CvPlot::getImprovementType() const
- Defined in
- CvPlot.cpp, line 6581
- Class
- CvPlot
- Hook name
CivHooks::CvPlot_getImprovementType
Hooks
static bool BeforeCvPlot_getImprovementType(const CvPlot* self, ImprovementTypes& result);static void AfterCvPlot_getImprovementType(const CvPlot* self, ImprovementTypes& result);static ImprovementTypes ReplaceCvPlot_getImprovementType(ImprovementTypes (*original)(const CvPlot*), const CvPlot* self);CivRegisterBefore<CivHooks::CvPlot_getImprovementType>(host, &BeforeCvPlot_getImprovementType);CivRegisterAfter<CivHooks::CvPlot_getImprovementType>(host, &AfterCvPlot_getImprovementType);CivRegisterReplace<CivHooks::CvPlot_getImprovementType>(host, &ReplaceCvPlot_getImprovementType);
Code
6581ImprovementTypes CvPlot::getImprovementType() const6582{6583 return (ImprovementTypes)m_eImprovementType;6584}
Called by
101 functions in 28 files
- CvAIOperationDestroyBarbarianCamp::ShouldAbort()
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvAIOperationNukeAttack::FindBestTarget()
- CvBarbarians::BeginTurn()
- CvBarbarians::DoCamps()
- CvBarbarians::DoUnits()
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingPlotsDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingResourcesDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddRemoveUselessRoadDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::LogDirective(BuilderDirective, CvUnit *, int, bool)
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::GetNumResourceLocal(ResourceTypes, bool)
- CvCity::GetYieldPerTurnFromUnimprovedFeatures(YieldTypes) const
- CvCity::countNumImprovedPlots(ImprovementTypes, bool) const
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCitySpecializationAI::PlotValueForScience(CvPlot *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalTileImprovement(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedTileImprovers(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_WantTileImprovers(AICityStrategyTypes, CvCity *)
- CvCityCulture::GetYieldFromImprovements(YieldTypes) const
- CvDealAI::GetCityValue(int, int, bool, PlayerTypes, bool)
- CvDllPlot::GetImprovementType() const
- CvEconomicAI::DisbandExtraWorkers()
- CvEconomicAI::GetImprovedToImprovablePlotsRatio()
- CvEconomicAI::LogCityMonitor()
- CvEconomicAI::LogMonitor()
- CalculateDigSiteWeight(int, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &)
- CvGame::handleAction(int)
- CvHomelandAI::FindHomelandTargets()
- CvMap::DoPlaceNaturalWonders()
- CvMilitaryAI::ScanForBarbarians()
- CvMinorCivAI::GetBestNearbyCampToKill()
- CvMinorCivAI::IsValidQuestCopyForPlayer(PlayerTypes, CvMinorCivQuest *)
- CvMinorCivQuest::DoStartQuest(int)
- CvMinorCivQuest::DoStartQuestUsingExistingData(CvMinorCivQuest *)
- CvMinorCivQuest::IsComplete()
- CvPlayer::DoUprising()
- CvPlayer::GatherPerTurnReplayStats(int)
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doUpdateBarbarianCampVisibility()
- CvPlayer::getAdvancedStartImprovementCost(ImprovementTypes, bool, CvPlot *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlot::ComputeYieldFromAdjacentImprovement(CvImprovementEntry &, ImprovementTypes, YieldTypes) const
- CvPlot::DoFindCityToLinkResourceTo(CvCity *)
- CvPlot::HasBarbarianCamp()
- CvPlot::HasImprovement(ImprovementTypes) const
- CvPlot::HasSpecialImprovement() const
- CvPlot::IsAllowsWalkWater() const
- CvPlot::SetImprovementPillaged(bool, bool)
- CvPlot::calculateAdditionalUnitsFromImprovement()
- CvPlot::calculateNatureYield(YieldTypes, TeamTypes, bool) const
- CvPlot::calculateYield(YieldTypes, bool)
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::canHaveImprovement(ImprovementTypes, TeamTypes, bool) const
- CvPlot::defenseModifier(TeamTypes, bool, bool) const
- CvPlot::doImprovementUpgrade()
- CvPlot::doTurn()
- CvPlot::getRevealedImprovementType(TeamTypes, bool) const
- CvPlot::getTurnDamage(bool, bool, bool, bool) const
- CvPlot::getUpgradeTimeLeft(ImprovementTypes, PlayerTypes) const
- CvPlot::getYieldWithBuild(BuildTypes, YieldTypes, bool, PlayerTypes) const
- CvPlot::isFreshWater() const
- CvPlot::isGoody(TeamTypes) const
- CvPlot::isPassableImprovement() const
- CvPlot::processArea(CvArea *, int)
- CvPlot::setFeatureType(FeatureTypes, int)
- CvPlot::setImprovementType(ImprovementTypes, PlayerTypes)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvSiteEvaluatorForStart::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::FindUnitsWithinStrikingDistance(CvPlot *, int, int, bool, bool, bool, bool, bool, bool)
- CvTacticalAI::IdentifyPriorityBarbarianTargets()
- CvTacticalAI::IdentifyPriorityTargetsByType()
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvPlayerTraits::CheckForBarbarianConversion(CvUnit *, CvPlot *)
- CvUnit::GetNearbyImprovementModifier(ImprovementTypes, int, int) const
- CvUnit::IsNearEnemyCitadel(int &)
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::UnitBuild(BuildTypes)
- CvUnit::build(BuildTypes)
- CvUnit::canLoad(const CvPlot &) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnit::getAirliftToPlot(const CvPlot *, bool) const
- CvUnit::pillage()
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvLuaPlayer::lGetRecommendedWorkerPlots(lua_State *)
- CvLuaPlayer::lGetUnimprovedAvailableLuxuryResource(lua_State *)
- CvLuaPlayer::lIsAnyPlotImproved(lua_State *)
- CvLuaPlot::lGetImprovementType(lua_State *)