本文整理汇总了C++中FILogFile类的典型用法代码示例。如果您正苦于以下问题:C++ FILogFile类的具体用法?C++ FILogFile怎么用?C++ FILogFile使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了FILogFile类的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: LogExpenditure
void CvTreasury::LogExpenditure(CvString strExpenditure, int iAmount, int iColumn)
{
if(!(GC.getLogging() && GC.getAILogging()))
{
return;
}
// don't log minor civs for now
if(m_pPlayer->isMinorCiv())
{
return;
}
static bool bFirstRun = true;
bool bBuildHeader = false;
CvString strHeader;
if(bFirstRun)
{
bFirstRun = false;
bBuildHeader = true;
}
CvString strLog;
// Find the name of this civ and city
CvString strPlayerName;
strPlayerName = m_pPlayer->getCivilizationShortDescription();
CvString strLogName;
// Open the log file
if(GC.getPlayerAndCityAILogSplit())
{
strLogName = "ExpenditureLog_" + strPlayerName + ".csv";
}
else
{
strLogName = "ExpenditureLog.csv";
}
FILogFile* pLog;
pLog = LOGFILEMGR.GetLog(strLogName, FILogFile::kDontTimeStamp);
CvString str;
// civ name
TreasuryHelpers::AppendToLog(strHeader, strLog, "Civ Name", strPlayerName);
// turn
TreasuryHelpers::AppendToLog(strHeader, strLog, "Turn", GC.getGame().getGameTurn());
// treasury at turn start
TreasuryHelpers::AppendToLog(strHeader, strLog, "Treasury Before Purchase", m_pPlayer->GetTreasury()->GetGold());
// Cost of Plot
if (iColumn == 1){
TreasuryHelpers::AppendToLog(strHeader, strLog, "Cost of Plot:", iAmount);
}
else{
TreasuryHelpers::AppendToLog(strHeader, strLog, "Cost of Plot:", 0);
}
// City Expenditure and Amount
if (iColumn == 2){
TreasuryHelpers::AppendToLog(strHeader, strLog, "City Bought:", strExpenditure);
TreasuryHelpers::AppendToLog(strHeader, strLog, "City Spent:", iAmount);
}
else{
TreasuryHelpers::AppendToLog(strHeader, strLog, "City Bought:", "");
TreasuryHelpers::AppendToLog(strHeader, strLog, "City Spent:", 0);
}
// Unit Upgrade and cost
if (iColumn == 3){
TreasuryHelpers::AppendToLog(strHeader, strLog, "Unit Upgraded:", strExpenditure);
TreasuryHelpers::AppendToLog(strHeader, strLog, "Spent on Upgrade:", iAmount);
}
else{
TreasuryHelpers::AppendToLog(strHeader, strLog, "Unit Upgrade:", "");
TreasuryHelpers::AppendToLog(strHeader, strLog, "Spent on Upgrade:", 0);
}
// City State Gifted and Amount
if (iColumn == 4){
TreasuryHelpers::AppendToLog(strHeader, strLog, "City State Gold Gifted:", strExpenditure);
TreasuryHelpers::AppendToLog(strHeader, strLog, "Gold Gift Amount:", iAmount);
}
else{
TreasuryHelpers::AppendToLog(strHeader, strLog, "City State Gold Gifted:", "");
TreasuryHelpers::AppendToLog(strHeader, strLog, "Gold Gift Amount:", 0);
}
// City State Improved and Amount
if (iColumn == 5){
TreasuryHelpers::AppendToLog(strHeader, strLog, "City State Improved:", strExpenditure);
TreasuryHelpers::AppendToLog(strHeader, strLog, "Gold for Improvement Amount:", iAmount);
}
else{
TreasuryHelpers::AppendToLog(strHeader, strLog, "City State Improved:", "");
TreasuryHelpers::AppendToLog(strHeader, strLog, "Gold for Improvement Amount:", 0);
//.........这里部分代码省略.........
