CvUnit::getDomainType() const
- Defined in
- CvUnit.cpp, line 11442
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_getDomainType
Hooks
static bool BeforeCvUnit_getDomainType(const CvUnit* self, DomainTypes& result);static void AfterCvUnit_getDomainType(const CvUnit* self, DomainTypes& result);static DomainTypes ReplaceCvUnit_getDomainType(DomainTypes (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_getDomainType>(host, &BeforeCvUnit_getDomainType);CivRegisterAfter<CivHooks::CvUnit_getDomainType>(host, &AfterCvUnit_getDomainType);CivRegisterReplace<CivHooks::CvUnit_getDomainType>(host, &ReplaceCvUnit_getDomainType);
Code
11442DomainTypes CvUnit::getDomainType() const11443{11444 VALIDATE_OBJECT11445 DomainTypes eDomain = (DomainTypes) m_pUnitInfo->GetDomainType();11446 // antonjs: Added for Smoky Skies Scenario. If unit is DOMAIN_HOVER, dynamically determine its domain by the type of terrain it is over11447 if (eDomain == DOMAIN_HOVER)11448 {11449 CvPlot* pPlot = plot();11450 CvAssertMsg(pPlot, "pPlot is unexpectedly NULL. Please send Anton your save file and version.");11451 if (pPlot)11452 {11453 if (pPlot->isWater())11454 {11455 return DOMAIN_SEA;11456 }11457 else11458 {11459 return DOMAIN_LAND;11460 }11461 }11462 }11463 11464 return eDomain;11465}
Calls
Called by
168 functions in 25 files
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvArmyAI::IsAllOceanGoing()
- UIPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- UnitPathInitialize(const void *, CvAStar *)
- CvBuilderTaskingAI::FindTurnsAway(CvUnit *, CvPlot *, bool)
- CvBuilderTaskingAI::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCity::rangeCombatUnitDefense(const CvUnit *) const
- CvDangerPlots::ShouldIgnoreUnit(CvUnit *, bool)
- CvDllUnit::GetDomainType() const
- CvEconomicAI::FindWorkerToScrap()
- CvGame::selectionListIgnoreBuildingDefense()
- PUF_isDomainType(const CvUnit *, int, int)
- PUF_isFiniteRange(const CvUnit *, int, int)
- isBeforeUnitCycle(const CvUnit *, const CvUnit *)
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::GetBestUnitToReachTarget(CvPlot *, int)
- CvHomelandAI::IsValidExplorerEndTurnPlot(const CvUnit *, CvPlot *) const
- CvHomelandAI::MoveCivilianToSafety(CvUnit *, bool, bool)
- CvHomelandAI::PlotAircraftMoves()
- CvHomelandAI::PlotExplorerMoves()
- CvHomelandAI::PlotExplorerSeaMoves()
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotMovesToSafety()
- CvHomelandAI::PlotPatrolMoves()
- CvHomelandAI::PlotWorkerMoves(bool)
- CvHomelandAI::PlotWorkerSeaMoves()
- CvMilitaryAI::FindBestUnitToScrap(bool, bool, int &)
- CvMilitaryAI::GetBestAirSweepTarget(CvUnit *) const
- CvMilitaryAI::GetMaxPossibleInterceptions(CvPlot *, bool) const
- CvMilitaryAI::GetNumEnemyAirUnitsInRange(CvPlot *, int, bool, bool) const
- CvMilitaryAI::LogDeficitScrapUnit(UnitHandle)
- CvMilitaryAI::LogScrapUnit(UnitHandle, bool, bool)
- CvMilitaryAI::UpdateBaseData()
- MilitaryAIHelpers::FirstSlotCityCanFill(CvPlayer *, MultiunitFormationTypes, bool, bool, bool)
- MilitaryAIHelpers::IsTestStrategy_NeedAirCarriers(CvPlayer *)
- MilitaryAIHelpers::NumberOfFillableSlots(CvPlayer *, MultiunitFormationTypes, bool, int *, int *)
- CvPlayer::DoIncomingUnits()
- CvPlayer::GetNumMaintenanceFreeUnits(DomainTypes, bool) const
