CvCity::getY() const
- Defined in
- CvCity.h, line 331
- Class
- CvCity
- Not a hook point
- written in a header
Code
331 inline int getY() const332 {333 return m_iY;334 }
Calls
FAutoVariable::operator const int &
Called by
229 functions in 37 files
- CvAIOperation::CommitToBuildNextUnit(int, int, CvCity *)
- CvAIOperationCityCloseDefense::FindBestTarget()
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvAIOperationNukeAttack::FindBestTarget()
- CvAIOperationRapidResponse::FindBestTarget()
- RouteGetExtraChild(CvAStarNode *, int, int &, int &, CvAStar *)
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvCity::CanBuyAnyPlot()
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::CanRangeStrikeNow() const
- CvCity::ChangeNumResourceLocal(ResourceTypes, int)
- CvCity::CountFeature(FeatureTypes) const
- CvCity::CountImprovement(ImprovementTypes) const
- CvCity::CountPlotType(PlotTypes) const
- CvCity::CountResource(ResourceTypes) const
- CvCity::CountTerrain(TerrainTypes) const
- CvCity::CountWorkedFeature(FeatureTypes) const
- CvCity::CountWorkedImprovement(ImprovementTypes) const
- CvCity::CountWorkedPlotType(PlotTypes) const
- CvCity::CountWorkedResource(ResourceTypes) const
- CvCity::CountWorkedTerrain(TerrainTypes) const
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvCity::DoCreatePuppet()
- CvCity::DoJONSCultureLevelIncrease()
- CvCity::DoNearbyEnemy()
- CvCity::DoPickResourceDemanded(bool)
- CvCity::DoTestResourceDemanded()
- CvCity::DoUpdateCheapestPlotInfluence()
- CvCity::DoUpdateFeatureSurrounded()
- CvCity::GetBuyPlotCost(int, int) const
- CvCity::GetBuyPlotScore(int &, int &)
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::GetIndividualPlotScore(const CvPlot *) const
- CvCity::GetLocalResourceWonderProductionMod(BuildingTypes, CvString *) const
- CvCity::GetYieldPerTurnFromUnimprovedFeatures(YieldTypes) const
- CvCity::HasAnyNaturalWonder() const
- CvCity::HasFeature(FeatureTypes) const
- CvCity::HasImprovement(ImprovementTypes) const
- CvCity::HasPlotType(PlotTypes) const
- CvCity::HasResource(ResourceTypes) const
- CvCity::HasTerrain(TerrainTypes) const
- CvCity::HasWorkedFeature(FeatureTypes) const
- CvCity::HasWorkedImprovement(ImprovementTypes) const
- CvCity::HasWorkedPlotType(PlotTypes) const
- CvCity::HasWorkedResource(ResourceTypes) const
- CvCity::HasWorkedTerrain(TerrainTypes) const
- CvCity::IsBlockaded() const
- CvCity::IsHasResourceLocal(ResourceTypes, bool) const
- CvCity::IsOriginalCapital() const
- CvCity::IsOriginalMajorCapital() const
- CvCity::at(int, int) const
- CvCity::changeCityWorkingChange(int)
- CvCity::chooseProduction(UnitTypes, BuildingTypes, ProjectTypes, bool, bool)
- CvCity::createGreatAdmiral(UnitTypes, bool)
- CvCity::createGreatGeneral(UnitTypes, bool)
- CvCity::doFoundMessage()
- CvCity::doGrowth()
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::initConscriptedUnit()
- CvCity::isValidBuildingLocation(BuildingTypes) const
- CvCity::popOrder(int, bool, bool)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCity::setPopulation(int, bool)
- CvCityAI::AI_stealPlots()
- CvCityCitizens::DoSpawnGreatPerson(UnitTypes, bool, bool, bool)
- CvCityCitizens::GetCityPlotFromIndex(int) const
- CvCityConnections::UpdateRouteInfo()
- AddToSortedList(CvCityManager::CityList &, int, int, CvCity *)
- CvCityManager::OnCityCreated(CvCity *)
- CvCitySpecializationAI::FindBestSites()
- CityStrategyAIHelpers::IsTestCityStrategy_GoodAirliftCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalGrowth(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalTileImprovement(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedTileImprovers(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_WantTileImprovers(AICityStrategyTypes, CvCity *)
- CvPlayerCulture::GetClosestAvailableGreatWorkSlot(int, int, GreatWorkSlotType, BuildingClassTypes *, int *) const
