CvLuaPlot::PushMethods(lua_State *, int)
- Defined in
- Lua/CvLuaPlot.cpp, line 29
- Class
- CvLuaPlot
- Hook name
CivHooks::CvLuaPlot_PushMethods
Hooks
static bool BeforeCvLuaPlot_PushMethods(lua_State* L, int t);static void AfterCvLuaPlot_PushMethods(lua_State* L, int t);static void ReplaceCvLuaPlot_PushMethods(void (*original)(lua_State*, int), lua_State* L, int t);CivRegisterBefore<CivHooks::CvLuaPlot_PushMethods>(host, &BeforeCvLuaPlot_PushMethods);CivRegisterAfter<CivHooks::CvLuaPlot_PushMethods>(host, &AfterCvLuaPlot_PushMethods);CivRegisterReplace<CivHooks::CvLuaPlot_PushMethods>(host, &ReplaceCvLuaPlot_PushMethods);
Code
29void CvLuaPlot::PushMethods(lua_State* L, int t)30{31 Method(CanHaveFeature);32 Method(GetFeatureType);33 Method(GetTerrainType);34#if defined(MOD_API_LUA_EXTENSIONS) && defined(MOD_API_PLOT_BASED_DAMAGE)35 Method(GetTurnDamage);36#endif37 Method(IsRiver);38 Method(IsWater);39#if defined(MOD_API_LUA_EXTENSIONS) && defined(MOD_GLOBAL_ADJACENT_BLOCKADES)40 Method(IsBlockaded);41#endif42 Method(SetFeatureType);43 Method(SetTerrainType);4445 Method(IsNone);46 Method(Erase);47 Method(GetTeam);4849 Method(NukeExplosion);5051 Method(GetInlandCorner);5253 Method(UpdateFog);54 Method(UpdateVisibility);55 Method(IsAdjacentToArea);56 Method(ShareAdjacentArea);57 Method(IsAdjacentToLand);58 Method(IsAdjacentToShallowWater);59#if defined(MOD_API_LUA_EXTENSIONS) && defined(MOD_PROMOTIONS_CROSS_ICE)60 Method(IsAdjacentToIce);61#endif62 Method(IsCoastalLand);6364 Method(IsWithinTeamCityRadius);6566 Method(IsLake);67 Method(IsFreshWater);6869 Method(IsRiverSide);70 Method(IsRiverConnection);71 Method(IsRiverCrossingFlowClockwise);7273 Method(GetNearestLandArea);74 Method(SeeFromLevel);75 Method(GetNearestLandPlot);76 Method(SeeThroughLevel);77 Method(CanHaveResource);78 Method(CanHaveImprovement);79 Method(CanBuild);80 Method(GetBuildTime);81 Method(GetBuildTurnsLeft);82 Method(GetBuildTurnsTotal);83 Method(GetFeatureProduction);8485 Method(GetBestDefender);86 Method(GetSelectedUnit);87 Method(GetUnitPower);8889 Method(DefenseModifier);90 Method(MovementCost);9192 Method(GetExtraMovePathCost);93 Method(ChangeExtraMovePathCost);9495 Method(IsAdjacentOwned);96 Method(IsAdjacentPlayer);97 Method(IsAdjacentTeam);9899 Method(IsOwned);100 Method(IsBarbarian);101 Method(IsRevealedBarbarian);102 Method(HasBarbarianCamp);103 Method(IsVisible);104 Method(IsActiveVisible);105 Method(IsVisibleToWatchingHuman);106 Method(IsAdjacentVisible);107 Method(IsAdjacentNonvisible);108 Method(IsAdjacentRevealed);109 Method(IsAdjacentNonrevealed);110111 Method(RemoveGoody);112 Method(IsGoody);113 Method(IsRevealedGoody);114115 Method(IsFriendlyTerritory);116117 