CvPlot::getY() const
- Defined in
- CvPlot.h, line 331
- Class
- CvPlot
- Not a hook point
- written in a header
Code
331 inline int getY() const332 {333 return m_iY;334 }
Called by
443 functions in 45 files
- CvAIEnemyTerritoryOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIEnemyTerritoryOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAINavalEscortedOperation::ArmyInPosition(CvArmyAI *)
- CvAINavalEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAINavalOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIOperation::CheckOnTarget()
- CvAIOperation::ComputeCenterOfMassForTurn(CvArmyAI *, CvPlot **) const
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperation::GetGatherTolerance(CvArmyAI *, CvPlot *) const
- CvAIOperation::SetMusterPlot(CvPlot *)
- CvAIOperation::SetStartCityPlot(CvPlot *)
- CvAIOperation::SetTargetPlot(CvPlot *)
- CvAIOperationBasicCityAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationBasicCityAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationCityCloseDefense::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationConcertTour::ArmyInPosition(CvArmyAI *)
- CvAIOperationDestroyBarbarianCamp::ArmyInPosition(CvArmyAI *)
- CvAIOperationDestroyBarbarianCamp::ShouldAbort()
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationMerchantDelegation::ArmyInPosition(CvArmyAI *)
- CvAIOperationNavalAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationNavalAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNavalBombardment::ArmyInPosition(CvArmyAI *)
- CvAIOperationNavalBombardment::FindBestTarget()
- CvAIOperationNavalBombardment::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvAIOperationNavalSuperiority::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationNukeAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationNukeAttack::FindBestTarget()
- CvAIOperationPureNavalCityAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationPureNavalCityAttack::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationQuickColonize::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationRapidResponse::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvArmyAI::GetCenterOfMass(DomainTypes)
- CvArmyAI::GetFurthestUnitDistance(CvPlot *)
- CvArmyAI::SetGoalPlot(CvPlot *)
- CanReachInXTurns(UnitHandle, CvPlot *, int, bool, int *)
- CvIgnoreUnitsPathFinder::DoesPathExist(CvUnit &, CvPlot *, CvPlot *)
- CvStepPathFinder::DoesPathExist(PlayerTypes, PlayerTypes, CvPlot *, CvPlot *)
- CvStepPathFinder::GetStepDistanceBetweenPoints(PlayerTypes, PlayerTypes, CvPlot *, CvPlot *)
- IgnoreUnitsCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- InfluenceDestValid(int, int, const void *, CvAStar *)
- TurnsToReachTarget(UnitHandle, CvPlot *, bool, bool, bool)
- CvBarbarians::DoBarbCampCleared(CvPlot *, PlayerTypes)
- CvBarbarians::DoCamps()
- CvBarbarians::DoSpawnBarbarianUnit(CvPlot *, bool, bool)
- CvBarbarians::GetRandomBarbarianUnitType(CvPlot *, UnitAITypes)
- CvBarbarians::IsPlotValidForBarbCamp(CvPlot *)
- CvBarbarians::ShouldSpawnBarbFromCamp(CvPlot *)
- CvBuilderTaskingAI::AddChopDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingPlotsDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddImprovingResourcesDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddRemoveUselessRoadDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddRouteDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::AddScrubFalloutDirectives(CvUnit *, CvPlot *, int)
- CvBuilderTaskingAI::ConnectCitiesForScenario(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::ConnectCitiesToCapital(CvCity *, CvCity *, RouteTypes)
