CvPlot::isWater() const
- Defined in
- CvPlot.h, line 432
- Class
- CvPlot
- Not a hook point
- written in a header
Code
432 bool isWater() const433 {434 return (PlotTypes)m_ePlotType == PLOT_OCEAN;435 }
Called by
154 functions in 31 files
- CvAINavalOperation::SelectInitialMusterPoint(CvArmyAI *)
- CvAIOperation::ComputeCenterOfMassForTurn(CvArmyAI *, CvPlot **) const
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperationFoundCity::ShouldAbort()
- CvAIOperationNavalBombardment::FindBestTarget()
- CvAIOperationNavalSuperiority::FindBestTarget()
- CvArmyAI::AreAllInWater()
- CvArmyAI::GetCenterOfMass(DomainTypes)
- CvArmyAI::GetFirstUnitInDomain(DomainTypes)
- AreaValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- BuildRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsCost(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- IgnoreUnitsDestValid(int, int, const void *, CvAStar *)
- IgnoreUnitsPathAdd(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- LandmassValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- PathAdd(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 *)
- 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 *)
- WaterRouteValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- CvBarbarians::DoCamps()
- CvBarbarians::DoSpawnBarbarianUnit(CvPlot *, bool, bool)
- CvBuilderTaskingAI::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvCity::GetBuyablePlotList(std::vector<int> &)
- CvCity::IsBlockaded() const
- CvCity::countNumWaterPlots() const
- CvCityCitizens::IsCanWork(CvPlot *) const
- CvCityCitizens::IsPlotBlockaded(CvPlot *) const
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalGrowth(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedNavalTileImprovement(CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_NeedTileImprovers(AICityStrategyTypes, CvCity *)
- CityStrategyAIHelpers::IsTestCityStrategy_WantTileImprovers(AICityStrategyTypes, CvCity *)
- CvDllPlot::IsWater() const
- CvEconomicAI::DisbandExtraWorkers()
- CvEconomicAI::DoReconState()
- CvEconomicAI::GetImprovedToImprovablePlotsRatio()
- CvEconomicAI::ScoreExplorePlot(CvPlot *, TeamTypes, int, DomainTypes)
- CvEconomicAI::UpdatePlots()
- CalculateDigSiteWeight(int, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &, FFastVector<CvArchaeologyData, true, c_eCiv5GameplayDLL, 0> &)
- CvGame::SpawnArchaeologySitesHistorically()
- CvGame::initScoreCalculation()
- OnSameBodyOfWater(CvCity *, CvCity *)
- CvGlobals::GetHexDebugLayerString(CvPlot *, const char *, PlayerTypes, char *, unsigned int)
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::FindHomelandTargets()
- CvHomelandAI::GetBestUnitToReachTarget(CvPlot *, int)
- CvHomelandAI::IsValidExplorerEndTurnPlot(const CvUnit *, CvPlot *) const
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::MoveToEmptySpaceNearTarget(CvUnit *, CvPlot *, bool)
- CvHomelandAI::PlotAirliftMoves()
- CvMap::DoPlaceNaturalWonders()
- CvMap::calculateAreas()
- CvMap::calculateLandmasses()
- CvMap::findWater(CvPlot *, int, bool)
- CvMap::syncRandPlot(int, int, int, int)
- CvMilitaryAI::EvaluateMilitaryApproaches(CvCity *, bool, bool)
- CvMilitaryAI::GetCoastalPlotAdjacentToTarget(CvPlot *, CvArmyAI *) const
- CvPlayer::DoUpdateCramped()
- CvPlayer::DoUprising()
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::createGreatGeneral(UnitTypes, int, int, bool)
- CvPlayer::doWarnings()
- CvPlayer::getAdvancedStartRouteCost(RouteTypes, bool, CvPlot *)
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlayerAI::FindBestArtistTargetPlot(CvUnit *, int &)
- CvPlot::GetAdjacentCity(bool) const
- CvPlot::GetAdjacentFriendlyCity(TeamTypes, bool) const
- CvPlot::GetNumAdjacentDifferentTeam(TeamTypes, bool) const
- CvPlot::GetSizeLargestAdjacentWater() const
- CvPlot::MovementCostNoZOC(const CvUnit *, const CvPlot *, int) const