Method(IsCity);118 Method(IsFriendlyCity);119#if defined(MOD_API_LUA_EXTENSIONS) && defined(MOD_GLOBAL_PASSABLE_FORTS)120 Method(IsFriendlyCityOrPassableImprovement);121#endif122 Method(IsEnemyCity);123 Method(IsBeingWorked);124125 Method(IsUnit);126 Method(IsVisibleEnemyDefender);127 Method(GetNumDefenders);128 Method(GetNumVisibleEnemyDefenders);129 Method(GetNumVisiblePotentialEnemyDefenders);130 Method(IsVisibleEnemyUnit);131 Method(IsVisibleOtherUnit);132 Method(GetNumFriendlyUnitsOfType);133 Method(IsFighting);134135#if defined(MOD_API_LUA_EXTENSIONS) && defined(MOD_GLOBAL_STACKING_RULES)136 Method(GetUnitLimit);137#endif138139 Method(IsRoute);140 Method(IsTradeRoute);141142 Method(IsValidDomainForLocation);143 Method(IsValidDomainForAction);144 Method(IsImpassable);145146#if defined(MOD_API_LUA_EXTENSIONS)147 Method(GetNumTradeRoutes);148#endif149150 Method(GetX);151 Method(GetY);152#if defined(MOD_API_LUA_EXTENSIONS)153 Method(GetXY);154 Method(GetIndex);155#endif156 Method(At);157 Method(GetPlotIndex);158 Method(GetLatitude);159 Method(Area);160 Method(WaterArea);161 Method(GetArea);162 Method(SetArea);163 Method(GetFeatureVariety);164165 Method(GetOwnershipDuration);166 Method(IsOwnershipScore);167 Method(SetOwnershipDuration);168 Method(ChangeOwnershipDuration);169170 Method(GetImprovementDuration);171 Method(SetImprovementDuration);172 Method(ChangeImprovementDuration);173174 Method(GetUpgradeProgress);175 Method(GetUpgradeTimeLeft);176177 Method(SetUpgradeProgress);178 Method(ChangeUpgradeProgress);179180 Method(GetCityRadiusCount);181 Method(IsCityRadius);182183 Method(IsStartingPlot);184 Method(SetStartingPlot);185 Method(IsNEOfRiver);186 Method(SetNEOfRiver);187 Method(IsWOfRiver);188 Method(SetWOfRiver);189 Method(IsNWOfRiver);190 Method(SetNWOfRiver);191 Method(GetRiverEFlowDirection);192 Method(GetRiverSEFlowDirection);193 Method(GetRiverSWFlowDirection);194195 Method(IsPotentialCityWork);196 Method(IsPotentialCityWorkForArea);197198 Method(GetOwner);199 Method(SetOwner);200 Method(GetPlotType);201 Method(IsFlatlands);202 Method(IsHills);203#if defined(MOD_API_LUA_EXTENSIONS) && defined(MOD_PATHFINDER_TERRAFIRMA)204 Method(IsTerraFirma);205#endif206 Method(IsOpenGround);207 Method(IsRoughGround);208 Method(IsMountain);209210 Method(SetPlotType);211 Method(GetResourceType);212 Method(GetNonObsoleteResourceType);213 Method(SetResourceType);214 Method(GetNumResource);215 Method(SetNumResource);216 Method(ChangeNumResource);217218 Method(GetImprovementType);219 Method(SetImprovementType);220 Method(SetImprovementPillaged);221 Method(GetRouteType);222 Method(SetRouteType);223 Method(IsRoutePillaged);224#if defined(MOD_API_LUA_EXTENSIONS)225 