CvUnit::plot() const
- Defined in
- CvUnit.cpp, line 16459
- Class
- CvUnit
- Hook name
CivHooks::CvUnit_plot
Hooks
static bool BeforeCvUnit_plot(const CvUnit* self, CvPlot*& result);static void AfterCvUnit_plot(const CvUnit* self, CvPlot*& result);static CvPlot* ReplaceCvUnit_plot(CvPlot* (*original)(const CvUnit*), const CvUnit* self);CivRegisterBefore<CivHooks::CvUnit_plot>(host, &BeforeCvUnit_plot);CivRegisterAfter<CivHooks::CvUnit_plot>(host, &AfterCvUnit_plot);CivRegisterReplace<CivHooks::CvUnit_plot>(host, &ReplaceCvUnit_plot);
Code
16459CvPlot* CvUnit::plot() const16460{16461 VALIDATE_OBJECT16462 return GC.getMap().plotCheckInvalid(getX(), getY());16463}
Calls
Called by
302 functions in 28 files
- CvAIEscortedOperation::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAINavalEscortedOperation::ArmyInPosition(CvArmyAI *)
- CvAIOperation::CheckOnTarget()
- CvAIOperation::FindBestFitReserveUnit(OperationSlot, CvPlot *, CvPlot *, bool *)
- CvAIOperationConcertTour::ArmyInPosition(CvArmyAI *)
- CvAIOperationDestroyBarbarianCamp::FindBestTarget()
- CvAIOperationFoundCity::ArmyInPosition(CvArmyAI *)
- CvAIOperationFoundCity::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- CvAIOperationFoundCity::ShouldAbort()
- CvAIOperationMerchantDelegation::ArmyInPosition(CvArmyAI *)
- CvAIOperationNukeAttack::ArmyInPosition(CvArmyAI *)
- CvAIOperationQuickColonize::Init(int, PlayerTypes, PlayerTypes, int, CvCity *, CvCity *)
- GetClosestUnit(CvOperationSearchUnitList &, CvPlot *, CvPlot *, bool)
- CvArmyAI::AreAllInWater()
- CvArmyAI::GetCenterOfMass(DomainTypes)
- CvArmyAI::GetFirstUnitInDomain(DomainTypes)
- PathDestValid(int, int, const void *, CvAStar *)
- PathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TacticalAnalysisMapPathValid(CvAStarNode *, CvAStarNode *, int, const void *, CvAStar *)
- TurnsToReachTarget(UnitHandle, CvPlot *, bool, bool, bool)
- CvBeliefHelpers::ConvertBarbarianUnit(const CvUnit *, UnitHandle)
- CvBuilderTaskingAI::EvaluateBuilder(CvUnit *, BuilderDirective *, UINT, bool, bool, bool)
- CvBuilderTaskingAI::FindTurnsAway(CvUnit *, CvPlot *, bool)
- CvBuilderTaskingAI::ShouldBuilderConsiderPlot(CvUnit *, CvPlot *)
- CvCity::Purchase(UnitTypes, BuildingTypes, ProjectTypes, YieldTypes)
- CvCity::processBuilding(BuildingTypes, int, bool, bool, bool)
- CvCity::rangeCombatUnitDefense(const CvUnit *) const
- CvCityCitizens::DoSpawnGreatPerson(UnitTypes, bool, bool, bool)
- CvDangerPlots::ShouldIgnoreUnit(CvUnit *, bool)
- CvDangerPlots::UpdateDanger(bool, bool)
- CvDiplomacyAI::DoUpdateOnePlayerMilitaryAggressivePosture(PlayerTypes)
- CvDiplomacyAI::DoUpdateWarStates()
- CvDllNetMessageHandler::ResponseSwapUnits(PlayerTypes, int, MissionTypes, int, int, int, bool)
- CvDllUnit::GetPlot() const
- CvGame::GetCombatPrediction(const CvUnit *, const CvUnit *)
- CvGame::canHandleAction(int, CvPlot *, bool)
- CvGame::cycleUnits(bool, bool, bool)
- CvGame::doControl(ControlTypes)
- CvGame::handleAction(int)