示例2: while
void CvTypes::AcquireTypes(Database::Connection& db)
{
//MissionTypes
{
typedef std::tr1::unordered_map<std::string, MissionTypes*> LookupTable;
LookupTable kMissionTypesLookupTable;
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MOVE_TO"), &s_eMISSION_MOVE_TO));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ROUTE_TO"), &s_eMISSION_ROUTE_TO));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MOVE_TO_UNIT"), &s_eMISSION_MOVE_TO_UNIT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SWAP_UNITS"), &s_eMISSION_SWAP_UNITS));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SKIP"), &s_eMISSION_SKIP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SLEEP"), &s_eMISSION_SLEEP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ALERT"), &s_eMISSION_ALERT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FORTIFY"), &s_eMISSION_FORTIFY));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_GARRISON"), &s_eMISSION_GARRISON));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SET_UP_FOR_RANGED_ATTACK"), &s_eMISSION_SET_UP_FOR_RANGED_ATTACK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_EMBARK"), &s_eMISSION_EMBARK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DISEMBARK"), &s_eMISSION_DISEMBARK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRPATROL"), &s_eMISSION_AIRPATROL));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_HEAL"), &s_eMISSION_HEAL));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRLIFT"), &s_eMISSION_AIRLIFT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_NUKE"), &s_eMISSION_NUKE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_PARADROP"), &s_eMISSION_PARADROP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIR_SWEEP"), &s_eMISSION_AIR_SWEEP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_REBASE"), &s_eMISSION_REBASE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_RANGE_ATTACK"), &s_eMISSION_RANGE_ATTACK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_PILLAGE"), &s_eMISSION_PILLAGE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FOUND"), &s_eMISSION_FOUND));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_JOIN"), &s_eMISSION_JOIN));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CONSTRUCT"), &s_eMISSION_CONSTRUCT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DISCOVER"), &s_eMISSION_DISCOVER));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_HURRY"), &s_eMISSION_HURRY));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_TRADE"), &s_eMISSION_TRADE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_REPAIR_FLEET"), &s_eMISSION_REPAIR_FLEET));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SPACESHIP"), &s_eMISSION_SPACESHIP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CULTURE_BOMB"), &s_eMISSION_CULTURE_BOMB));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FOUND_RELIGION"), &s_eMISSION_FOUND_RELIGION));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_GOLDEN_AGE"), &s_eMISSION_GOLDEN_AGE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_BUILD"), &s_eMISSION_BUILD));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_LEAD"), &s_eMISSION_LEAD));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DIE_ANIMATION"), &s_eMISSION_DIE_ANIMATION));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_BEGIN_COMBAT"), &s_eMISSION_BEGIN_COMBAT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_END_COMBAT"), &s_eMISSION_END_COMBAT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRSTRIKE"), &s_eMISSION_AIRSTRIKE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SURRENDER"), &s_eMISSION_SURRENDER));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CAPTURED"), &s_eMISSION_CAPTURED));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_IDLE"), &s_eMISSION_IDLE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DIE"), &s_eMISSION_DIE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DAMAGE"), &s_eMISSION_DAMAGE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MULTI_SELECT"), &s_eMISSION_MULTI_SELECT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MULTI_DESELECT"), &s_eMISSION_MULTI_DESELECT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_WAIT_FOR"), &s_eMISSION_WAIT_FOR));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SPREAD_RELIGION"), &s_eMISSION_SPREAD_RELIGION));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ENHANCE_RELIGION"), &s_eMISSION_ENHANCE_RELIGION));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_REMOVE_HERESY"), &s_eMISSION_REMOVE_HERESY));
Database::Results kResults;
if(db.Execute(kResults, "SELECT Type, ID from Missions"))
{
while(kResults.Step())
{
std::string strMissionType = kResults.GetText(0);
LookupTable::iterator it = kMissionTypesLookupTable.find(strMissionType);
if(it != kMissionTypesLookupTable.end())
{
(*it->second) = static_cast<MissionTypes>(kResults.GetInt(1));
}
}
}
int iNumTypes = db.Count("Missions", false);
if(iNumTypes >= 0)
{
s_uiNUM_MISSION_TYPES = static_cast<unsigned int>(iNumTypes);
}