- CvBuilderTaskingAI::EvaluateBuilder(CvUnit *, BuilderDirective *, UINT, bool, bool, bool)
- CvBuilderTaskingAI::FindTurnsAway(CvUnit *, CvPlot *, bool)
- CvBuilderTaskingAI::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvBuilderTaskingAI::UpdateCurrentPlotYields(CvPlot *)
- CvBuilderTaskingAI::UpdateProjectedPlotYields(CvPlot *, BuildTypes)
- CvCity::CanBuyPlot(int, int, bool)
- CvCity::CanRangeStrikeNow() const
- CvCity::CreateUnit(UnitTypes, UnitAITypes, bool)
- CvCity::DoCreatePuppet()
- CvCity::DoJONSCultureLevelIncrease()
- CvCity::DoNearbyEnemy()
- CvCity::DoRazingTurn()
- CvCity::DoUpdateCheapestPlotInfluence()
- CvCity::GetBuyPlotScore(int &, int &)
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::GetIndividualPlotScore(const CvPlot *) const
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::canRangeStrikeAt(int, int) const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCity::setRallyPlot(CvPlot *)
- CvCityCitizens::DoSpawnGreatPerson(UnitTypes, bool, bool, bool)
- CvCityCitizens::IsPlotBlockaded(CvPlot *) const
- CvCitySpecializationAI::FindBestSites()
- CvCitySpecializationAI::PlotValueForScience(CvPlot *)
- CvCitySpecializationAI::PlotValueForSpecificYield(CvPlot *, YieldTypes)
- CityStrategyAIHelpers::IsTestCityStrategy_ForestCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_HillCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_JungleCity(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_MountainCity(CvCity *)
- CvPlayerCulture::GetNextDigCompleteArchaeologist(CvPlot **) const
- operator<<(FDataStream &, const CvPlayerCulture &)
- CvDangerPlots::AssignCityDangerValue(CvCity *, CvPlot *)
- CvDangerPlots::AssignUnitDangerValue(CvUnit *, CvPlot *)
- CvDangerPlots::GetCityDanger(CvCity *)
- CvDangerPlots::GetDanger(const CvPlot &) const
- CvDangerPlots::UpdateDanger(bool, bool)
- CvDiplomacyAI::SetPlayerNoSettleRequestAccepted(PlayerTypes, bool)
- CvDllGame::CanMoveUnitTo(ICvUnit1 *, ICvPlot1 *) const
- CvDllNetMessageHandler::ResponseCityBuyPlot(PlayerTypes, int, int, int)
- CvDllNetMessageHandler::ResponseSwapUnits(PlayerTypes, int, MissionTypes, int, int, int, bool)
- CvDllPlot::GetPosition(int &, int &) const
- CvEconomicAI::AssignExplorersToHuts()
- CvEconomicAI::AssignHutsToExplorers()
- CvEconomicAI::DoReconState()
- CvEconomicAI::GetBestGreatWorkCity(CvPlot *, GreatWorkType) const
- CvEconomicAI::ScoreExplorePlot(CvPlot *, TeamTypes, int, DomainTypes)
- CvGame::PopulateDigSite(CvPlot &, EraTypes, GreatWorkArtifactClass)
- CvGame::selectionListMove(CvPlot *, bool)
- plotCityXY(const CvCity *, const CvPlot *)
- directionXY(const CvPlot *, const CvPlot *)
- CvGlobals::GetHexDebugLayerString(CvPlot *, const char *, PlayerTypes, char *, unsigned int)
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteArchaeologistMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteInquisitorMoves()
- CvHomelandAI::ExecuteMissionaryMoves()
- CvHomelandAI::ExecuteMoveToTarget(CvPlot *)
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecutePatrolMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSpecialExploreMove(CvUnit *, CvPlot *)
- CvHomelandAI::ExecuteTradeUnitMoves()
- CvHomelandAI::ExecuteWorkerSeaMoves(CvHomelandTarget, CvPlot *)
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::FindArchaeologistTarget(CvUnit *)
- CvHomelandAI::FindHomelandTargets()
- CvHomelandAI::FindPatrolTarget(CvUnit *)
- CvHomelandAI::GetBestUnitToReachTarget(CvPlot *, int)
- CvHomelandAI::IsAnyValidExploreMoves(const CvUnit *) const
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::MoveToEmptySpaceNearTarget(CvUnit *, CvPlot *, bool)
- CvHomelandAI::PlotAirliftMoves()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotPatrolMoves()
