CvPlot::isRevealed(TeamTypes) const
- Defined in
- CvPlot.h, line 674
- Class
- CvPlot
- Not a hook point
- written in a header
Code
674 bool isRevealed(TeamTypes eTeam) const675 {676 CvAssertMsg(eTeam >= 0, "eTeam is expected to be non-negative (invalid Index)");677 CvAssertMsg(eTeam < MAX_TEAMS, "eTeam is expected to be within maximum bounds (invalid Index)");678 return m_bfRevealed.GetBit(eTeam);679 }
Calls
Called by
70 functions in 23 files
- CvAIOperationDestroyBarbarianCamp::FindBestTarget()
- CvAIOperationNavalBombardment::FindBestTarget()
- CvAIOperationNavalSuperiority::FindBestTarget()
- BuildRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsDestValid(int, int, const void *, CvAStar *)
- IgnoreUnitsValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathDestValid(int, int, const void *, CvAStar *)
- PathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- RouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UIPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- WaterRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::DoCamps()
- CvCityBuildings::SetNumRealBuildingTimed(BuildingTypes, int, bool, PlayerTypes, int)
- CvDangerPlots::ShouldIgnoreCitadel(CvPlot *, bool)
- CvDangerPlots::UpdateDanger(bool, bool)
- CvEconomicAI::DoAntiquitySites()
- CvEconomicAI::DoReconState()
- CvEconomicAI::ScoreExplorePlot(CvPlot *, TeamTypes, int, DomainTypes)
- CvEconomicAI::UpdatePlots()
- EconomicAIHelpers::IsTestStrategy_IslandStart(EconomicAIStrategyTypes, CvPlayer *)
- CvEspionageAI::BuildOffenseCityList(EspionageCityList &)
- CvEspionageAI::FindTargetSpyNumbers(int *, int *, int *, int *)
- CvPlayerEspionage::CanEverMoveSpyTo(CvCity *)
- CvGlobals::GetHexDebugLayerString(CvPlot *, const char *, PlayerTypes, char *, unsigned int)
- CvHomelandAI::IsValidExplorerEndTurnPlot(const CvUnit *, CvPlot *) const
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvMilitaryAI::FindBestAttackTarget(AIOperationTypes, PlayerTypes, int *)
- CvMilitaryAI::GetNearestCoastalCity(PlayerTypes) const
- CvMilitaryAI::ScanForBarbarians()
- CvMinorCivAI::DoFirstContactWithMajor(TeamTypes, bool)
- CvPlayer::GetBestSettlePlot(CvUnit *, bool, int) const
- CvPlayer::doUpdateBarbarianCampVisibility()
- CvPlayer::getAdvancedStartVisibilityCost(bool, CvPlot *)
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayerAI::AI_updateFoundValues(bool)
- CvPlayerAI::FindBestMerchantTargetPlot(CvUnit *, bool)
- CvPlayerAI::FindBestMusicianTargetPlot(CvUnit *, bool)
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::getNumAdjacentNonrevealed(TeamTypes) const
- CvPlot::getVisibleResourceState(ResourceTypes &, bool &, bool &)
- CvPlot::isAdjacentNonrevealed(TeamTypes) const
- CvPlot::isAdjacentRevealed(TeamTypes) const
- CvPlot::isBestAdjacentFound(PlayerTypes)
- CvPlot::isRevealedGoody(TeamTypes) const
- CvPlot::processArea(CvArea *, int)
- CvPlot::setRevealed(TeamTypes, bool, CvUnit *, bool, TeamTypes)
- CvReligionAI::ScoreBelief(CvBeliefEntry *)
- CvReligionAI::ScoreCityForMissionary(CvCity *, UnitHandle)
- CvTacticalAI::FindBarbarianExploreTarget(UnitHandle)
- CvTacticalAI::FindBarbarianGankTradeRouteTarget(UnitHandle)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvTeam::addTeam(TeamTypes)
- CvTeam::processTech(TechTypes, int)
- CvTeam::setHasTech(TechTypes, bool, PlayerTypes, bool, bool)
- CvTeam::testCircumnavigated()
- CvUnit::canDisembarkOnto(const CvPlot &, bool) const
- CvUnit::canDisembarkOnto(const CvPlot &, const CvPlot &, bool, bool) const
- CvUnit::canEmbarkOnto(const CvPlot &, const CvPlot &, bool, bool) const
- CvUnit::jumpToNearestValidPlot()
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnit::willRevealByMove(const CvPlot &) const
- CvUnitMovement::ConsumesAllMoves(const CvUnit *, const CvPlot *, const CvPlot *)
- CvLeague::AddMember(PlayerTypes)
- CvLuaPlayer::lGetPlayerVisiblePlot(lua_State *)
- CvLuaPlayer::lGetRecommendedFoundCityPlots(lua_State *)
- CvLuaPlot::lIsRevealed(lua_State *)