Method(SetRoutePillaged);226#endif227228#if defined(MOD_API_LUA_EXTENSIONS)229 Method(GetPlayerThatBuiltImprovement);230 Method(SetPlayerThatBuiltImprovement);231 Method(GetPlayerResponsibleForImprovement);232 Method(SetPlayerResponsibleForImprovement);233 Method(GetPlayerResponsibleForRoute);234 Method(SetPlayerResponsibleForRoute);235 Method(GetPlayerThatClearedBarbCampHere);236 Method(SetPlayerThatClearedBarbCampHere);237#endif238239 Method(GetPlotCity);240 Method(GetWorkingCity);241 Method(GetWorkingCityOverride);242 Method(GetReconCount);243 Method(GetRiverCrossingCount);244 Method(GetYield);245 Method(CalculateNatureYield);246 Method(CalculateBestNatureYield);247 Method(CalculateTotalBestNatureYield);248 Method(CalculateImprovementYieldChange);249 Method(CalculateYield);250 Method(HasYield);251 Method(GetYieldWithBuild);252253 Method(CountNumAirUnits);254255 Method(GetFoundValue);256 Method(IsBestAdjacentFound);257258 Method(GetPlayerCityRadiusCount);259 Method(IsPlayerCityRadius);260261 Method(GetVisibilityCount);262 Method(ChangeVisibilityCount);263264 Method(GetRevealedOwner);265 Method(GetRevealedTeam);266267 Method(IsRiverCrossing);268 Method(IsRiverCrossingToPlot);269270 Method(IsRevealed);271 Method(SetRevealed);272 Method(GetRevealedImprovementType);273 Method(GetRevealedRouteType);274 Method(GetBuildProgress);275 Method(ChangeBuildProgress);276277 Method(GetInvisibleVisibilityCount);278 Method(IsInvisibleVisible);279 Method(ChangeInvisibleVisibilityCount);280281 Method(GetNumUnits);282 Method(GetUnit);283284 Method(GetNumLayerUnits);285 Method(GetLayerUnit);286287 Method(GetScriptData);288 Method(SetScriptData);289290 Method(GetActiveFogOfWarMode);291292 Method(IsImprovementPillaged);293294 Method(CanSeePlot);295296 Method(GetContinentArtType);297 Method(SetContinentArtType);298299 Method(IsResourceConnectedByImprovement);300301 Method(IsBuildRemovesFeature);302303#if defined(MOD_API_LUA_EXTENSIONS)304 Method(SetArchaeologicalRecord);305 Method(AddArchaeologicalRecord);306#endif307 Method(GetArchaeologyArtifactType);308 Method(GetArchaeologyArtifactEra);309 Method(GetArchaeologyArtifactPlayer1);310 Method(GetArchaeologyArtifactPlayer2);311 Method(GetArchaeologyArtifactWork);312 Method(HasWrittenArtifact);313314 Method(GetCityPurchaseID);315 Method(SetCityPurchaseID);316317#if defined(MOD_API_LUA_EXTENSIONS)318 Method(AddMessage);319 Method(AddPopupMessage);320#endif321322#if defined(MOD_API_LUA_EXTENSIONS)323 Method(IsCivilization);324 Method(HasFeature);325 Method(IsNaturalWonder);326 Method(HasAnyNaturalWonder);327 Method(HasNaturalWonder);328 Method(IsFeatureIce);329 Method(IsFeatureJungle);330 Method(IsFeatureMarsh);331 Method(IsFeatureOasis);332 