- CvMap::DoPlaceNaturalWonders()
- CvMap::calculateAreas()
- CvMap::calculateInfluenceDistance(CvPlot *, CvPlot *, int, bool)
- CvMap::calculateLandmasses()
- CvMap::findNearestStartPlot(int, int, PlayerTypes &)
- CvMap::findWater(CvPlot *, int, bool)
- CvMap::syncRandPlot(int, int, int, int)
- CvMap::updateWorkingCity(CvPlot *, int)
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetCoastalPlotAdjacentToTarget(CvPlot *, CvArmyAI *) const
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::GetNumEnemyAirUnitsInRange(CvPlot *, int, bool, bool) const
- CvMilitaryAI::ScanForBarbarians()
- CvMilitaryAI::WillAirUnitRebase(CvUnit *) const
- CvMinorCivAI::CalculateBullyMetric(PlayerTypes, bool, CvString *)
- CvMinorCivAI::CanMajorGiftTileImprovement(PlayerTypes)
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvMinorCivAI::GetBestNearbyCampToKill()
- CvMinorCivAI::IsValidQuestForPlayer(PlayerTypes, MinorCivQuestTypes)
- CvMinorCivQuest::DoStartQuest(int)
- CvMinorCivQuest::DoStartQuestUsingExistingData(CvMinorCivQuest *)
- CvPlayer::AddAPlot(CvPlot *)
- CvPlayer::AddMilitaryEvent(const char *, CvPlot *, PlayerTypes, int, int, int, int)
- CvPlayer::AddNotification(NotificationTypes, const char *, const char *, CvPlot *, int, int)
- CvPlayer::DoSpawnGreatPerson(PlayerTypes, bool)
- CvPlayer::DoUprising()
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::GetClosestFriendlyCity(CvPlot &, int)
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayer::GetPlotHasOrder(CvPlot *)
- CvPlayer::IsPlotConnectedToPlot(CvPlot *, CvPlot *, RouteTypes, bool)
- CvPlayer::IsPlotTargetedForCity(CvPlot *) const
- CvPlayer::acquireCity(CvCity *, bool, bool, bool)
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::canReceiveGoody(CvPlot *, GoodyTypes, CvUnit *) const
- CvPlayer::createGreatAdmiral(UnitTypes, int, int, bool)
- CvPlayer::createGreatGeneral(UnitTypes, int, int, bool)
- CvPlayer::disassembleSpaceship(CvPlot *)
- CvPlayer::doAdvancedStartAction(AdvancedStartActionTypes, int, int, int, bool)
- CvPlayer::doWarnings()
- CvPlayer::found(int, int, ReligionTypes)
- CvPlayer::getAdvancedStartCityCost(bool, CvPlot *)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayer::setCombatExperienceTimes100(int, CvUnit *)
- CvPlayer::setNavalCombatExperienceTimes100(int, CvUnit *)
- CvPlayer::setStartingPlot(CvPlot *)
- CvPlayerAI::AI_captureUnit(UnitTypes, CvPlot *)
- CvPlayerAI::AI_plotTargetMissionAIs(CvPlot *, MissionAITypes, int)
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlayerAI::FindBestMerchantTargetPlot(CvUnit *, bool)
- CvPlot::ComputeYieldFromAdjacentImprovement(CvImprovementEntry &, ImprovementTypes, YieldTypes) const
- CvPlot::DoFindCityToLinkResourceTo(CvCity *)
- CvPlot::GetAdjacentCity(bool) const
- CvPlot::GetAdjacentFriendlyCity(TeamTypes, bool) const
- CvPlot::GetNumAdjacentDifferentTeam(TeamTypes, bool) const
- CvPlot::GetNumAdjacentMountains() const
- CvPlot::GetPlotIndex() const
- CvPlot::GetSizeLargestAdjacentWater() const
- CvPlot::IsAdjacentOwnedByOtherTeam(TeamTypes) const
- CvPlot::IsAdjacentToFeature(FeatureTypes) const
- CvPlot::IsAdjacentToImprovement(ImprovementTypes) const
- CvPlot::IsAdjacentToPlotType(PlotTypes) const
- CvPlot::IsAdjacentToResource(ResourceTypes) const
- CvPlot::IsAdjacentToTerrain(TerrainTypes) const
- CvPlot::IsHomeFrontForPlayer(PlayerTypes) const
- CvPlot::IsWithinDistanceOfFeature(FeatureTypes, int) const
- CvPlot::IsWithinDistanceOfImprovement(ImprovementTypes, int) const
- CvPlot::IsWithinDistanceOfPlotType(PlotTypes, int) const
- CvPlot::IsWithinDistanceOfResource(ResourceTypes, int) const
- CvPlot::IsWithinDistanceOfTerrain(TerrainTypes, int) const