- CvDealAI::DoAddCitiesToUs(CvDeal *, PlayerTypes, bool, int &, int &, int &, int, bool)
- CvDealAI::DoAddItemsToDealForPeaceTreaty(PlayerTypes, CvDeal *, PeaceTreatyTypes, bool)
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDeal::AddCityTrade(PlayerTypes, int)
- CvDeal::RemoveCityTrade(PlayerTypes, int)
- CvDiplomacyAI::DoUpdateOnePlayerExpansionAggressivePosture(PlayerTypes)
- CvDiplomacyAI::SetPlayerNoSettleRequestAccepted(PlayerTypes, bool)
- CvDllCity::GetPosition(int &, int &) const
- CvDllCity::GetY() const
- CvEconomicAI::GetBestGreatWorkCity(CvPlot *, GreatWorkType) const
- CvEconomicAI::UpdatePlots()
- CvEspionageAI::StealTechnology()
- CvPlayerEspionage::AddIntrigueMessage(PlayerTypes, PlayerTypes, PlayerTypes, BuildingTypes, ProjectTypes, CvIntrigueType, uint, CvCity *, bool)
- CvPlayerEspionage::AttemptCoup(uint)
- CvPlayerEspionage::HasEstablishedSurveillanceInCity(CvCity *)
- CvPlayerEspionage::MoveSpyTo(CvCity *, uint, bool)
- CvPlayerEspionage::ProcessSpy(uint)
- OnSameBodyOfWater(CvCity *, CvCity *)
- plotCityXY(const CvCity *, const CvPlot *)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteEngineerMoves()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteTreasureMoves()
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::PlotAirliftMoves()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvMap::findCity(int, int, PlayerTypes, TeamTypes, bool, bool, TeamTypes, DirectionTypes, const CvCity *)
- CvMilitaryAI::EvaluateMilitaryApproaches(CvCity *, bool, bool)
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetNearestCoastalCity(PlayerTypes) const
- CvMilitaryAI::LogAvailableForces()
- CvMilitaryAI::ScanForBarbarians()
- CvMilitaryAI::ShouldAttackBySea(PlayerTypes, CvMilitaryTarget &)
- CvMinorCivAI::AddBuyoutNotification(CvString, CvString, PlayerTypes, int, int)
- CvMinorCivAI::AddNotification(CvString, CvString, PlayerTypes, int, int)
- CvMinorCivAI::DoAcquire(PlayerTypes, int &, int &, int &, bool)
- CvMinorCivAI::DoElection()
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::DoMajorBullyUnit(PlayerTypes, UnitTypes)
- CvMinorCivAI::DoSpawnUnit(PlayerTypes, bool, bool)
- CvMinorCivAI::DoTestThreatenedAnnouncementForPlayer(PlayerTypes)
- CvMinorCivAI::GetBestNearbyCampToKill()
- CvMinorCivAI::IsPlayerCloseEnoughForThreatenedAnnouncement(PlayerTypes)
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvPlayer::ChangeCityWorkingChange(int)
- CvPlayer::DoAnnounceReligionAdoption()
- CvPlayer::DoCityRevolt()
- CvPlayer::DoIncomingUnits()
- CvPlayer::DoLiberatePlayer(PlayerTypes, int)
- CvPlayer::DoResetCityRevoltCounter()
- CvPlayer::DoSpawnGreatPerson(PlayerTypes, bool)
- CvPlayer::DoUpdateCramped()
- CvPlayer::DoUpdateProximityToPlayer(PlayerTypes)
- CvPlayer::GetClosestFriendlyCity(CvPlot &, int)
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayer::GetMostUnhappyCity()
- CvPlayer::GetMostUnhappyCityRecipient()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::canRaze(CvCity *, bool) const
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::changeNumResourceTotal(ResourceTypes, int, bool)
- CvPlayer::countCityFeatures(FeatureTypes) const
- CvPlayer::findNewCapital()
- CvPlayer::found(int, int, ReligionTypes)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::raze(CvCity *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::setCapitalCity(CvCity *)
- CvPlayerAI::AI_captureUnit(UnitTypes, CvPlot *)
- CvPlayerAI::FindBestMusicianTargetPlot(CvUnit *, bool)
- CvPlot::IsHomeFrontForPlayer(PlayerTypes) const
- CvPlot::getFeatureProduction(BuildTypes, PlayerTypes, CvCity **) const
- CvCityReligions::CityConvertsReligion(ReligionTypes, ReligionTypes, PlayerTypes)
- CvCityReligions::IsDefendedAgainstSpread(ReligionTypes)
- CvCityReligions::UpdateNumTradeRouteConnections(CvCity *)
- CvCityReligions::WouldExertTradeRoutePressureToward(CvCity *, ReligionTypes &, int &)
- CvGameReligions::DoPlayerTurn(CvPlayer &)