- CvPlayer::GetNumUnitsWithDomain(DomainTypes, bool)
- CvPlayer::GetNumUnitsWithUnitAI(UnitAITypes, bool, bool)
- CvPlayer::calculateMilitaryMight() const
- CvPlayer::doTurnUnits()
- CvPlayer::receiveGoody(CvPlot *, GoodyTypes, CvUnit *)
- CvPlot::IsActualEnemyUnit(PlayerTypes, bool, bool) const
- CvPlot::countNumAirUnits(TeamTypes) const
- CvPlot::getBestDefender(PlayerTypes, PlayerTypes, const CvUnit *, bool, bool, bool, bool) const
- CvPlot::isValidDomainForAction(const CvUnit &) const
- CvPlot::isValidDomainForLocation(const CvUnit &) const
- CvPlot::updateCenterUnit()
- CvPlot::isTerraFirma(const CvUnit *) const
- CvTacticalAI::CommandeerUnits()
- CvTacticalAI::ExecuteAttack(CvTacticalTarget *, CvPlot *, bool, bool)
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteCloseOnTarget(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::ExecuteEscortEmbarkedMoves()
- CvTacticalAI::ExecuteHedgehogDefense(CvTacticalTarget &, CvTacticalDominanceZone *)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteNavalFormationMoves(CvArmyAI *, CvPlot *)
- CvTacticalAI::ExecuteRepositionMoves()
- CvTacticalAI::ExecuteWithdrawMoves()
- CvTacticalAI::FindAirUnitsToAirSweep(CvPlot *)
- CvTacticalAI::FindBarbarianExploreTarget(UnitHandle)
- CvTacticalAI::FindBestBarbarianSeaMove(UnitHandle)
- CvTacticalAI::FindClosestNavalOperationUnit(CvPlot *, bool)
- CvTacticalAI::FindClosestUnit(CvPlot *, int, bool, bool, int, bool, bool, bool, CvPlot *)
- CvTacticalAI::FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- CvTacticalAI::FindUnitsWithinStrikingDistance(CvPlot *, int, int, bool, bool, bool, bool, bool, bool)
- CvTacticalAI::LaunchAttack(void *, CvTacticalTarget *, bool, bool, bool)
- CvTacticalAI::MoveToUsingSafeEmbark(UnitHandle, CvPlot *, bool &)
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotEmergencyPurchases()
- CvTacticalAI::PlotEscortEmbarkedMoves()
- CvTacticalAI::PlotHealMoves()
- CvTacticalAI::PlotMovesToSafety(bool)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotPlunderTradePlotMoves(DomainTypes)
- CvTacticalAI::PlotWithdrawMoves()
- CvTacticalAI::ReviewUnassignedUnits()
- CvTacticalAnalysisMap::AddToDominanceZones(int, CvTacticalAnalysisCell *)
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTeam::UpdateEmbarkGraphics()
- CvTeam::changeCanEmbarkCount(int)
- CvTeam::changeDefensiveEmbarkCount(int)
- CvTradeAI::ChooseTradeUnitTargetPlot(CvUnit *, int &, int &, TradeConnectionType &, bool &, const TradeConnectionList &)
- CvUnit::AI_promotionValue(PromotionTypes)
- CvUnit::CanAutomate(AutomateTypes, bool) const
- CvUnit::CanDoInterfaceMode(InterfaceModeTypes, bool)
- CvUnit::CanEverEmbark() const
- CvUnit::CanSwapWithUnitHere(CvPlot &) const
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::DoAttrition()
- CvUnit::GetAirCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetAirStrikeDefenseDamage(const CvUnit *, bool) const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetBullyMinorMove(const CvPlot *) const
- CvUnit::GetDeclareWarMove(const CvPlot &) const
- CvUnit::GetGenericMaxStrengthModifier(const CvUnit *, const CvPlot *, bool) const
- CvUnit::GetGreatGeneralStackMovement() const
- CvUnit::GetInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetMaxAttackStrength(const CvPlot *, const CvPlot *, const CvUnit *) const