- CvPlot::SetImprovementPillaged(bool, bool)
- CvPlot::SetRoutePillaged(bool, bool)
- CvPlot::SetWorldAnchor(GenericWorldAnchorTypes, int)
- CvPlot::at(int, int) const
- CvPlot::calculateImprovementYieldChange(ImprovementTypes, YieldTypes, PlayerTypes, bool, RouteTypes) const
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::canHaveFeature(FeatureTypes) const
- CvPlot::canHaveImprovement(ImprovementTypes, TeamTypes, bool) const
- CvPlot::canSeePlot(const CvPlot *, TeamTypes, int, DirectionTypes, DomainTypes) const
- CvPlot::canTrain(UnitTypes, bool, bool) const
- CvPlot::changeAdjacentSight(TeamTypes, int, bool, InvisibleTypes, DirectionTypes, CvUnit *)
- CvPlot::changeBuildProgress(BuildTypes, int, PlayerTypes)
- CvPlot::changeExtraMovePathCost(int)
- CvPlot::changeSeeFromSight(TeamTypes, DirectionTypes, int, bool, InvisibleTypes, CvUnit *)
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::doImprovement()
- CvPlot::getExtraMovePathCost() const
- CvPlot::getFeatureProduction(BuildTypes, PlayerTypes, CvCity **) const
- CvPlot::getFoundValue(PlayerTypes)
- CvPlot::getInlandCorner() const
- CvPlot::getLatitude() const
- CvPlot::getNearestLandPlotInternal(int) const
- CvPlot::getNeighboringPlot(DirectionTypes) const
- CvPlot::getNumAdjacentNonrevealed(TeamTypes) const
- CvPlot::getNumAdjacentNonvisible(TeamTypes) const
- CvPlot::hasCoastAtSECorner() const
- CvPlot::isAdjacent(const CvPlot *) const
- CvPlot::isAdjacentNonrevealed(TeamTypes) const
- CvPlot::isAdjacentNonvisible(TeamTypes) const
- CvPlot::isAdjacentOwned() const
- CvPlot::isAdjacentPlayer(PlayerTypes, bool) const
- CvPlot::isAdjacentRevealed(TeamTypes) const
- CvPlot::isAdjacentTeam(TeamTypes, bool) const
- CvPlot::isAdjacentToArea(int) const
- CvPlot::isAdjacentToIce() const
- CvPlot::isAdjacentToLand() const
- CvPlot::isAdjacentToShallowWater() const
- CvPlot::isAdjacentVisible(TeamTypes) const
- CvPlot::isAdjacentVisible(TeamTypes, bool) const
- CvPlot::isBestAdjacentFound(PlayerTypes)
- CvPlot::isBlockaded(PlayerTypes)
- CvPlot::isCoastalLand(int) const
- CvPlot::isFreshWater() const
- CvPlot::isFriendlyCityOrPassableImprovement(PlayerTypes, bool, const CvUnit *) const
- CvPlot::isPotentialCityWorkForArea(CvArea *) const
- CvPlot::isRiverCrossingFlowClockwise(DirectionTypes) const
- CvPlot::isRiverSide() const
- CvPlot::secondWaterArea() const
- CvPlot::setFeatureType(FeatureTypes, int)
- CvPlot::setImprovementType(ImprovementTypes, PlayerTypes)
- CvPlot::setNEOfRiver(bool, FlowDirectionTypes)
- CvPlot::setNWOfRiver(bool, FlowDirectionTypes)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setPlotCity(CvCity *)
- CvPlot::setPlotType(PlotTypes, bool, bool, bool)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvPlot::setRevealedImprovementType(TeamTypes, ImprovementTypes)
- CvPlot::setRouteType(RouteTypes)
- CvPlot::setWOfRiver(bool, FlowDirectionTypes)
- CvPlot::shareAdjacentArea(const CvPlot *) const
- CvPlot::showPopupText(PlayerTypes, const char *)
- CvPlot::updateFog(bool)
- CvPlot::updatePotentialCityWork()
- CvPlot::updateRevealedOwner(TeamTypes)
- CvPlot::updateRiverCrossing(DirectionTypes)
- CvPlot::updateSeeFromSight(bool)
- CvPlot::updateWorkingCity()
- CvPlot::verifyUnitValidPlot()
- CvPlot::waterArea() const
- FSerialization::SyncPlots()
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvCitySiteEvaluator::CanFound(CvPlot *, const CvPlayer *, bool) const
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvSiteEvaluatorForStart::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvStartPositioner::AddCivToRegion(int, CvStartRegion, bool)
- CvStartPositioner::MeetsFoodRequirement(CvPlot *, TeamTypes, int)