- CvPlot::calculateYield(YieldTypes, bool)
- CvPlot::canBuild(BuildTypes, PlayerTypes, bool, bool) const
- CvPlot::canHaveImprovement(ImprovementTypes, TeamTypes, bool) const
- CvPlot::canSeePlot(const CvPlot *, TeamTypes, int, DirectionTypes, DomainTypes) const
- CvPlot::canTrain(UnitTypes, bool, bool) const
- CvPlot::defenseModifier(TeamTypes, bool, bool) const
- CvPlot::getImprovementTypeNeededToImproveResource(PlayerTypes, bool)
- CvPlot::getNearestLandPlotInternal(int) const
- CvPlot::getNumFriendlyUnitsOfType(const CvUnit *, bool) const
- CvPlot::getYieldWithBuild(BuildTypes, YieldTypes, bool, PlayerTypes) const
- CvPlot::hasCoastAtSECorner() const
- CvPlot::isAdjacentPlayer(PlayerTypes, bool) const
- CvPlot::isAdjacentTeam(TeamTypes, bool) const
- CvPlot::isAdjacentToLand() const
- CvPlot::isBlockaded(PlayerTypes)
- CvPlot::isCoastalLand(int) const
- CvPlot::isFreshWater() const
- CvPlot::isPotentialCityWorkForArea(CvArea *) const
- CvPlot::isShallowWater() const
- CvPlot::isValidDomainForAction(const CvUnit &) const
- CvPlot::movementCost(const CvUnit *, const CvPlot *, int) const
- CvPlot::secondWaterArea() const
- CvPlot::seeFromLevel(TeamTypes) const
- CvPlot::seeThroughLevel(bool) const
- CvPlot::setOwner(PlayerTypes, int, bool, bool)
- CvPlot::setOwnershipDuration(int)
- CvPlot::setPlotType(PlotTypes, bool, bool, bool)
- CvPlot::setResourceType(ResourceTypes, int, bool)
- CvPlot::setTerrainType(TerrainTypes, bool, bool)
- CvPlot::updatePotentialCityWork()
- CvPlot::updateRiverCrossing(DirectionTypes)
- CvPlot::waterArea() const
- CvPlot::isTerraFirma(const CvUnit *) const
- CvReligionAI::ChooseInquisitorTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseMissionaryTargetPlot(UnitHandle, int *)
- CvReligionAI::ChooseProphetTargetPlot(UnitHandle, int *)
- CvCitySiteEvaluator::CanFound(CvPlot *, const CvPlayer *, bool) const
- CvCitySiteEvaluator::PlotFertilityValue(CvPlot *)
- CvTacticalAI::CanCoverFromEnemy(CvPlot *, int &, int)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- CvTacticalAI::FindTacticalTargets()
- CvTacticalAI::FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- CvTacticalAI::MoveToEmptySpaceNearTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::MoveToEmptySpaceTwoFromTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::MoveToUsingSafeEmbark(UnitHandle, CvPlot *, bool &)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAnalysisMap::AddTemporaryZones()
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTacticalAnalysisMap::PopulateCell(int, CvPlot *)
- CvTacticalAnalysisMap::SetTargetFlankBonusCells(CvPlot *)
- CvPlayerTechs::SetLocalePriorities()
- CvGameTrade::GetPlotAdjacentToWater(CvPlot *, CvPlot *)
- CvPlayerTraits::CheckForBarbarianConversion(CvUnit *, CvPlot *)
- CvUnit::GetMaxAttackStrength(const CvPlot *, const CvPlot *, const CvUnit *) const
- CvUnit::PlotValid(CvPlot *, byte) const
- CvUnit::canBuild(const CvPlot *, BuildTypes, bool, bool) const
- CvUnit::canDisembark(const CvPlot *) const
- 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::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canPlunderTradeRoute(const CvPlot *, bool) const
- CvUnit::convert(CvUnit *, bool)
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnit::getDomainType() const
- CvUnit::healRate(const CvPlot *) const
- CvUnit::isOnlyDefensive() const
- CvUnit::jumpToNearestValidPlot()
- CvUnit::move(CvPlot &, bool)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::shouldLoadOnMove(const CvPlot *) const
- CvUnitCombat::ApplyNuclearExplosionDamage(const CvCombatMemberEntry *, int, CvUnit *, CvPlot *, int)
- CvUnitMovement::CostsOnlyOne(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitMovement::GetCostsForMove(const CvUnit *, const CvPlot *, const CvPlot *, int, int &, int &, int &)
- CvLuaPlot::lIsWater(lua_State *)