for(LookupTable::iterator it = kMissionTypesLookupTable.begin(); it != kMissionTypesLookupTable.end(); ++it)
{
if((*it->second) == NO_MISSION)
{
char msg[256] = {0};
sprintf_s(msg, "MissionType - %s is used in the DLL but does not exist in the database.", it->first.c_str());
FILogFile* pLog = LOGFILEMGR.GetLog("Gamecore.log", FILogFile::kDontTimeStamp);
pLog->WarningMsg(msg);
CvAssertMsg(false, msg);
}
}
}
}
示例3: while
void CvTypes::AcquireTypes(Database::Connection& db)
{
//ArtifactType
{
typedef std::tr1::unordered_map<std::string, GreatWorkArtifactClass*> LookupTable;
LookupTable kArtifactTypeLookupTable;
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_ANCIENT_RUIN"), &s_eARTIFACT_ANCIENT_RUIN));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BARBARIAN_CAMP"), &s_eARTIFACT_BARBARIAN_CAMP));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BATTLE_RANGED"), &s_eARTIFACT_BATTLE_RANGED));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BATTLE_MELEE"), &s_eARTIFACT_BATTLE_MELEE));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_RAZED_CITY"), &s_eARTIFACT_RAZED_CITY));
kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_WRITING"), &s_eARTIFACT_WRITING));
Database::Results kResults;
if(db.Execute(kResults, "SELECT Type, ID from GreatWorkArtifactClasses"))
{
while(kResults.Step())
{
std::string strArtifactType = kResults.GetText(0);
LookupTable::iterator it = kArtifactTypeLookupTable.find(strArtifactType);
if(it != kArtifactTypeLookupTable.end())
{
(*it->second) = static_cast<GreatWorkArtifactClass>(kResults.GetInt(1));
}
}
}
for(LookupTable::iterator it = kArtifactTypeLookupTable.begin(); it != kArtifactTypeLookupTable.end(); ++it)
{
if((*it->second) == NO_GREAT_WORK_ARTIFACT_CLASS)
{
char msg[256] = {0};
sprintf_s(msg, "ArtifactType - %s is used in the DLL but does not exist in the database.", it->first.c_str());
FILogFile* pLog = LOGFILEMGR.GetLog("Gamecore.log", FILogFile::kDontTimeStamp);
pLog->WarningMsg(msg);
CvAssertMsg(false, msg);
}
}
}
//GreatWorkSlots
{
typedef std::tr1::unordered_map<std::string, GreatWorkSlotType*> LookupTable;
LookupTable kTypeLookupTable;
kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_ART_ARTIFACT"), &s_eGREAT_WORK_SLOT_ART_ARTIFACT));
kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_LITERATURE"), &s_eGREAT_WORK_SLOT_LITERATURE));
kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_MUSIC"), &s_eGREAT_WORK_SLOT_MUSIC));
Database::Results kResults;
if(db.Execute(kResults, "SELECT Type, ID from GreatWorkSlots"))
{
while(kResults.Step())
{
std::string strType = kResults.GetText(0);
LookupTable::iterator it = kTypeLookupTable.find(strType);
if(it != kTypeLookupTable.end())
{
(*it->second) = static_cast<GreatWorkSlotType>(kResults.GetInt(1));
}
}
}
for(LookupTable::iterator it = kTypeLookupTable.begin(); it != kTypeLookupTable.end(); ++it)
{
if((*it->second) == NO_GREAT_WORK_SLOT)
{
char msg[256] = {0};
sprintf_s(msg, "GreatWorkSlotType - %s is used in the DLL but does not exist in the database.", it->first.c_str());
FILogFile* pLog = LOGFILEMGR.GetLog("Gamecore.log", FILogFile::kDontTimeStamp);
pLog->WarningMsg(msg);
CvAssertMsg(false, msg);
}
}
}
//MissionTypes
{
typedef std::tr1::unordered_map<std::string, MissionTypes*> LookupTable;
LookupTable kMissionTypesLookupTable;
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MOVE_TO"), &s_eMISSION_MOVE_TO));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ROUTE_TO"), &s_eMISSION_ROUTE_TO));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MOVE_TO_UNIT"), &s_eMISSION_MOVE_TO_UNIT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SWAP_UNITS"), &s_eMISSION_SWAP_UNITS));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SKIP"), &s_eMISSION_SKIP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SLEEP"), &s_eMISSION_SLEEP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ALERT"), &s_eMISSION_ALERT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FORTIFY"), &s_eMISSION_FORTIFY));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_GARRISON"), &s_eMISSION_GARRISON));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SET_UP_FOR_RANGED_ATTACK"), &s_eMISSION_SET_UP_FOR_RANGED_ATTACK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_EMBARK"), &s_eMISSION_EMBARK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DISEMBARK"), &s_eMISSION_DISEMBARK));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRPATROL"), &s_eMISSION_AIRPATROL));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_HEAL"), &s_eMISSION_HEAL));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRLIFT"), &s_eMISSION_AIRLIFT));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_NUKE"), &s_eMISSION_NUKE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_PARADROP"), &s_eMISSION_PARADROP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIR_SWEEP"), &s_eMISSION_AIR_SWEEP));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_REBASE"), &s_eMISSION_REBASE));
kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_RANGE_ATTACK"), &s_eMISSION_RANGE_ATTACK));
//.........这里部分代码省略.........