- CvStartPositioner::TooCloseToAnotherCiv(CvPlot *)
- CvTacticalAI::CanCoverFromEnemy(CvPlot *, int &, int)
- CvTacticalAI::ComputeTotalExpectedDamage(CvTacticalTarget *, CvPlot *)
- CvTacticalAI::DeleteTemporaryZone(CvPlot *)
- CvTacticalAI::ExecuteAirSweepMoves()
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteBarbarianCampMove(CvPlot *)
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteCivilianCapture(CvPlot *)
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteFormationMoves(CvArmyAI *, CvPlot *)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteMoveToPlot(UnitHandle, CvPlot *, bool)
- CvTacticalAI::ExecuteMoveToTarget(CvPlot *)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteNavalBlockadeMove(CvPlot *)
- CvTacticalAI::ExecuteNavalFormationMoves(CvArmyAI *, CvPlot *)
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::ExecuteParadropPillage(CvPlot *)
- CvTacticalAI::ExecutePillage(CvPlot *)
- CvTacticalAI::ExecutePlunderTradeUnit(CvPlot *)
- CvTacticalAI::ExecuteRepositionMoves()
- CvTacticalAI::ExecuteSafeBombards(CvTacticalTarget &)
- CvTacticalAI::FindAirUnitsToAirSweep(CvPlot *)
- CvTacticalAI::FindBarbarianExploreTarget(UnitHandle)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindCitiesWithinStrikingDistance(CvPlot *)
- CvTacticalAI::FindClosestNavalOperationUnit(CvPlot *, bool)
- CvTacticalAI::FindClosestOperationUnit(CvPlot *, bool, bool)
- CvTacticalAI::FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- CvTacticalAI::FindParatroopersWithinStrikingDistance(CvPlot *)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- CvTacticalAI::FindUnitsWithinStrikingDistance(CvPlot *, int, int, bool, bool, bool, bool, bool, bool)
- CvTacticalAI::IdentifyPriorityBarbarianTargets()
- CvTacticalAI::MoveGreatGeneral(CvArmyAI *)
- CvTacticalAI::MoveToEmptySpaceNearTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::MoveToEmptySpaceTwoFromTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::MoveToUsingSafeEmbark(UnitHandle, CvPlot *, bool &)
- CvTacticalAI::NearXQueuedAttacks(const CvPlot *, const int)
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotAlreadyTargeted(CvPlot *)
- CvTacticalAI::PlotBarbarianCampMoves()
- CvTacticalAI::PlotCaptureCityMoves()
- CvTacticalAI::PlotCloseOnTarget(bool)
- CvTacticalAI::PlotDamageCityMoves()
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotEnemyTerritoryOperationMoves(CvAIEnemyTerritoryOperation *)
- CvTacticalAI::PlotHedgehogMoves()
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotPlunderTradePlotMoves(DomainTypes)
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvTacticalAI::PlotSitAndBombardMoves()
- CvTacticalAI::PlotSurgicalCityStrikeMoves()
- CvTacticalAI::QueueAttack(void *, CvTacticalTarget *, bool, bool)
- CvTacticalAI::SamePlotFound(vector<CvPlot *>, CvPlot *)
- 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::FindExistingZone(CvPlot *)
- CvTacticalAnalysisMap::IsInEnemyDominatedZone(CvPlot *)
- CvTacticalAnalysisMap::MarkCellsNearEnemy()
- CvTacticalAnalysisMap::SetTargetBombardCells(CvPlot *, int, bool)
- CvTacticalAnalysisMap::SetTargetFlankBonusCells(CvPlot *)
- CvTeam::SetHasEmbassyAtTeam(TeamTypes, bool)
- CvTeam::processTech(TechTypes, int)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvPlayerTechs::SetLocalePriorities()
- CvGameTrade::ClearAllCityTradeRoutes(CvPlot *, bool)
- CvGameTrade::GetNumTradeRoutesInPlot(CvPlot *)
- CvGameTrade::GetPlotAdjacentToWater(CvPlot *, CvPlot *)
- CvPlayerTrade::GetPlotMouseoverToolTips(CvPlot *)
- CvPlayerTrade::GetPlotToolTips(CvPlot *)
- CvPlayerTrade::GetTradePlotsAtPlot(const CvPlot *, bool, bool, bool)
