CvPlot::getArea() const
- Defined in
- CvPlot.h, line 343
- Class
- CvPlot
- Not a hook point
- written in a header
Code
343 inline int getArea() const344 {345 return m_iArea;346 }
Called by
74 functions in 23 files
- CvAIEnemyTerritoryOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIEnemyTerritoryOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperationBasicCityAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationCityCloseDefense::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationDestroyBarbarianCamp::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNavalBombardment::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNavalSuperiority::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationPureNavalCityAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationQuickColonize::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationRapidResponse::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvArea::calculateTotalBestNatureYield() const
- CvArea::countCoastalLand() const
- CvArmyAI::GetArea() const
- CvStepPathFinder::DoesPathExist(PlayerTypes, PlayerTypes, CvPlot *, CvPlot *)
- CvStepPathFinder::GetStepDistanceBetweenPoints(PlayerTypes, PlayerTypes, CvPlot *, CvPlot *)
- IgnoreUnitsDestValid(int, int, const void *, CvAStar *)
- PathDestValid(int, int, const void *, CvAStar *)
- StepDestValid(int, int, const void *, CvAStar *)
- StepValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteLandValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteWaterValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UIPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::DoCamps()
- CvBarbarians::GetRandomBarbarianUnitType(CvPlot *, UnitAITypes)
- CvCity::getArea() const
- CvCityCitizens::IsPlotBlockaded(CvPlot *) const
- EconomicAIHelpers::IsAreaSafeForQuickColony(int, CvPlayer *)
- EconomicAIHelpers::IsTestStrategy_IslandStart(EconomicAIStrategyTypes, CvPlayer *)
- CalculateDigSiteWeight(int, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &)
- OnSameBodyOfWater(CvCity *, CvCity *)
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvMap::DoPlaceNaturalWonders()
- CvMap::calculateAreas()
- CvMap::syncRandPlot(int, int, int, int)
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::GetBestNearbyCampToKill()
- CvMinorCivAI::GetNearbyResourceForQuest(PlayerTypes)
- CvMinorCivAI::IsGoodTimeForNaturalWonderQuest(PlayerTypes)
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::GetClosestGoodyPlot(bool)
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayerAI::AI_updateFoundValues(bool)
- CvPlot::area() const
- CvPlot::getNearestLandArea() const
- CvPlot::isAdjacentToArea(int) const
- CvPlot::secondWaterArea() const
- CvPlot::setArea(int)
- CvPlot::setFeatureType(FeatureTypes, int)
- CvPlot::setPlotType(PlotTypes, bool, bool, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::shareAdjacentArea(const CvPlot *) const
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvStartPositioner::AddCivToRegion(int, CvStartRegion, bool)
- CvStartPositioner::ComputeRowFertility(int, int, int, int, int)
- CvStartPositioner::ComputeTileFertilityValues()
- CvStartPositioner::TooCloseToAnotherCiv(CvPlot *)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindNearbyTarget(UnitHandle, int, AITacticalTargetType, CvUnit *)
- CvTacticalAnalysisMap::AddTemporaryZones()
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvPlayerTraits::AddUniqueLuxuries(CvCity *)
- CvPlayerTraits::WillGetUniqueLuxury(CvArea *) const
- CvUnit::IsFriendlyUnitAdjacent(bool) const
- CvUnit::PlotValid(CvPlot *, byte) const
- CvUnit::canEverRangeStrikeAt(int, int, const CvPlot *) const
- CvUnit::canFound(const CvPlot *, bool) const
- CvUnit::getArea() const
- CvLuaPlot::lGetArea(lua_State *)