CvPlot::getOwner() const
- Defined in
- CvPlot.h, line 415
- Class
- CvPlot
- Not a hook point
- written in a header
Code
415 inline PlayerTypes getOwner() const416 {417 return (PlayerTypes)m_eOwner;418 }
Called by
183 functions in 32 files
- CvAIEnemyTerritoryOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAINavalEscortedOperation::ArmyInPosition(CvArmyAI *)
- CvAIOperationBasicCityAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationBasicCityAttack::ShouldAbort()
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::ShouldAbort()
- CvAIOperationNukeAttack::FindBestTarget()
- CvAIOperationPureNavalCityAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationPureNavalCityAttack::ShouldAbort()
- BuildRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvIgnoreUnitsPathFinder::GetLastOwnedPlot(CvPlot *, CvPlot *, PlayerTypes) const
- CvStepPathFinder::GetLastOwnedPlot(PlayerTypes, PlayerTypes, CvPlot *, CvPlot *) const
- CvStepPathFinder::GetXPlotsFromEnd(PlayerTypes, PlayerTypes, CvPlot *, CvPlot *, int, bool) const
- InfluenceCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathCost(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 *)
- CvBuilderTaskingAI::ConnectCitiesForScenario(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::ConnectCitiesToCapital(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::EvaluateBuilder(CvUnit *, BuilderDirective *, UINT, bool, bool, bool)
- CvBuilderTaskingAI::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvCity::CanBuyAnyPlot()
- CvCity::CanBuyPlot(int, int, bool)
- 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::DoUpdateCheapestPlotInfluence()
- CvCity::GetBuyablePlotList(std::vector<int> &)
- 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::IsHasResourceLocal(ResourceTypes, bool) const
- CvCity::PreKill(bool)
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::isValidBuildingLocation(BuildingTypes) const
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCityAI::AI_stealPlots()
- CvCityCitizens::DoAlterWorkingPlot(int)
- CvCitySpecializationAI::PlotValueForScience(CvPlot *)
- CvCitySpecializationAI::PlotValueForSpecificYield(CvPlot *, YieldTypes)
- CityStrategyAIHelpers::IsTestCityStrategy_ForestCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_HillCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_JungleCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalGrowth(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalTileImprovement(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedTileImprovers(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_WantTileImprovers(AICityStrategyTypes, CvCity *)
- CvPlayerCulture::DoArchaeologyChoice(ArchaeologyChoiceType)
- CvPlayerCulture::GetArchaeologyChoice(CvPlot *)
- CvDangerPlots::IsDangerByRelationshipZero(PlayerTypes, CvPlot *)
- CvDangerPlots::ModifyDangerByRelationship(PlayerTypes, CvPlot *, int)
- CvDangerPlots::ShouldIgnoreCitadel(CvPlot *, bool)
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvDllPlot::GetOwner() const
- CalculateDigSiteWeight(int, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &)
- CvGrandStrategyAI::GetConquestPriority()
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::FindHomelandTargets()
- CvHomelandAI::FindPatrolTarget(CvUnit *)
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotAirliftMoves()
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvMilitaryAI::ScanForBarbarians()
- CvMinorCivAI::DoIntrusion()
- CvMinorCivAI::GetBestNearbyCampToKill()
- CvMinorCivAI::IsLackingGiftableTileImprovementAtPlot(PlayerTypes, int, int)
- CvMinorCivAI::SetAlly(PlayerTypes)
- CvPlayer::AddAPlot(CvPlot *)
- CvPlayer::DoUpdateCramped()
- CvPlayer::DoUprising()
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::GetHappinessFromNaturalWonders() const
- CvPlayer::GetNumPlots() const
- CvPlayer::GetVerifiedOutsideUnitCount()
- CvPlayer::UpdatePlots()