- CvGame::selectGroup(CvUnit *, bool, bool, bool)
- CvGame::selectUnit(CvUnit *, bool, bool, bool)
- CvGame::updateMoves()
- CvGame::updateTestEndTurn()
- PUF_canDeclareWar(const CvUnit *, int, int)
- PUF_isCombatTeam(const CvUnit *, int, int)
- PUF_isEnemy(const CvUnit *, int, int)
- PUF_isPotentialEnemy(const CvUnit *, int, int)
- CvHomelandAI::ExecuteAdmiralMoves()
- CvHomelandAI::ExecuteAircraftInterceptions()
- CvHomelandAI::ExecuteAircraftMoves()
- CvHomelandAI::ExecuteArchaeologistMoves()
- CvHomelandAI::ExecuteArtistMoves()
- CvHomelandAI::ExecuteCultureBlast(CvUnit *)
- CvHomelandAI::ExecuteEngineerMoves()
- CvHomelandAI::ExecuteExplorerMoves()
- CvHomelandAI::ExecuteGeneralMoves()
- CvHomelandAI::ExecuteGoldenAgeMove(CvUnit *)
- CvHomelandAI::ExecuteInquisitorMoves()
- CvHomelandAI::ExecuteMissionaryMoves()
- CvHomelandAI::ExecuteMoveToTarget(CvPlot *)
- CvHomelandAI::ExecuteMovesToSafestPlot()
- CvHomelandAI::ExecuteMusicianMoves()
- CvHomelandAI::ExecuteProphetMoves()
- CvHomelandAI::ExecuteSSPartAdds()
- CvHomelandAI::ExecuteSSPartMoves()
- CvHomelandAI::ExecuteTradeUnitMoves()
- CvHomelandAI::ExecuteWorkerMoves(bool)
- CvHomelandAI::ExecuteWorkerSeaMoves(CvHomelandTarget, CvPlot *)
- CvHomelandAI::ExecuteWriterMoves()
- CvHomelandAI::PlotFirstTurnSettlerMoves()
- CvHomelandAI::PlotHealMoves()
- CvHomelandAI::PlotMovesToSafety()
- CvHomelandAI::PlotOpportunisticSettlementMoves()
- CvHomelandAI::PlotUpgradeMoves()
- CvHomelandAI::PlotWorkerSeaMoves()
- CvMilitaryAI::WillAirUnitRebase(CvUnit *) const
- CvNotifications::Activate(Notification &)
- CvPlayer::DoCivilianReturnLogic(bool, PlayerTypes, int)
- CvPlayer::DoDistanceGift(PlayerTypes, CvUnit *)
- CvPlayer::DoGreatPersonExpended(UnitTypes, CvUnit *)
- CvPlayer::DoSpawnGreatPerson(PlayerTypes, bool)
- CvPlayer::DoUnitReset()
- CvPlayer::GetGreatAdmiralSpawnPlot(CvUnit *)
- CvPlayer::GetVerifiedOutsideUnitCount()
- CvPlayer::RespositionInvalidUnits()
- CvPlayer::addFreeUnit(UnitTypes, UnitAITypes)
- CvPlayer::canSpyBribeUnit(PlayerTypes, CvUnit &) const
- CvPlayer::canSpyDestroyUnit(PlayerTypes, CvUnit &) const
- CvPlayer::createGreatGeneral(UnitTypes, int, int, bool)
- CvPlayer::disbandUnit(bool)
- CvPlayer::getNumOutsideUnits()
- CvPlayer::processPolicies(PolicyTypes, int)
- CvPlayer::setCombatExperienceTimes100(int, CvUnit *)
- CvPlayer::setNavalCombatExperienceTimes100(int, CvUnit *)
- CvPlayerAI::GetDirectiveArtist(CvUnit *)
- CvPlayerAI::GetDirectiveGeneral(CvUnit *)
- CvPlayerAI::GetDirectiveMusician(CvUnit *)
- CvPlayerAI::GetDirectiveWriter(CvUnit *)
- CvPlot::getNumFriendlyUnitsOfType(const CvUnit *, bool) const
- isEnemy(const CvUnit *, TeamTypes, bool)
- isPotentialEnemy(const CvUnit *, TeamTypes, bool)
- CvTacticalAI::CommandeerUnits()
- CvTacticalAI::ExecuteBarbarianCivilianEscortMove()
- CvTacticalAI::ExecuteBarbarianMoves(bool)
- CvTacticalAI::ExecuteEscortEmbarkedMoves()
- CvTacticalAI::ExecuteFlankAttack(CvTacticalTarget &)
- CvTacticalAI::ExecuteMoveOfBlockingUnit(UnitHandle)