示例4: GET_PLAYER
void CvCityAI::AI_chooseProduction(bool bInterruptWonders)
{
VALIDATE_OBJECT
CvPlayerAI& kOwner = GET_PLAYER(getOwner());
CvCitySpecializationAI* pSpecializationAI = kOwner.GetCitySpecializationAI();
bool bBuildWonder = false;
// See if this is the one AI city that is supposed to be building wonders
if(pSpecializationAI->GetWonderBuildCity() == this)
{
// Is it still working on that wonder and we don't want to interrupt it?
if(!bInterruptWonders)
{
const BuildingTypes eBuilding = getProductionBuilding();
CvBuildingEntry* pkBuilding = (eBuilding != NO_BUILDING)? GC.getBuildingInfo(eBuilding) : NULL;
if(pkBuilding && kOwner.GetWonderProductionAI()->IsWonder(*pkBuilding))
{
return; // Stay the course
}
}
// So we're the wonder building city but it is not underway yet...
// Has the designated wonder been poached by another civ?
BuildingTypes eNextWonder = pSpecializationAI->GetNextWonderDesired();
if(!canConstruct(eNextWonder))
{
// Reset city specialization
kOwner.GetCitySpecializationAI()->SetSpecializationsDirty(SPECIALIZATION_UPDATE_WONDER_BUILT_BY_RIVAL);
}
else
{
// to prevent us from continuously locking into building wonders in one city when there are other high priority items to build
int iFlavorWonder = kOwner.GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)GC.getInfoTypeForString("FLAVOR_WONDER"));
int iFlavorGP = kOwner.GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)GC.getInfoTypeForString("FLAVOR_GREAT_PEOPLE"));
int iFlavor = (iFlavorWonder > iFlavorGP ) ? iFlavorWonder : iFlavorGP;
if (GC.getGame().getJonRandNum(11, "Random roll for whether to continue building wonders") <= iFlavor)
bBuildWonder = true;
}
}
if(bBuildWonder)
{
CvCityBuildable buildable;
buildable.m_eBuildableType = CITY_BUILDABLE_BUILDING;
buildable.m_iIndex = pSpecializationAI->GetNextWonderDesired();
buildable.m_iTurnsToConstruct = getProductionTurnsLeft((BuildingTypes)buildable.m_eBuildableType, 0);
pushOrder(ORDER_CONSTRUCT, buildable.m_iIndex, -1, false, false, false, false);
if(GC.getLogging() && GC.getAILogging())
{
CvString playerName;
FILogFile* pLog;
CvString strBaseString;
CvString strOutBuf;
m_pCityStrategyAI->LogCityProduction(buildable, false);
playerName = kOwner.getCivilizationShortDescription();
pLog = LOGFILEMGR.GetLog(kOwner.GetCitySpecializationAI()->GetLogFileName(playerName), FILogFile::kDontTimeStamp);
strBaseString.Format("%03d, ", GC.getGame().getElapsedGameTurns());
strBaseString += playerName + ", ";
strOutBuf.Format("%s, WONDER - Started %s, Turns: %d", getName().GetCString(), GC.getBuildingInfo((BuildingTypes)buildable.m_iIndex)->GetDescription(), buildable.m_iTurnsToConstruct);
strBaseString += strOutBuf;
pLog->Msg(strBaseString);
}
}
else
{
m_pCityStrategyAI->ChooseProduction(false);