Method(IsFeatureFloodPlains);333 Method(IsFeatureForest);334 Method(IsFeatureFallout);335 Method(IsFeatureAtoll);336 Method(IsFeatureLake);337 Method(IsFeatureRiver);338 Method(HasImprovement);339 Method(HasPlotType);340 Method(IsPlotMountain);341 Method(IsPlotMountains);342 Method(IsPlotHill);343 Method(IsPlotHills);344 Method(IsPlotLand);345 Method(IsPlotOcean);346 Method(HasResource);347 Method(HasRoute);348 Method(IsRouteRoad);349 Method(IsRouteRailroad);350 Method(HasTerrain);351 Method(IsTerrainGrass);352 Method(IsTerrainPlains);353 Method(IsTerrainDesert);354 Method(IsTerrainTundra);355 Method(IsTerrainSnow);356 Method(IsTerrainCoast);357 Method(IsTerrainOcean);358 Method(IsTerrainMountain);359 Method(IsTerrainMountains);360 Method(IsTerrainHill);361 Method(IsTerrainHills);362 Method(IsAdjacentToFeature);363 Method(IsWithinDistanceOfFeature);364 Method(IsAdjacentToImprovement);365 Method(IsWithinDistanceOfImprovement);366 Method(IsAdjacentToPlotType);367 Method(IsWithinDistanceOfPlotType);368 Method(IsAdjacentToResource);369 Method(IsWithinDistanceOfResource);370 Method(IsAdjacentToTerrain);371 Method(IsWithinDistanceOfTerrain);372#endif373}
Calls
- CvLuaPlot::lAddArchaeologicalRecord(lua_State *)
- CvLuaPlot::lAddMessage(lua_State *)
- CvLuaPlot::lAddPopupMessage(lua_State *)
- CvLuaPlot::lArea(lua_State *)
- CvLuaPlot::lAt(lua_State *)
- CvLuaPlot::lCalculateBestNatureYield(lua_State *)
- CvLuaPlot::lCalculateImprovementYieldChange(lua_State *)
- CvLuaPlot::lCalculateNatureYield(lua_State *)
- CvLuaPlot::lCalculateTotalBestNatureYield(lua_State *)
- CvLuaPlot::lCalculateYield(lua_State *)
- CvLuaPlot::lCanBuild(lua_State *)
- CvLuaPlot::lCanHaveFeature(lua_State *)
- CvLuaPlot::lCanHaveImprovement(lua_State *)
- CvLuaPlot::lCanHaveResource(lua_State *)
- CvLuaPlot::lCanSeePlot(lua_State *)
- CvLuaPlot::lChangeBuildProgress(lua_State *)
- CvLuaPlot::lChangeExtraMovePathCost(lua_State *)
- CvLuaPlot::lChangeImprovementDuration(lua_State *)
- CvLuaPlot::lChangeInvisibleVisibilityCount(lua_State *)
- CvLuaPlot::lChangeNumResource(lua_State *)
- CvLuaPlot::lChangeOwnershipDuration(lua_State *)
- CvLuaPlot::lChangeUpgradeProgress(lua_State *)
- CvLuaPlot::lChangeVisibilityCount(lua_State *)
- CvLuaPlot::lCountNumAirUnits(lua_State *)
- CvLuaPlot::lDefenseModifier(lua_State *)
- CvLuaPlot::lErase(lua_State *)
- CvLuaPlot::lGetActiveFogOfWarMode(lua_State *)
- CvLuaPlot::lGetArchaeologyArtifactEra(lua_State *)
- CvLuaPlot::lGetArchaeologyArtifactPlayer1(lua_State *)
- CvLuaPlot::lGetArchaeologyArtifactPlayer2(lua_State *)
- CvLuaPlot::lGetArchaeologyArtifactType(lua_State *)
- CvLuaPlot::lGetArchaeologyArtifactWork(lua_State *)