- CvGameReligions::GetAdjacentCityReligiousPressure(ReligionTypes, CvCity *, CvCity *, int &, bool)
- CvGameReligions::GetBeliefYieldForKill(YieldTypes, int, int, PlayerTypes)
- CvGameReligions::SetHolyCity(ReligionTypes, CvCity *)
- CvReligion::CvReligion(ReligionTypes, PlayerTypes, CvCity *, bool)
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetConversionCity(bool) const
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvReligionAI::HaveNearbyConversionTarget(ReligionTypes, bool) const
- CvReligionAI::ScoreCityForInquisitor(CvCity *, UnitHandle)
- CvReligionAI::ScoreCityForMissionary(CvCity *, UnitHandle)
- CvTacticalAI::ExtractTargetsForZone(CvTacticalDominanceZone *)
- CvTacticalAI::IdentifyPriorityTargets()
- CvTacticalAI::IsTemporaryZoneCity(CvCity *)
- CvTacticalAI::LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotDamageCityMoves()
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotWithdrawMoves()
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTeam::DoTestSmallAwards()
- CvTeam::changeCityWorkingChange(int)
- CvTeam::changeProjectCount(ProjectTypes, int)
- CvTeam::makeHasMet(TeamTypes, bool)
- CvPlayerTechs::SetLocalePriorities()
- CvGameTrade::CanCreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, bool, bool)
- CvGameTrade::CreateTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType, int &)
- CvGameTrade::GetNumTimesDestinationCity(CvCity *, bool)
- CvGameTrade::GetNumTimesOriginCity(CvCity *, bool)
- CvGameTrade::IsCityConnectedFromCityToCity(CvCity *, CvCity *)
- CvGameTrade::IsCityConnectedToCity(CvCity *, CvCity *)
- CvGameTrade::IsCityConnectedToPlayer(CvCity *, PlayerTypes, bool)
- CvGameTrade::IsValidTradeRoutePath(CvCity *, CvCity *, DomainTypes)
- CvPlayerTrade::GetTradeConnection(CvCity *, CvCity *)
- CvPlayerTrade::GetTradeValuesAtCityTimes100(const CvCity *const, YieldTypes)
- CvPlayerTrade::IsPreviousTradeRoute(CvCity *, CvCity *, DomainTypes, TradeConnectionType)
- CvTradeAI::GetAvailableTR(TradeConnectionList &)
- CvTradeAI::PrioritizeTradeRoutes(TradeConnectionList &)
- CvTradeAI::ScoreFoodTR(const TradeConnection &, CvCity *)
- CvTradeAI::ScoreProductionTR(const TradeConnection &, std::vector<CvCity *>)
- CvTradeAI::ScoreWonderTR(const TradeConnection &, std::vector<CvCity *>)
- CvPlayerTraits::AddUniqueLuxuries(CvCity *)
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::IsEnemyCityAdjacent(const CvCity *) const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::calculateExoticGoodsDistanceFactor(const CvPlot *)
- CvUnit::jumpToNearestValidPlot()
- AddCombatMember(CvCombatMemberEntry *, int *, int, CvCity *)
- CvUnitCombat::AttackCity(CvUnit &, CvPlot &, CvUnitCombat::ATTACK_OPTION)
- CvLeague::DoProjectReward(PlayerTypes, LeagueProjectTypes, ContributionTier)
- CvLuaCity::lGetXY(lua_State *)
- CvLuaCity::lGetY(lua_State *)
- CvLuaPlayer::GetPotentialInternationalTradeRouteDestinationsHelper(lua_State *, CvPlayerAI *, CvUnit *, CvPlot *)
- CvLuaPlayer::lGetEspionageCityStatus(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteBaseBonus(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteExclusiveBonus(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteGPTBonus(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteOtherTraitBonus(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRoutePolicyBonus(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteResourceBonus(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteRiverModifier(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteScience(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteTheirBuildingBonus(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteTotal(lua_State *)
- CvLuaPlayer::lGetInternationalTradeRouteYourBuildingBonus(lua_State *)
- CvLuaPlayer::lGetPotentialAdmiralNewPort(lua_State *)
- CvLuaPlayer::lGetPotentialTradeUnitNewHomeCity(lua_State *)
- CvLuaPlayer::lGetTradeRoutesAvailable(lua_State *)