AI_setChooseProductionDirty(false);
}
return;
}
示例5: GetPlayer
/// Log our guess as to other Players' Active Grand Strategy
void CvGrandStrategyAI::LogGuessOtherPlayerGrandStrategy(const FStaticVector< int, 5, true, c_eCiv5GameplayDLL >& vGrandStrategyPriorities, PlayerTypes ePlayer)
{
if(GC.getLogging() && GC.getAILogging())
{
CvString strOutBuf;
CvString strBaseString;
CvString strTemp;
CvString playerName;
CvString otherPlayerName;
CvString strDesc;
CvString strLogName;
// Find the name of this civ and city
playerName = GetPlayer()->getCivilizationShortDescription();
// Open the log file
if(GC.getPlayerAndCityAILogSplit())
{
strLogName = "GrandStrategyAI_Guess_Log_" + playerName + ".csv";
}
else
{
strLogName = "GrandStrategyAI_Guess_Log.csv";
}
FILogFile* pLog;
pLog = LOGFILEMGR.GetLog(strLogName, FILogFile::kDontTimeStamp);
AIGrandStrategyTypes eGrandStrategy;
int iPriority;
// Loop through Grand Strategies
for(int iGrandStrategyLoop = 0; iGrandStrategyLoop < GC.getNumAIGrandStrategyInfos(); iGrandStrategyLoop++)
{
// Get the leading info for this line
strBaseString.Format("%03d, ", GC.getGame().getElapsedGameTurns());
strBaseString += playerName + ", ";
eGrandStrategy = (AIGrandStrategyTypes) iGrandStrategyLoop;
iPriority = vGrandStrategyPriorities[iGrandStrategyLoop];
CvAIGrandStrategyXMLEntry* pEntry = GC.getAIGrandStrategyInfo(eGrandStrategy);
const char* szGrandStrategyType = (pEntry != NULL)? pEntry->GetType() : "Unknown Strategy";
// GrandStrategy Info
if(GetActiveGrandStrategy() == eGrandStrategy)
{
strTemp.Format("*** %s, %d", szGrandStrategyType, iPriority);
}
else
{
strTemp.Format("%s, %d", szGrandStrategyType, iPriority);
}
otherPlayerName = GET_PLAYER(ePlayer).getCivilizationShortDescription();
strOutBuf = strBaseString + otherPlayerName + ", " + strTemp;
if(GetGuessOtherPlayerActiveGrandStrategy(ePlayer) == eGrandStrategy)
{
// Confidence in our guess
switch(GetGuessOtherPlayerActiveGrandStrategyConfidence(ePlayer))
{
case GUESS_CONFIDENCE_POSITIVE:
strTemp.Format("Positive");
break;
case GUESS_CONFIDENCE_LIKELY:
strTemp.Format("Likely");
break;
case GUESS_CONFIDENCE_UNSURE:
strTemp.Format("Unsure");
break;
default:
strTemp.Format("XXX");
break;
}
strOutBuf += ", " + strTemp;
}
pLog->Msg(strOutBuf);
}
// One more entry for NO GRAND STRATEGY
// Get the leading info for this line
strBaseString.Format("%03d, ", GC.getGame().getElapsedGameTurns());
strBaseString += playerName + ", ";
iPriority = vGrandStrategyPriorities[GC.getNumAIGrandStrategyInfos()];
// GrandStrategy Info
strTemp.Format("NO_GRAND_STRATEGY, %d", iPriority);
otherPlayerName = GET_PLAYER(ePlayer).getCivilizationShortDescription();
strOutBuf = strBaseString + otherPlayerName + ", " + strTemp;
pLog->Msg(strOutBuf);
}
}