- CvLuaPlot::lGetArea(lua_State *)
- CvLuaPlot::lGetBestDefender(lua_State *)
- CvLuaPlot::lGetBuildProgress(lua_State *)
- CvLuaPlot::lGetBuildTime(lua_State *)
- CvLuaPlot::lGetBuildTurnsLeft(lua_State *)
- CvLuaPlot::lGetBuildTurnsTotal(lua_State *)
- CvLuaPlot::lGetCityPurchaseID(lua_State *)
- CvLuaPlot::lGetCityRadiusCount(lua_State *)
- CvLuaPlot::lGetContinentArtType(lua_State *)
- CvLuaPlot::lGetExtraMovePathCost(lua_State *)
- CvLuaPlot::lGetFeatureProduction(lua_State *)
- CvLuaPlot::lGetFeatureType(lua_State *)
- CvLuaPlot::lGetFeatureVariety(lua_State *)
- CvLuaPlot::lGetFoundValue(lua_State *)
- CvLuaPlot::lGetImprovementDuration(lua_State *)
- CvLuaPlot::lGetImprovementType(lua_State *)
- CvLuaPlot::lGetIndex(lua_State *)
- CvLuaPlot::lGetInlandCorner(lua_State *)
- CvLuaPlot::lGetInvisibleVisibilityCount(lua_State *)
- CvLuaPlot::lGetLatitude(lua_State *)
- CvLuaPlot::lGetLayerUnit(lua_State *)
- CvLuaPlot::lGetNearestLandArea(lua_State *)
- CvLuaPlot::lGetNearestLandPlot(lua_State *)
- CvLuaPlot::lGetNonObsoleteResourceType(lua_State *)
- CvLuaPlot::lGetNumDefenders(lua_State *)
- CvLuaPlot::lGetNumFriendlyUnitsOfType(lua_State *)
- CvLuaPlot::lGetNumLayerUnits(lua_State *)
- CvLuaPlot::lGetNumResource(lua_State *)
- CvLuaPlot::lGetNumTradeRoutes(lua_State *)
- CvLuaPlot::lGetNumUnits(lua_State *)
- CvLuaPlot::lGetNumVisibleEnemyDefenders(lua_State *)
- CvLuaPlot::lGetNumVisiblePotentialEnemyDefenders(lua_State *)
- CvLuaPlot::lGetOwner(lua_State *)
- CvLuaPlot::lGetOwnershipDuration(lua_State *)
- CvLuaPlot::lGetPlayerCityRadiusCount(lua_State *)
- CvLuaPlot::lGetPlayerResponsibleForImprovement(lua_State *)
- CvLuaPlot::lGetPlayerResponsibleForRoute(lua_State *)
- CvLuaPlot::lGetPlayerThatBuiltImprovement(lua_State *)
- CvLuaPlot::lGetPlayerThatClearedBarbCampHere(lua_State *)
- CvLuaPlot::lGetPlotCity(lua_State *)
- CvLuaPlot::lGetPlotIndex(lua_State *)
- CvLuaPlot::lGetPlotType(lua_State *)
- CvLuaPlot::lGetReconCount(lua_State *)
- CvLuaPlot::lGetResourceType(lua_State *)
- CvLuaPlot::lGetRevealedImprovementType(lua_State *)
- CvLuaPlot::lGetRevealedOwner(lua_State *)
- CvLuaPlot::lGetRevealedRouteType(lua_State *)
- CvLuaPlot::lGetRevealedTeam(lua_State *)
- CvLuaPlot::lGetRiverCrossingCount(lua_State *)
- CvLuaPlot::lGetRiverEFlowDirection(lua_State *)
- CvLuaPlot::lGetRiverSEFlowDirection(lua_State *)
- CvLuaPlot::lGetRiverSWFlowDirection(lua_State *)
- CvLuaPlot::lGetRouteType(lua_State *)
- CvLuaPlot::lGetScriptData(lua_State *)
- CvLuaPlot::lGetSelectedUnit(lua_State *)
- CvLuaPlot::lGetTeam(lua_State *)
- CvLuaPlot::lGetTerrainType(lua_State *)
- CvLuaPlot::lGetTurnDamage(lua_State *)
- CvLuaPlot::lGetUnit(lua_State *)
