CvPlot::isImpassable() const
- Defined in
- CvPlot.h, line 496
- Class
- CvPlot
- Not a hook point
- written in a header
Code
496 bool isImpassable() const497 {498 return m_bIsImpassable;499 }
Called by
36 functions in 15 files
- AreaValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- BuildRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- StepValidAnyArea(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteLandPathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TradeRouteLandValid(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::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvDllPlot::IsImpassable() const
- CvEconomicAI::DisbandExtraWorkers()
- CvEconomicAI::GetImprovedToImprovablePlotsRatio()
- CvGame::SpawnArchaeologySitesHistorically()
- CvMap::syncRandPlot(int, int, int, int)
- CvMilitaryAI::EvaluateMilitaryApproaches(CvCity *, bool, bool)
- CvPlayer::DoUpdateCramped()
- CvPlayer::DoUprising()
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::getAdvancedStartRouteCost(RouteTypes, bool, CvPlot *)
- CvPlayer::getAdvancedStartUnitCost(UnitTypes, bool, CvPlot *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlot::calculateNatureYield(YieldTypes, TeamTypes, bool) const
- CvPlot::calculateYield(YieldTypes, bool)
- CvPlot::canHaveImprovement(ImprovementTypes, TeamTypes, bool) const
- CvPlot::getYieldWithBuild(BuildTypes, YieldTypes, bool, PlayerTypes) const
- CvPlot::isFreshWater() const
- CvCitySiteEvaluator::CanFound(CvPlot *, const CvPlayer *, bool) const
- CvCitySiteEvaluator::ComputeStrategicValue(CvPlot *, CvPlayer *, int)
- CvCitySiteEvaluator::PlotFertilityValue(CvPlot *)
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvUnit::GetMovablePlotListOpt(vector<CvPlot *> &, CvPlot *, bool, bool)
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvLuaPlot::lIsImpassable(lua_State *)