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::getAdvancedStartImprovementCost(ImprovementTypes, bool, CvPlot *)
- CvPlayer::getAdvancedStartRouteCost(RouteTypes, bool, CvPlot *)
- CvPlayer::getAdvancedStartUnitCost(UnitTypes, bool, CvPlot *)
- CvPlayer::getNumOutsideUnits()
- CvPlayer::updateYield()
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlayerAI::FindBestMerchantTargetPlot(CvUnit *, bool)
- CvPlayerAI::FindBestMusicianTargetPlot(CvUnit *, bool)
- CvPlayerAI::GetDirectiveGeneral(CvUnit *)
- CvPlot::DoFindCityToLinkResourceTo(CvCity *)
- CvPlot::HasSpecialImprovement() const
- CvPlot::IsCivilization(CivilizationTypes) const
- CvPlot::IsHomeFrontForPlayer(PlayerTypes) const
- CvPlot::SetImprovementPillaged(bool, bool)
- CvPlot::SetRoutePillaged(bool, bool)
- CvPlot::calculateImprovementYieldChange(ImprovementTypes, YieldTypes, PlayerTypes, bool, RouteTypes) const
- CvPlot::calculateYield(YieldTypes, bool)
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPlot::doImprovement()
- CvPlot::doImprovementUpgrade()
- CvPlot::getRevealedOwner(TeamTypes, bool) const
- CvPlot::getYieldWithBuild(BuildTypes, YieldTypes, bool, PlayerTypes) const
- CvPlot::isAdjacentOwned() const
- CvPlot::isAdjacentPlayer(PlayerTypes, bool) const
- CvPlot::isBarbarian() const
- CvPlot::isOwned() const
- CvPlot::setFeatureType(FeatureTypes, int)
- CvPlot::setImprovementType(ImprovementTypes, PlayerTypes)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setOwnershipDuration(int)
- CvPlot::setPlotCity(CvCity *)
- CvPlot::setPlotType(PlotTypes, bool, bool, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::setRouteType(RouteTypes)
- CvPlot::updateCityRoute()
- CvPlot::updateRevealedOwner(TeamTypes)
- CvPlot::updateSight(bool)
- CvPlot::updateWorkingCity()
- CvPlot::getTeam() const
- CvGameReligions::IsEligibleForFounderBenefits(ReligionTypes, PlayerTypes) const
- CvReligionAI::ScoreBelief(CvBeliefEntry *)
- CvCitySiteEvaluator::CanFound(CvPlot *, const CvPlayer *, bool) const
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::IdentifyPriorityTargetsByType()
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotWithdrawMoves()
- CvTacticalAI::ScoreCloseOnPlots(CvPlot *, bool)
- CvTacticalAI::ScoreDeploymentPlots(CvPlot *, CvArmyAI *, int, int, int)
- CvTacticalAI::ScoreFormationPlots(CvArmyAI *, CvPlot *, CvPlot *, int)
- CvTacticalAI::ScoreGreatGeneralPlot(UnitHandle, CvPlot *, CvArmyAI *)
- CvTacticalAI::ScoreHedgehogPlots(CvPlot *)
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvPlayerTechs::SetLocalePriorities()
- CvUnit::CanCultureBomb(const CvPlot *, bool) const
- CvUnit::CanUpgradeInTerritory(bool) const
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::IsBarbarianUnitThreateningMinor(PlayerTypes)
- CvUnit::IsGarrisoned() const
- CvUnit::IsNearEnemyCitadel(int &)
- CvUnit::PerformCultureBomb(int)
- CvUnit::blastTourism()
- CvUnit::buyCityState()
- CvUnit::canBlastTourism(const CvPlot *, bool) const
- CvUnit::canBuyCityState(const CvPlot *, bool) const
- CvUnit::canGift(bool, bool) const
- CvUnit::canGoldenAge(const CvPlot *, bool) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canSellExoticGoods(const CvPlot *, bool) const
- CvUnit::canTrade(const CvPlot *, bool) const
- CvUnit::getTradeInfluence(const CvPlot *) const
- CvUnit::gift(bool)
- CvUnit::pillage()
- CvUnit::scrap()
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::trade()
- CvUnitCombat::GenerateAirCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateAirSweepCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearCombatInfo(CvUnit &, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateRangedCombatInfo(CvCity &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateRangedCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMovement::GetCostsForMove(const CvUnit *, const CvPlot *, const CvPlot *, int, int &, int &, int &)
- CvLuaPlot::lGetOwner(lua_State *)