- CvTacticalAI::ExecuteMoveToPlot(UnitHandle, CvPlot *, bool)
- CvTacticalAI::ExecuteMoveToTarget(CvPlot *)
- CvTacticalAI::ExecuteMovesToSafestPlot()
- CvTacticalAI::ExecuteOneProtectedBombard(CvTacticalTarget &)
- CvTacticalAI::FindParatroopersWithinStrikingDistance(CvPlot *)
- CvTacticalAI::FindUnitsForThisMove(TacticalAIMoveTypes, CvPlot *, int, bool)
- CvTacticalAI::FindUnitsWithinStrikingDistance(CvPlot *, int, int, bool, bool, bool, bool, bool, bool)
- CvTacticalAI::IdentifyPriorityTargetsByType()
- CvTacticalAI::MoveToEmptySpaceNearTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::MoveToEmptySpaceTwoFromTarget(UnitHandle, CvPlot *, bool)
- CvTacticalAI::NearVisibleEnemy(UnitHandle, int)
- CvTacticalAI::PerformChosenMoves(int)
- CvTacticalAI::PlotAirInterceptMoves()
- CvTacticalAI::PlotAirSweepMoves()
- CvTacticalAI::PlotDefensiveAirlifts()
- CvTacticalAI::PlotHealMoves()
- CvTacticalAI::PlotMovesToSafety(bool)
- CvTacticalAI::PlotNavalEscortOperationMoves(CvAINavalEscortedOperation *)
- CvTacticalAI::PlotSingleHexOperationMoves(CvAIEscortedOperation *)
- CvTacticalAI::PlotWithdrawMoves()
- CvTacticalAI::QueueAttack(void *, CvTacticalTarget *, bool, bool)
- CvTacticalAnalysisMap::CalculateMilitaryStrengths()
- CvTeam::changeCanEmbarkCount(int)
- CvPlayerTrade::PlunderTradeRoute(int, CvUnit *)
- CvTradeAI::ChooseTradeUnitTargetPlot(CvUnit *, int &, int &, TradeConnectionType &, bool &, const TradeConnectionList &)
- CvUnit::CanDoInterfaceMode(InterfaceModeTypes, bool)
- CvUnit::CanFallBackFromMelee(CvUnit &)
- CvUnit::CanRemoveHeresy(const CvPlot *) const
- CvUnit::CanSpreadReligion(const CvPlot *) const
- CvUnit::CanSwapWithUnitHere(CvPlot &) const
- CvUnit::CanUpgradeInTerritory(bool) const
- CvUnit::CanUpgradeTo(UnitTypes, bool) const
- CvUnit::CanWithdrawFromMelee(CvUnit &)
- CvUnit::DoAttrition()
- CvUnit::DoBuildSpaceship()
- CvUnit::DoCultureBomb()
- CvUnit::DoEnhanceReligion()
- CvUnit::DoFallBackFromMelee(CvUnit &)
- CvUnit::DoFoundReligion()
- CvUnit::DoRemoveHeresy()
- CvUnit::DoRushBuilding()
- CvUnit::DoSpreadReligion()
- CvUnit::DoUpgradeTo(UnitTypes, bool)
- CvUnit::DoWithdrawFromMelee(CvUnit &)
- CvUnit::EnemyScoreAtRange(const CvPlot *, bool) const
- CvUnit::GetAirCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetAirStrikeDefenseDamage(const CvUnit *, bool) const
- CvUnit::GetBaseRangedCombatStrength() const
- CvUnit::GetBestInterceptor(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetGarrisonedCity()
- CvUnit::GetGreatGeneralStackMovement() const
- CvUnit::GetInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetInterceptorCount(const CvPlot &, CvUnit *, bool, bool) const
- CvUnit::GetMaxRangedCombatStrength(const CvUnit *, const CvCity *, bool, bool) const
- CvUnit::GetParadropInterceptionDamage(const CvUnit *, bool) const
- CvUnit::GetRange() const
- CvUnit::GetRangeCombatDamage(const CvUnit *, CvCity *, bool, int) const
- CvUnit::GetScrapGold() const
