CvPlot
- Declared in
- CvPlot.h, line 84
One object for each tile of the map. GC.getMap().plot(x, y) returns the tile at those coordinates, or null when they are off the map.
- What is on it:
CvPlot::getTerrainType,CvPlot::getFeatureType,CvPlot::getResourceType,CvPlot::getImprovementTypeandCvPlot::getRouteType(roads and railroads). Given a team,CvPlot::getResourceTypehides a resource that team cannot see yet; leave the team out to get the real one.CvPlot::getPlotCitygives the city on it, if there is one, andCvPlot::getNumUnitsandCvPlot::getUnitByIndexits units. - Who has it:
CvPlot::getOwnergives the owning player's ID, andCvPlot::setOwnerchanges it.CvPlot::getWorkingCitygives the city whose citizens may work it. - Yields:
CvPlot::getYieldreads the yields the game stored, andCvPlot::calculateYieldworks them out again. - What each team sees:
CvPlot::isRevealedis true once a team has seen the tile, andCvPlot::isVisiblewhile the team can see it now. - Turns:
CvPlot::doTurnruns once a game turn for every tile, not once for each player.
Functions
- AddArchaeologicalRecord(GreatWorkArtifactClass, EraTypes, PlayerTypes, PlayerTypes)
- AddArchaeologicalRecord(GreatWorkArtifactClass, PlayerTypes, PlayerTypes)
- addUnit(CvUnit *, bool)
- area() const
- at(int, int) const
- calculateAdditionalUnitsFromImprovement()
- calculateBestNatureYield(YieldTypes, TeamTypes) const
- calculateImprovementYieldChange(ImprovementTypes, YieldTypes, PlayerTypes, bool, RouteTypes) const
- calculateNatureYield(YieldTypes, TeamTypes, bool) const
- calculateTotalBestNatureYield(TeamTypes) const
- calculateYield(YieldTypes, bool)
- canBuild(BuildTypes, PlayerTypes, bool, bool) const
- canHaveFeature(FeatureTypes) const
- canHaveImprovement(ImprovementTypes, TeamTypes, bool) const
- canHaveResource(ResourceTypes, bool, bool) const
- canSeePlot(const CvPlot *, TeamTypes, int, DirectionTypes, DomainTypes) const
- canTrain(UnitTypes, bool, bool) const
- changeAdjacentSight(TeamTypes, int, bool, InvisibleTypes, DirectionTypes, CvUnit *)
- changeBuildProgress(BuildTypes, int, PlayerTypes)
- changeCityRadiusCount(int)
- changeExtraMovePathCost(int)
- changeImprovementDuration(int)
- changeInvisibleVisibilityCount(TeamTypes, InvisibleTypes, int)
- changeNumMajorCivsRevealed(int)
- changeNumResource(int)
- changeOwnershipDuration(int)
- changePlayerCityRadiusCount(PlayerTypes, int)
- changeReconCount(int)
- changeRiverCrossingCount(int)
- changeSeeFromSight(TeamTypes, DirectionTypes, int, bool, InvisibleTypes, CvUnit *)
- changeUpgradeProgress(int)
- changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- ClearArchaeologicalRecord()
- ClearCityPurchaseInfo()
- ComputeYieldFromAdjacentImprovement(CvImprovementEntry &, ImprovementTypes, YieldTypes) const
- countNumAirUnits(TeamTypes) const
- CvPlot() not a hook point
- debugDump(const FAutoVariableBase &) const
- defenseModifier(TeamTypes, bool, bool) const
- DoFindCityToLinkResourceTo(CvCity *)
- doImprovement()
- doImprovementUpgrade()
- doTurn()
- erase(bool)
- GetActiveFogOfWarMode() const
- getAdditionalUnitsFromImprovement() const
- GetAdjacentCity(bool) const
- GetAdjacentFriendlyCity(TeamTypes, bool) const
- getAnyBuildProgress() const
- GetArchaeologicalRecord() const
- getArea() const not a hook point
- getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool)
- getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool) const
- GetBuilderAIScratchPadPlayer() const
- GetBuilderAIScratchPadRoute() const
- GetBuilderAIScratchPadTurn() const
- GetBuilderAIScratchPadValue() const
- getBuildProgress(BuildTypes) const
- getBuildTime(BuildTypes, PlayerTypes) const
- getBuildTurnsLeft(BuildTypes, PlayerTypes, int, int) const
- getBuildTurnsTotal(BuildTypes, PlayerTypes) const
- getCenterUnit()
- getCenterUnit() const
- GetCityPurchaseID()
- GetCityPurchaseOwner()
- getCityRadiusCount() const
- GetContinentType() const
- getDebugCenterUnit() const
- getExtraMovePathCost() const
- getFeatureProduction(BuildTypes, PlayerTypes, CvCity **) const
- getFeatureType() const not a hook point
- getFeatureVariety() const
- getFoundValue(PlayerTypes)
- getImprovementDuration() const
- getImprovementType() const
- getImprovementTypeNeededToImproveResource(PlayerTypes, bool)
- getInlandCorner() const
- getInvisibleVisibilityCount(TeamTypes, InvisibleTypes) const
- getLandmass() const not a hook point
- getLatitude() const
- getLayerUnit(int, int) const
- getNearestLandArea() const
- getNearestLandPlot() const
- getNearestLandPlotInternal(int) const
- getNeighboringPlot(DirectionTypes) const
- getNonObsoleteResourceType(TeamTypes) const
- GetNumAdjacentDifferentTeam(TeamTypes, bool) const
- GetNumAdjacentMountains() const
- getNumAdjacentNonrevealed(TeamTypes) const
- getNumAdjacentNonvisible(TeamTypes) const
- GetNumCombatUnits()
- getNumDefenders(PlayerTypes) const
- getNumFriendlyUnitsOfType(const CvUnit *, bool) const
- getNumLayerUnits(int) const
- getNumMajorCivsRevealed() const
- getNumResource() const
- getNumResourceForPlayer(PlayerTypes) const
- getNumUnits() const
- getNumVisibleEnemyDefenders(const CvUnit *) const
- getNumVisiblePotentialEnemyDefenders(const CvUnit *) const
- getOwner() const not a hook point
- getOwnershipDuration() const
- getPlayerCityRadiusCount(PlayerTypes) const
- GetPlayerResponsibleForImprovement() const
- GetPlayerResponsibleForRoute() const
- GetPlayerThatBuiltImprovement() const
- GetPlayerThatClearedBarbCampHere() const
- getPlotCity() const not a hook point
- GetPlotIndex() const
- getPlotType() const not a hook point
- getReconCount() const
- GetResourceLinkedCity() const
- getResourceType(TeamTypes) const
- getRevealedImprovementType(TeamTypes) const
- getRevealedImprovementType(TeamTypes, bool) const
- getRevealedOwner(TeamTypes) const
- getRevealedOwner(TeamTypes, bool) const
- getRevealedRouteType(TeamTypes) const
- getRevealedRouteType(TeamTypes, bool) const
- getRevealedTeam(TeamTypes) const
- getRevealedTeam(TeamTypes, bool) const
- getRiverCrossingCount() const
- getRiverEFlowDirection() const
- getRiverSEFlowDirection() const
- getRiverSWFlowDirection() const
- getRouteType() const
- getScratchPad() const not a hook point
- getScriptData() const
- getSelectedUnit()
- getSelectedUnit() const
- GetSizeLargestAdjacentWater() const
- getSyncArchive()
- getSyncArchive() const
- getTeam() const not a hook point
- getTerrainType() const not a hook point
- getTurnDamage(bool, bool, bool, bool) const
- getUnitByIndex(int) const
- getUnitIndex(CvUnit *) const
- getUnitLimit() const not a hook point
- getUnitPower(PlayerTypes) const
- getUnits(IDInfoVector *) const
- getUpgradeProgress() const
