CvPlot::IsFriendlyTerritory(PlayerTypes) const
- Defined in
- CvPlot.cpp, line 3822
- Class
- CvPlot
- Hook name
CivHooks::CvPlot_IsFriendlyTerritory
Hooks
static bool BeforeCvPlot_IsFriendlyTerritory(const CvPlot* self, PlayerTypes ePlayer, bool& result);static void AfterCvPlot_IsFriendlyTerritory(const CvPlot* self, PlayerTypes ePlayer, bool& result);static bool ReplaceCvPlot_IsFriendlyTerritory(bool (*original)(const CvPlot*, PlayerTypes), const CvPlot* self, PlayerTypes ePlayer);CivRegisterBefore<CivHooks::CvPlot_IsFriendlyTerritory>(host, &BeforeCvPlot_IsFriendlyTerritory);CivRegisterAfter<CivHooks::CvPlot_IsFriendlyTerritory>(host, &AfterCvPlot_IsFriendlyTerritory);CivRegisterReplace<CivHooks::CvPlot_IsFriendlyTerritory>(host, &ReplaceCvPlot_IsFriendlyTerritory);
Code
3821/// Is this a plot that's friendly to our team? (owned by us or someone we have Open Borders with)3822bool CvPlot::IsFriendlyTerritory(PlayerTypes ePlayer) const3823{3824 // No friendly territory for barbs!3825 if(GET_PLAYER(ePlayer).isBarbarian())3826 {3827 return false;3828 }38293830 TeamTypes eTeam = GET_PLAYER(ePlayer).getTeam();3831 TeamTypes ePlotOwner = getTeam();38323833 // Nobody owns this plot3834 if(ePlotOwner == NO_TEAM)3835 {3836 return false;3837 }38383839 // Our territory3840 if(ePlotOwner == eTeam)3841 {3842 return true;3843 }38443845 // City State's territory we've earned OB with3846 if(!GET_PLAYER(ePlayer).isMinorCiv())3847 {3848 if(GET_TEAM(ePlotOwner).isMinorCiv())3849 {3850 PlayerTypes eCityState = GET_TEAM(ePlotOwner).getLeaderID();38513852 if(GET_PLAYER(eCityState).GetMinorCivAI()->IsPlayerHasOpenBorders(ePlayer))3853 {3854 return true;3855 }3856 }3857 }38583859 // Major's territory we have OB with3860 if(GET_TEAM(ePlotOwner).IsAllowsOpenBordersToTeam(eTeam))3861 {3862 return true;3863 }38643865 return false;3866}
Calls
- CvMinorCivAI::IsPlayerHasOpenBorders(PlayerTypes)
- CvPlayer::GetMinorCivAI() const
- CvPlayer::getTeam() const
- CvPlayer::isBarbarian() const
- CvPlayer::isMinorCiv() const
- CvPlayerAI::getPlayer(PlayerTypes)
- CvPlot::getTeam() const
- CvTeam::getLeaderID() const
- CvTeam::getTeam(TeamTypes)
- CvTeam::IsAllowsOpenBordersToTeam(TeamTypes) const
- CvTeam::isMinorCiv() const
Called by
- BuildRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- RouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValidAnyArea(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvHomelandAI::PlotHealMoves()
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayerAI::AI_captureUnit(UnitTypes, CvPlot *)
- CvPlot::isFriendlyCityOrPassableImprovement(PlayerTypes, bool, const CvUnit *) const
- CvTacticalAI::PlotHealMoves()
- CvTeam::changeCanEmbarkCount(int)
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetMaxAttackStrength(const CvPlot *, const CvPlot *, const CvUnit *) const
- CvUnit::GetMaxRangedCombatStrength(const CvUnit *, const CvCity *, bool, bool) const
- CvUnit::IsInFriendlyTerritory() const
- CvUnit::canLoad(const CvPlot &) const
- CvUnit::canParadrop(const CvPlot *, bool) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnit::getAirliftToPlot(const CvPlot *, bool) const
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvLuaPlot::lIsFriendlyTerritory(lua_State *)