- CvUnit::GetSpreadReligionTargetCity() const
- CvUnit::IsAdjacentToFeature(FeatureTypes) const
- CvUnit::IsAdjacentToImprovement(ImprovementTypes) const
- CvUnit::IsAdjacentToPlotType(PlotTypes) const
- CvUnit::IsAdjacentToResource(ResourceTypes) const
- CvUnit::IsAdjacentToTerrain(TerrainTypes) const
- CvUnit::IsBarbarianUnitThreateningMinor(PlayerTypes)
- CvUnit::IsCanAttackWithMoveNow() const
- CvUnit::IsCanDefend(const CvPlot *) const
- CvUnit::IsDoingPartialMove() const
- CvUnit::IsEnemyInMovementRange(bool, bool)
- CvUnit::IsFriendlyUnitAdjacent(bool) const
- CvUnit::IsGarrisoned() const
- CvUnit::IsHasNoValidMove() const
- CvUnit::IsInFriendlyTerritory() const
- CvUnit::IsOnFeature(FeatureTypes) const
- CvUnit::IsOnImprovement(ImprovementTypes) const
- CvUnit::IsOnPlotType(PlotTypes) const
- CvUnit::IsOnResource(ResourceTypes) const
- CvUnit::IsOnTerrain(TerrainTypes) const
- CvUnit::IsStackedGreatGeneral() const
- CvUnit::IsUnderEnemyRangedAttack() const
- CvUnit::IsWithinDistanceOfFeature(FeatureTypes, int) const
- CvUnit::IsWithinDistanceOfImprovement(ImprovementTypes, int) const
- CvUnit::IsWithinDistanceOfPlotType(PlotTypes, int) const
- CvUnit::IsWithinDistanceOfResource(ResourceTypes, int) const
- CvUnit::IsWithinDistanceOfTerrain(TerrainTypes, int) const
- CvUnit::LogWorkerEvent(BuildTypes, bool)
- CvUnit::PerformCultureBomb(int)
- CvUnit::PlotValid(CvPlot *, byte) const
- CvUnit::SentryAlert(bool) const
- CvUnit::SetActivityType(ActivityTypes, bool)
- CvUnit::SetAutomateType(AutomateTypes)
- CvUnit::UnitBuild(BuildTypes)
- CvUnit::UnitRoadTo(int, int, int)
- CvUnit::airlift(int, int)
- CvUnit::blastTourism()
- CvUnit::build(BuildTypes)
- CvUnit::buyCityState()
- CvUnit::canAirDefend(const CvPlot *) const
- CvUnit::canAirSweepAt(int, int) const
- CvUnit::canBuild(const CvPlot *, BuildTypes, bool, bool) const
- CvUnit::canCargoAllMove() const
- CvUnit::canDisembark(const CvPlot *) const
- CvUnit::canDisembarkOnto(const CvPlot &, bool) const
- CvUnit::canEmbark(const CvPlot *) const
- CvUnit::canEnterTerrain(const CvPlot &, byte) const
- CvUnit::canEverRangeStrikeAt(int, int, const CvPlot *) const
- CvUnit::canGift(bool, bool) const
- CvUnit::canHeal(const CvPlot *, bool) const
- CvUnit::canRangeStrike() const
- CvUnit::canScrap(bool) const
- CvUnit::canUnload() const
- CvUnit::changeAdmiralPort(int, int)
- CvUnit::changeExperienceTimes100(int, int, bool, bool, bool)
- CvUnit::changeExtraReconRange(int)
- CvUnit::changeExtraVisibilityRange(int)
- CvUnit::changeTradeUnitHomeCity(int, int)
- CvUnit::clearCombat()
- CvUnit::construct(BuildingTypes)
- CvUnit::convert(CvUnit *, bool)
- CvUnit::createGreatWork()
- CvUnit::discover()
- CvUnit::doHeal()
- CvUnit::doTurn()
- CvUnit::found()
- CvUnit::getBlastTourism()
- CvUnit::getBuildType() const
- CvUnit::getCaptureDefinition(CvUnitCaptureDefinition *, PlayerTypes)
- CvUnit::getDiscoverAmount()
- CvUnit::getDomainType() const
- CvUnit::getExoticGoodsGoldAmount()
- CvUnit::getExoticGoodsXPAmount()