- CvUnit::GetMaxDefenseStrength(const CvPlot *, const CvUnit *, bool) const
- CvUnit::GetMaxRangedCombatStrength(const CvUnit *, const CvCity *, bool, bool) const
- CvUnit::GetNumEnemyUnitsAdjacent(const CvUnit *) const
- CvUnit::GetParadropInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetRangeCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetRangePlusMoveToshot() const
- CvUnit::GetReverseGreatGeneralModifier() const
- CvUnit::IsCanAttackWithMoveNow() const
- CvUnit::IsEverFortifyable() const
- CvUnit::IsImmobile() const
- CvUnit::IsNearGreatGeneral(int &) const
- CvUnit::IsNearSapper(const CvCity *) const
- CvUnit::IsStackedGreatGeneral() const
- CvUnit::PlotValid(CvPlot *, byte) const
- CvUnit::SearchRange(int) const
- CvUnit::SentryAlert(bool) const
- CvUnit::UnitAttack(int, int, int, int)
- CvUnit::UnitPathTo(int, int, int, int, bool)
- CvUnit::baseMoves(DomainTypes) const
- CvUnit::canAirDefend(const CvPlot *) const
- CvUnit::canAirPatrol(const CvPlot *) const
- CvUnit::canBuild(const CvPlot *, BuildTypes, bool, bool) const
- CvUnit::canCargoAllMove() const
- CvUnit::canChangeTradeUnitHomeCityAt(const CvPlot *, int, int) const
- CvUnit::canDisembark(const CvPlot *) const
- CvUnit::canDisembarkOnto(const CvPlot &, bool) const
- CvUnit::canDisembarkOnto(const CvPlot &, const CvPlot &, bool, bool) const
- CvUnit::canEmbark(const CvPlot *) const
- CvUnit::canEmbarkOnto(const CvPlot &, const CvPlot &, bool, bool) const
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canEverRangeStrikeAt(int, int, const CvPlot *) const
- CvUnit::canHeal(const CvPlot *, bool) const
- CvUnit::canLoadUnit(const CvUnit &, const CvPlot &) const
- CvUnit::canMakeTradeRouteAt(const CvPlot *, int, int, TradeConnectionType) const
- CvUnit::canMoveInto(const CvPlot &, byte) const
- CvUnit::canPillage(const CvPlot *) const
- CvUnit::canRebase(const CvPlot *) const
- CvUnit::changeExperienceTimes100(int, int, bool, bool, bool)
- CvUnit::currInterceptionProbability() const
- CvUnit::getAirliftFromPlot(const CvPlot *) const
- CvUnit::healRate(const CvPlot *) const
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::jumpToNearestValidPlot()
- CvUnit::jumpToNearestValidPlotWithinRange(int)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::makeTradeRoute(int, int, TradeConnectionType)
- CvUnit::noDefensiveBonus() const
- CvUnit::repairFleet()
- CvUnit::setTransportUnit(CvUnit *)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::shouldLoadOnMove(const CvPlot *) const
- CvUnit::willRevealByMove(const CvPlot &) const
- CvUnitCombat::GenerateAirSweepCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMovement::ConsumesAllMoves(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitMovement::CostsOnlyOne(const CvUnit *, const CvPlot *, const CvPlot *)
- CvUnitMovement::GetCostsForMove(const CvUnit *, const CvPlot *, const CvPlot *, int, int &, int &, int &)
- CvUnitMovement::IsSlowedByZOC(const CvUnit *, const CvPlot *, const CvPlot *)
- CvLuaPlayer::GetPotentialInternationalTradeRouteDestinationsHelper(lua_State *, CvPlayerAI *, CvUnit *, CvPlot *)
- CvLuaPlayer::lGetNumAvailableTradeUnits(lua_State *)
- CvLuaUnit::lGetDomainType(lua_State *)