- getUpgradeTimeLeft(ImprovementTypes, PlayerTypes) const
- getVisibilityCount(TeamTypes) const not a hook point
- getVisibleEnemyDefender(PlayerTypes)
- getVisibleImprovementState(ImprovementTypes &, bool &)
- getVisibleResourceState(ResourceTypes &, bool &, bool &)
- getWorkingCity() const
- getWorkingCityOverride() const
- GetWorldAnchor() const
- GetWorldAnchorData() const
- getX() const not a hook point
- getY() const not a hook point
- getYield()
- getYield(YieldTypes) const
- getYieldWithBuild(BuildTypes, YieldTypes, bool, PlayerTypes) const
- HasAnyNaturalWonder() const
- HasBarbarianCamp()
- hasCoastAtSECorner() const
- HasFeature(FeatureTypes) const
- HasImprovement(ImprovementTypes) const
- HasNaturalWonder(FeatureTypes) const
- HasPlotType(PlotTypes) const
- HasResource(ResourceTypes) const
- HasRoute(RouteTypes) const
- HasSpecialImprovement() const
- HasTerrain(TerrainTypes) const
- HasWrittenArtifact() const
- hasYield() const
- headUnitNode()
- headUnitNode() const
- init(int, int)
- isActiveVisible() const
- isActiveVisible(bool) const
- IsActualAlliedUnit(PlayerTypes, bool) const
- IsActualEnemyUnit(PlayerTypes, bool, bool) const
- isAdjacent(const CvPlot *) const
- isAdjacentNonrevealed(TeamTypes) const
- isAdjacentNonvisible(TeamTypes) const
- isAdjacentOwned() const
- IsAdjacentOwnedByOtherTeam(TeamTypes) const
- isAdjacentPlayer(PlayerTypes, bool) const
- isAdjacentRevealed(TeamTypes) const
- isAdjacentTeam(TeamTypes, bool) const
- isAdjacentToArea(const CvArea *) const
- isAdjacentToArea(int) const
- IsAdjacentToFeature(FeatureTypes) const
- isAdjacentToIce() const
- IsAdjacentToImprovement(ImprovementTypes) const
- isAdjacentToLand() const
- isAdjacentToLand_Cached() const not a hook point
- IsAdjacentToPlotType(PlotTypes) const
- IsAdjacentToResource(ResourceTypes) const
- isAdjacentToShallowWater() const
- IsAdjacentToTerrain(TerrainTypes) const
- isAdjacentVisible(TeamTypes) const
- isAdjacentVisible(TeamTypes, bool) const
- IsAllowsWalkWater() const
- isBarbarian() const
- IsBarbarianCampNotConverting() const
- isBeingWorked() const
- isBestAdjacentFound(PlayerTypes)
- isBlockaded(PlayerTypes)
- isCity() const not a hook point
- isCityFighting() const
- isCityRadius() const
- IsCivilization(CivilizationTypes) const
- isCoastalLand(int) const
- isEnemyCity(const CvUnit &) const not a hook point
- IsFeatureAtoll() const not a hook point
- IsFeatureFallout() const not a hook point
- IsFeatureFloodPlains() const not a hook point
- IsFeatureForest() const not a hook point
- IsFeatureIce() const not a hook point
- IsFeatureJungle() const not a hook point
- IsFeatureLake() const
- IsFeatureMarsh() const not a hook point
- IsFeatureOasis() const not a hook point
- IsFeatureRiver() const
- isFighting() const
- isFlatlands() const
- isFreshWater() const
- isFriendlyCity(const CvUnit &, bool) const
- isFriendlyCityOrPassableImprovement(PlayerTypes, bool, const CvUnit *) const
- isFriendlyCityOrPassableImprovement(const CvUnit &, bool) const
- IsFriendlyTerritory(PlayerTypes) const
- isGoody(TeamTypes) const
- isHills() const not a hook point
- IsHomeFrontForPlayer(PlayerTypes) const
- isIce() const not a hook point
- isImpassable() const not a hook point
- IsImprovedByGiftFromMajor() const
- IsImprovementPillaged() const
- isInvisibleVisible(TeamTypes, InvisibleTypes) const