- CvPlayerTrade::GetTradeUnitsAtPlot(const CvPlot *, bool, bool, bool)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvPlayerTraits::CheckForBarbarianConversion(CvUnit *, CvPlot *)
- CvPlayerTraits::ConvertBarbarianCamp(CvUnit *, CvPlot *)
- CvUnit::CanCultureBomb(const CvPlot *, bool) const
- CvUnit::CanFallBackFromMelee(CvUnit &)
- CvUnit::CanRemoveHeresy(const CvPlot *) const
- CvUnit::CanSpreadReligion(const CvPlot *) const
- CvUnit::CanWithdrawFromMelee(CvUnit &)
- CvUnit::DoEnhanceReligion()
- CvUnit::DoFallBackFromMelee(CvUnit &)
- CvUnit::DoFoundReligion()
- CvUnit::DoWithdrawFromMelee(CvUnit &)
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GeneratePath(const CvPlot *, int, bool, int *) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetDeclareWarRangeStrike(const CvPlot &) const
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetMovablePlotListOpt(vector<CvPlot *> &, CvPlot *, bool, bool)
- CvUnit::GetReverseGreatGeneralModifier() const
- CvUnit::IsDoingPartialMove() const
- CvUnit::IsNearSapper(const CvCity *) const
- CvUnit::PerformCultureBomb(int)
- CvUnit::SetMissionAI(MissionAITypes, CvPlot *, CvUnit *)
- CvUnit::SetTacticalAIPlot(CvPlot *)
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::airlift(int, int)
- CvUnit::atPlot(const CvPlot &) const
- CvUnit::calculateExoticGoodsDistanceFactor(const CvPlot *)
- CvUnit::canAirSweepAt(int, int) const
- CvUnit::canDisembark(const CvPlot *) const
- CvUnit::canEmbark(const CvPlot *) const
- CvUnit::canEverRangeStrikeAt(int, int, const CvPlot *) const
- CvUnit::canFound(const CvPlot *, bool) const
- CvUnit::canLoad(const CvPlot &) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canNukeAt(const CvPlot *, int, int) const
- CvUnit::canParadrop(const CvPlot *, bool) const
- CvUnit::canParadropAt(const CvPlot *, int, int) const
- CvUnit::canSellExoticGoods(const CvPlot *, bool) const
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnit::getAirliftToPlot(const CvPlot *, bool) const
- CvUnit::getCaptureDefinition(CvUnitCaptureDefinition *, PlayerTypes)
- CvUnit::healRate(const CvPlot *) const
- CvUnit::isNukeVictim(const CvPlot *, TeamTypes) const
- CvUnit::jumpToNearestValidPlot()
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnit::move(CvPlot &, bool)
- CvUnit::paradrop(int, int)
- CvUnit::rebase(int, int)
- CvUnit::setAttackPlot(const CvPlot *, bool)
- CvUnit::setReconPlot(CvPlot *)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::willRevealByMove(const CvPlot &) const
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitCombat::AttackAir(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::GenerateAirCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateAirSweepCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearCombatInfo(CvUnit &, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateNuclearExplosionDamage(CvPlot *, int, CvUnit *, CvCombatMemberEntry *, int *, int)
- CvUnitCombat::GenerateRangedCombatInfo(CvCity &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateRangedCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GetFireSupportUnit(PlayerTypes, int, int, int, int)
- CvUnitCombat::ParadropIntercept(CvUnit &, CvPlot &)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::StartMission(UnitHandle)
- CvUnitMovement::IsSlowedByZOC(const CvUnit *, const CvPlot *, const CvPlot *)
- CvWorldBuilderMapLoader::InitMap()
- FindClosestCity(const PlayerTypes, const CvPlot &)
- CvLuaCity::lCanBuyPlot(lua_State *)
- CvLuaGame::lGetLongestCityConnectionPlots(lua_State *)
- CvLuaPlayer::GetPotentialInternationalTradeRouteDestinationsHelper(lua_State *, CvPlayerAI *, CvUnit *, CvPlot *)
- CvLuaPlot::lGetXY(lua_State *)
- CvLuaPlot::lGetY(lua_State *)