- CvUnit::getGivePoliciesCulture()
- CvUnit::getUnitAICargo(UnitAITypes) const
- CvUnit::getVisualOwner(TeamTypes) const
- CvUnit::gift(bool)
- CvUnit::giveExperience()
- CvUnit::givePolicies()
- CvUnit::goldenAge()
- CvUnit::hurry()
- CvUnit::initWithNameOffset(int, UnitTypes, int, UnitAITypes, PlayerTypes, int, int, DirectionTypes, bool, bool, int, int)
- CvUnit::isActionRecommended(int)
- CvUnit::isBetterDefenderThan(const CvUnit *, const CvUnit *) const
- CvUnit::isEnemy(TeamTypes, const CvPlot *) const
- CvUnit::isInvisible(TeamTypes, bool, bool) const
- CvUnit::isOnlyDefensive() const
- CvUnit::isPotentialEnemy(TeamTypes, const CvPlot *) const
- CvUnit::join(SpecialistTypes)
- CvUnit::kill(bool, PlayerTypes)
- CvUnit::lead(int)
- CvUnit::load()
- CvUnit::loadUnit(CvUnit &)
- CvUnit::makeTradeRoute(int, int, TradeConnectionType)
- CvUnit::move(CvPlot &, bool)
- CvUnit::onMap() const
- CvUnit::paradrop(int, int)
- CvUnit::pillage()
- CvUnit::plunderTradeRoute()
- CvUnit::rebase(int, int)
- CvUnit::repairFleet()
- CvUnit::scrap()
- CvUnit::sellExoticGoods()
- CvUnit::setDamage(int, PlayerTypes, int, float, const CvString *)
- CvUnit::setFacingDirection(DirectionTypes)
- CvUnit::setMoves(int)
- CvUnit::setXY(int, int, bool, bool, bool, bool, bool)
- CvUnit::trade()
- CvUnit::unloadAll()
- CvUnitCombat::ApplyPostCityCombatEffects(CvUnit *, CvCity *, int)
- CvUnitCombat::ApplyPostCombatTraitEffects(CvUnit *, CvUnit *)
- CvUnitCombat::Attack(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::AttackAirSweep(CvUnit &, CvPlot &, ATTACK_OPTION)
- CvUnitCombat::GenerateMeleeCombatInfo(CvUnit &, CvUnit *, CvPlot &, CvCombatInfo *)
- CvUnitCombat::ParadropIntercept(CvUnit &, CvPlot &)
- CvUnitCombat::ResolveAirSweep(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveAirUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveCityMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveMeleeCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedCityVsUnitCombat(const CvCombatInfo &, uint)
- CvUnitCombat::ResolveRangedUnitVsCombat(const CvCombatInfo &, uint)
- CvUnitMission::AutoMission(UnitHandle)
- CvUnitMission::CalculateMissionTimer(UnitHandle, int)
- CvUnitMission::CanStartMission(UnitHandle, int, int, int, CvPlot *, bool)
- CvUnitMission::ContinueMission(UnitHandle, int, int)
- CvUnitMission::HasCompletedMoveMission(UnitHandle)
- CvUnitMission::LastMissionPlot(UnitHandle)
- CvUnitMission::PushMission(UnitHandle, MissionTypes, int, int, int, bool, bool, MissionAITypes, CvPlot *, CvUnit *)
- CvUnitMission::StartMission(UnitHandle)
- CvLuaPlayer::lGetFirstReadyUnitPlot(lua_State *)
- CvLuaPlayer::lGetPotentialAdmiralNewPort(lua_State *)
- CvLuaPlayer::lGetPotentialInternationalTradeRouteDestinations(lua_State *)
- CvLuaPlayer::lGetPotentialTradeUnitNewHomeCity(lua_State *)
- CvLuaUnit::lCanNuke(lua_State *)
- CvLuaUnit::lCanNukeAt(lua_State *)
- CvLuaUnit::lGetCombatOwner(lua_State *)
- CvLuaUnit::lGetPlot(lua_State *)