CvPlot::isVisible(TeamTypes) const
- Defined in
- CvPlot.h, line 227
- Class
- CvPlot
- Not a hook point
- written in a header
Code
227 bool isVisible(TeamTypes eTeam) const228 {229 if(eTeam == NO_TEAM)230 return false;231232 return ((getVisibilityCount(eTeam) > 0));233 }
Calls
Called by
53 functions in 15 files
- AttackPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- AttackPathDestEval(int, int, const void *, CvAStar *, bool, bool)
- PathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UIPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvCity::CanRangeStrikeNow() const
- CvCity::canRangeStrikeAt(int, int) const
- CvCity::init(int, PlayerTypes, int, int, bool, bool, ReligionTypes, const char *)
- CvDangerPlots::ShouldIgnoreUnit(CvUnit *, bool)
- CvDiplomacyAI::DoContactMinorCivs()
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGlobals::GetHexDebugLayerString(CvPlot *, const char *, PlayerTypes, char *, unsigned int)
- CvHomelandAI::FindHomelandTargets()
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::ScanForBarbarians()
- CvPlayer::canSpyDestroyUnit(PlayerTypes, CvUnit &) const
- CvPlayer::doWarnings()
- CvPlot::SetRoutePillaged(bool, bool)
- CvPlot::SetTradeRoute(PlayerTypes, bool)
- CvPlot::changeVisibilityCount(TeamTypes, int, InvisibleTypes, bool, bool, CvUnit *)
- CvPlot::getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool) const
- CvPlot::getNumAdjacentNonvisible(TeamTypes) const
- CvPlot::isActiveVisible() const
- CvPlot::isAdjacentNonvisible(TeamTypes) const
- CvPlot::isAdjacentVisible(TeamTypes) const
- CvPlot::isVisibleToCivTeam() const
- CvPlot::isVisibleToEnemyTeam(TeamTypes) const
- CvPlot::isVisibleToWatchingHuman() const
- CvPlot::setImprovementType(ImprovementTypes, PlayerTypes)
- CvPlot::setRouteType(RouteTypes)
- CvPlot::showPopupText(PlayerTypes, const char *)
- CvPlot::updateRevealedOwner(TeamTypes)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAI::PlotCloseOnTarget(bool)
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvTradeAI::ScoreFoodTR(const TradeConnection &, CvCity *)
- CvTradeAI::ScoreInternationalTR(const TradeConnection &)
- CvTradeAI::ScoreProductionTR(const TradeConnection &, std::vector<CvCity *>)
- CvTradeAI::ScoreWonderTR(const TradeConnection &, std::vector<CvCity *>)
- CvUnit::GeneratePath(const CvPlot *, int, bool, int *) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::UpdatePathCache(CvPlot *, int)
- CvUnit::canAirSweepAt(int, int) const
- CvUnit::canEverRangeStrikeAt(int, int, const CvPlot *) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canParadropAt(const CvPlot *, int, int) const
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnitMission::ContinueMission(UnitHandle, int, int)