAIOperation* pThisOperation = GET_PLAYER(GetOwner()).getAIOperation(m_iOperationID); if(pThisOperation) { pThisOperation->UnitWasRemoved(GetID(), iI); } return true; } } } return false; }
/// Delete the army void CvArmyAI::Kill() { CvAssert(GetOwner() != NO_PLAYER); CvAssertMsg(GetID() != -1, "GetID() is not expected to be equal with -1"); int iUnitID; iUnitID = GetFirstUnitID(); while(iUnitID != ARMYSLOT_NO_UNIT) { UnitHandle pThisUnit = GET_PLAYER(GetOwner()).getUnit(iUnitID); if(pThisUnit) { pThisUnit->setArmyID(-1); #if defined(MOD_BALANCE_CORE) pThisUnit->AI_setUnitAIType(pThisUnit->getUnitInfo().GetDefaultUnitAIType()); #endif } iUnitID = GetNextUnitID(); } m_FormationEntries.clear(); CvAIOperation* pOperation = GET_PLAYER(GetOwner()).getAIOperation(m_iOperationID); if (pOperation) pOperation->DeleteArmyAI(m_iID); GET_PLAYER(GetOwner()).deleteArmyAI(m_iID); }
/// Remove a unit from the army bool CvArmyAI::RemoveUnit(int iUnitToRemoveID) { bool bWasOneOrMoreRemoved = false; CvArmyFormationSlot slot; for(int iI = 0; iI < (int)m_FormationEntries.size(); iI++) { slot = m_FormationEntries[iI]; if(slot.GetUnitID() == iUnitToRemoveID) { UnitHandle pThisUnit = GET_PLAYER(GetOwner()).getUnit(iUnitToRemoveID); if(pThisUnit) { // Clears unit's army ID and erase from formation entries pThisUnit->setArmyID(-1); #if defined(MOD_BALANCE_CORE) pThisUnit->AI_setUnitAIType(pThisUnit->getUnitInfo().GetDefaultUnitAIType()); #endif m_FormationEntries[iI].SetUnitID(ARMY_NO_UNIT); bWasOneOrMoreRemoved = true; // Tell the associate operation that a unit was lost CvAIOperation* pThisOperation = GET_PLAYER(GetOwner()).getAIOperation(m_iOperationID); if(pThisOperation) { pThisOperation->UnitWasRemoved(GetID(), iI); } } } } return bWasOneOrMoreRemoved; }