- isLake() const
- isLayoutDirty() const
- isLayoutStateDifferent() const
- isMountain() const not a hook point
- IsNaturalWonder() const
- isNEOfRiver() const
- IsNoSettling(PlayerTypes) const
- isNWOfRiver() const
- isOpenGround() const not a hook point
- isOwned() const
- isOwnershipScore() const
- isPassableImprovement() const
- isPlayerCityRadius(PlayerTypes) const
- IsPlotHill() const not a hook point
- IsPlotHills() const not a hook point
- IsPlotLand() const not a hook point
- IsPlotMountain() const not a hook point
- IsPlotMountains() const not a hook point
- IsPlotOcean() const not a hook point
- isPotentialCityWork() const
- isPotentialCityWorkForArea(CvArea *) const
- IsResourceForceReveal(TeamTypes) const
- IsResourceLinkedCityActive() const
- isRevealed(TeamTypes) const not a hook point
- isRevealed(TeamTypes, bool) const not a hook point
- isRevealedBarbarian() const
- isRevealedGoody(TeamTypes) const
- isRiver() const not a hook point
- isRiverConnection(DirectionTypes) const
- isRiverCrossing(DirectionTypes) const
- isRiverCrossingFlowClockwise(DirectionTypes) const
- isRiverSide() const
- IsRoughFeature() const
- isRoughGround() const not a hook point
- isRoute() const
- IsRoutePillaged() const
- IsRouteRailroad() const not a hook point
- IsRouteRoad() const not a hook point
- isShallowWater() const
- isStartingPlot() const
- isTerraFirma(const CvUnit *) const not a hook point
- IsTerrainCoast() const not a hook point
- IsTerrainDesert() const not a hook point
- IsTerrainGrass() const not a hook point
- IsTerrainHill() const not a hook point
- IsTerrainHills() const not a hook point
- IsTerrainMountain() const not a hook point
- IsTerrainMountains() const not a hook point
- IsTerrainOcean() const not a hook point
- IsTerrainPlains() const not a hook point
- IsTerrainSnow() const not a hook point
- IsTerrainTundra() const not a hook point
- IsTradeRoute(PlayerTypes) const
- isUnit() const
- isUnitFighting() const
- isValidDomainForAction(const CvUnit &) const
- isValidDomainForLocation(const CvUnit &) const
- isValidRoute(const CvUnit *) const
- isVisible(TeamTypes) const not a hook point
- isVisible(TeamTypes, bool) const not a hook point
- isVisibleEnemyDefender(const CvUnit *) const
- isVisibleEnemyUnit(PlayerTypes) const
- isVisibleEnemyUnit(const CvUnit *) const
- isVisibleOtherUnit(PlayerTypes) const
- isVisibleToCivTeam() const
- isVisibleToEnemyTeam(TeamTypes) const
- isVisibleToWatchingHuman() const
- isVisibleWorked() const
- isWater() const not a hook point
- IsWithinDistanceOfFeature(FeatureTypes, int) const
- IsWithinDistanceOfImprovement(ImprovementTypes, int) const
- IsWithinDistanceOfPlotType(PlotTypes, int) const
- IsWithinDistanceOfResource(ResourceTypes, int) const
- IsWithinDistanceOfTerrain(TerrainTypes, int) const
- isWithinTeamCityRadius(TeamTypes, PlayerTypes) const
- isWOfRiver() const
- movementCost(const CvUnit *, const CvPlot *, int) const
- MovementCostNoZOC(const CvUnit *, const CvPlot *, int) const
- MustPayMaintenanceHere(PlayerTypes) const
- nextUnitNode(IDInfo *)
- nextUnitNode(const IDInfo *) const
- nukeExplosion(int, CvUnit *)
- plotAction(PlotUnitFunc, int, int, PlayerTypes, TeamTypes)
- plotCheck(ConstPlotUnitFunc, int, int, PlayerTypes, TeamTypes, ConstPlotUnitFunc, int, int)
