CvPlot::isCity() const
- Defined in
- CvPlot.h, line 262
- Class
- CvPlot
- Not a hook point
- written in a header
Code
262 bool isCity() const263 {264 if((m_plotCity.eOwner >= 0) && m_plotCity.eOwner < MAX_PLAYERS)265 return (GET_PLAYER((PlayerTypes)m_plotCity.eOwner).getCity(m_plotCity.iID)) != NULL;266267 return false;268 }
Calls
Called by
99 functions in 25 files
- CvAIOperationNavalSuperiority::FindBestTarget()
- IgnoreUnitsCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- RouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteWaterPathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteWaterValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::DoCamps()
- CvBarbarians::DoSpawnBarbarianUnit(CvPlot *, bool, bool)
- CvBuilderTaskingAI::AddRemoveUselessRoadDirectives(CvUnit *, CvPlot *, int)
- CvCity::canRangeStrikeAt(int, int) const
- CvCity::rangeStrike(int, int)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalGrowth(AICityStrategyTypes, CvCity *)
- CvDllPlot::IsCity() const
- CvEconomicAI::DisbandExtraWorkers()
- CvEconomicAI::GetImprovedToImprovablePlotsRatio()
- CalculateDigSiteWeight(int, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::PlotHealMoves()
- CvMap::syncRandPlot(int, int, int, int)
- CvMilitaryAI::WillAirUnitRebase(CvUnit *) const
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::DoUprising()
- CvPlayer::disbandUnit(bool)
- CvPlayer::doWarnings()
- CvPlayer::getAdvancedStartCityCost(bool, CvPlot *)
- CvPlayer::getAdvancedStartRouteCost(RouteTypes, bool, CvPlot *)
- CvPlot::DoFindCityToLinkResourceTo(CvCity *)
- CvPlot::GetAdjacentCity(bool) const
- CvPlot::GetAdjacentFriendlyCity(TeamTypes, bool) const
- CvPlot::calculateImprovementYieldChange(ImprovementTypes, YieldTypes, PlayerTypes, bool, RouteTypes) const
- CvPlot::canHaveFeature(FeatureTypes) const
- CvPlot::canHaveImprovement(ImprovementTypes, TeamTypes, bool) const
- CvPlot::canTrain(UnitTypes, bool, bool) const
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::isBlockaded(PlayerTypes)
- CvPlot::isFreshWater() const
- CvPlot::isValidDomainForLocation(const CvUnit &) const
- CvPlot::setImprovementType(ImprovementTypes, PlayerTypes)
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setPlotCity(CvCity *)
- CvPlot::setRouteType(RouteTypes)
- CvPlot::updateCityRoute()
- CvPlot::updateLayout(bool)
- CvPlot::verifyUnitValidPlot()
- CvPlot::getUnitLimit() const
- CvCitySiteEvaluator::CanFound(CvPlot *, const CvPlayer *, bool) const
- CvCitySiteEvaluator::ComputeStrategicValue(CvPlot *, CvPlayer *, int)
- CvCitySiteEvaluator::PlotFoundValue(CvPlot *, CvPlayer *, YieldTypes, bool)
- CvCombatInfo::getCity(BattleUnitTypes) const
- CvTacticalAI::FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- CvTacticalAI::IsExpectedToDamageWithRangedAttack(UnitHandle, CvPlot *)
- CvTacticalAI::PlotHealMoves()
- CvTacticalAI::PlotMovesToSafety(bool)
- 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::PopulateCell(int, CvPlot *)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::GetBullyMinorMove(const CvPlot *) const
- CvUnit::GetDeclareWarMove(const CvPlot &) const
- CvUnit::GetDeclareWarRangeStrike(const CvPlot &) const
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetMaxAttackStrength(const CvPlot *, const CvPlot *, const CvUnit *) const
- CvUnit::GetMaxDefenseStrength(const CvPlot *, const CvUnit *, bool) const
- CvUnit::GetMovablePlotListOpt(vector<CvPlot *> &, CvPlot *, bool, bool)
- CvUnit::IsCanAttackWithMoveNow() const
- CvUnit::PerformCultureBomb(int)
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::canAirliftAt(const CvPlot *, int, int) const
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canHeal(const CvPlot *, bool) const
- CvUnit::canLoad(const CvPlot &) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canRangeStrike() const
- CvUnit::canRangeStrikeAt(int, int, bool, bool) const
- CvUnit::canRebaseAt(const CvPlot *, int, int) const
- CvUnit::getVisualOwner(TeamTypes) const
- CvUnit::healRate(const CvPlot *) const
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isAlwaysHostile(const CvPlot &) const
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitCombat::AttackAir(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackRanged(CvUnit &, int, int, CvUnitCombat::ATTACK_OPTION)
- CvUnitCombat::GenerateAirCombatInfo(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::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMovement::GetCostsForMove(const CvUnit *, const CvPlot *, const CvPlot *, int, int &, int &, int &)
- CvLuaPlot::lIsCity(lua_State *)