- plotCheck(ConstPlotUnitFunc, int, int, PlayerTypes, TeamTypes, ConstPlotUnitFunc, int, int) const
- plotCount(ConstPlotUnitFunc, int, int, PlayerTypes, TeamTypes, ConstPlotUnitFunc, int, int) const
- prevUnitNode(IDInfo *)
- prevUnitNode(const IDInfo *) const
- processArea(CvArea *, int)
- read(FDataStream &)
- removeGoody()
- removeMinorResources(bool)
- removeUnit(CvUnit *, bool)
- reset(int, int, bool)
- secondWaterArea() const
- seeFromLevel(TeamTypes) const
- seeThroughLevel(bool) const
- SetArchaeologicalRecord(GreatWorkArtifactClass, EraTypes, PlayerTypes, PlayerTypes)
- SetArchaeologicalRecord(GreatWorkArtifactClass, PlayerTypes, PlayerTypes)
- setArea(int)
- SetArtifactGreatWork(GreatWorkType)
- SetArtifactType(GreatWorkArtifactClass)
- SetBarbarianCampNotConverting(bool)
- SetBuilderAIScratchPadPlayer(PlayerTypes)
- SetBuilderAIScratchPadRoute(RouteTypes)
- SetBuilderAIScratchPadTurn(short)
- SetBuilderAIScratchPadValue(short)
- setCenterUnit(UnitHandle)
- SetCityPurchaseID(int)
- SetContinentType(const char)
- setFeatureType(FeatureTypes, int)
- setFoundValue(PlayerTypes, int)
- SetImprovedByGiftFromMajor(bool)
- setImprovementDuration(int)
- SetImprovementPillaged(bool, bool)
- setImprovementType(ImprovementTypes, PlayerTypes)
- setLandmass(int)
- setLayoutDirty(bool)
- setLayoutStateToCurrent()
- setNEOfRiver(bool, FlowDirectionTypes)
- SetNoSettling(PlayerTypes, bool)
- setNumMajorCivsRevealed(int)
- setNumResource(int)
- setNWOfRiver(bool, FlowDirectionTypes)
- setOwner(PlayerTypes, int, bool, bool)
- setOwnershipDuration(int)
- SetPlayerResponsibleForImprovement(PlayerTypes)
- SetPlayerResponsibleForRoute(PlayerTypes)
- SetPlayerThatBuiltImprovement(PlayerTypes)
- SetPlayerThatClearedBarbCampHere(PlayerTypes)
- setPlotCity(CvCity *)
- setPlotType(PlotTypes, bool, bool, bool)
- SetResourceForceReveal(TeamTypes, bool)
- SetResourceLinkedCity(const CvCity *)
- SetResourceLinkedCityActive(bool)
- setResourceType(ResourceTypes, int, bool)
- setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- setRevealedImprovementType(TeamTypes, ImprovementTypes)
- setRevealedOwner(TeamTypes, PlayerTypes)
- setRevealedRouteType(TeamTypes, RouteTypes)
- SetRoughFeature(bool)
- SetRoutePillaged(bool, bool)
- setRouteType(RouteTypes)
- setScratchPad(int) not a hook point
- setScriptData(const char *)
- setStartingPlot(bool)
- setTerrainType(TerrainTypes, bool, bool)
- SetTradeRoute(PlayerTypes, bool)
- setUpgradeProgress(int)
- setupGraphical()
- setWOfRiver(bool, FlowDirectionTypes)
- setWorkingCityOverride(const CvCity *)
- SetWorldAnchor(GenericWorldAnchorTypes, int)
- shareAdjacentArea(const CvPlot *) const
- shouldProcessDisplacementPlot(int, int, int, DirectionTypes) const
- showPopupText(PlayerTypes, const char *)
- SilentlyResetAllBuildProgress()
- stackTraceRemark(const FAutoVariableBase &) const
- tailUnitNode()
- tailUnitNode() const
- uninit()
- updateCenterUnit()
- updateCityRoute()
- updateFog(bool)
- updateImpassable()
- updateLayout(bool)
- updatePotentialCityWork()
- updateRevealedOwner(TeamTypes)
- updateRiverCrossing()
- updateRiverCrossing(DirectionTypes)
- updateSeeFromSight(bool)
- updateSight(bool)
- updateSymbols()
- updateVisibility()
- updateWorkingCity()
- updateYield()
- Validate(CvMap &)
- verifyUnitValidPlot()
- waterArea() const
- write(FDataStream &) const
- ~CvPlot() not a hook point