- CvLuaPlot::lGetUnitLimit(lua_State *)
- CvLuaPlot::lGetUnitPower(lua_State *)
- CvLuaPlot::lGetUpgradeProgress(lua_State *)
- CvLuaPlot::lGetUpgradeTimeLeft(lua_State *)
- CvLuaPlot::lGetVisibilityCount(lua_State *)
- CvLuaPlot::lGetWorkingCity(lua_State *)
- CvLuaPlot::lGetWorkingCityOverride(lua_State *)
- CvLuaPlot::lGetX(lua_State *)
- CvLuaPlot::lGetXY(lua_State *)
- CvLuaPlot::lGetY(lua_State *)
- CvLuaPlot::lGetYield(lua_State *)
- CvLuaPlot::lGetYieldWithBuild(lua_State *)
- CvLuaPlot::lHasAnyNaturalWonder(lua_State *)
- CvLuaPlot::lHasBarbarianCamp(lua_State *)
- CvLuaPlot::lHasFeature(lua_State *)
- CvLuaPlot::lHasImprovement(lua_State *)
- CvLuaPlot::lHasNaturalWonder(lua_State *)
- CvLuaPlot::lHasPlotType(lua_State *)
- CvLuaPlot::lHasResource(lua_State *)
- CvLuaPlot::lHasRoute(lua_State *)
- CvLuaPlot::lHasTerrain(lua_State *)
- CvLuaPlot::lHasWrittenArtifact(lua_State *)
- CvLuaPlot::lHasYield(lua_State *)
- CvLuaPlot::lIsActiveVisible(lua_State *)
- CvLuaPlot::lIsAdjacentNonrevealed(lua_State *)
- CvLuaPlot::lIsAdjacentNonvisible(lua_State *)
- CvLuaPlot::lIsAdjacentOwned(lua_State *)
- CvLuaPlot::lIsAdjacentPlayer(lua_State *)
- CvLuaPlot::lIsAdjacentRevealed(lua_State *)
- CvLuaPlot::lIsAdjacentTeam(lua_State *)
- CvLuaPlot::lIsAdjacentToArea(lua_State *)
- CvLuaPlot::lIsAdjacentToFeature(lua_State *)
- CvLuaPlot::lIsAdjacentToIce(lua_State *)
- CvLuaPlot::lIsAdjacentToImprovement(lua_State *)
- CvLuaPlot::lIsAdjacentToLand(lua_State *)
- CvLuaPlot::lIsAdjacentToPlotType(lua_State *)
- CvLuaPlot::lIsAdjacentToResource(lua_State *)
- CvLuaPlot::lIsAdjacentToShallowWater(lua_State *)
- CvLuaPlot::lIsAdjacentToTerrain(lua_State *)
- CvLuaPlot::lIsAdjacentVisible(lua_State *)
- CvLuaPlot::lIsBarbarian(lua_State *)
- CvLuaPlot::lIsBeingWorked(lua_State *)
- CvLuaPlot::lIsBestAdjacentFound(lua_State *)
- CvLuaPlot::lIsBlockaded(lua_State *)
- CvLuaPlot::lIsBuildRemovesFeature(lua_State *)
- CvLuaPlot::lIsCity(lua_State *)
- CvLuaPlot::lIsCityRadius(lua_State *)
- CvLuaPlot::lIsCivilization(lua_State *)
- CvLuaPlot::lIsCoastalLand(lua_State *)
- CvLuaPlot::lIsEnemyCity(lua_State *)
- CvLuaPlot::lIsFeatureAtoll(lua_State *)
- CvLuaPlot::lIsFeatureFallout(lua_State *)
- CvLuaPlot::lIsFeatureFloodPlains(lua_State *)
- CvLuaPlot::lIsFeatureForest(lua_State *)
- CvLuaPlot::lIsFeatureIce(lua_State *)
- CvLuaPlot::lIsFeatureJungle(lua_State *)
- CvLuaPlot::lIsFeatureLake(lua_State *)
- CvLuaPlot::lIsFeatureMarsh(lua_State *)
- CvLuaPlot::lIsFeatureOasis(lua_State *)
- CvLuaPlot::lIsFeatureRiver(lua_State *)
- CvLuaPlot::lIsFighting(lua_State *)
- CvLuaPlot::lIsFlatlands(lua_State *)
- CvLuaPlot::lIsFreshWater(lua_State *)
- CvLuaPlot::lIsFriendlyCity(lua_State *)
- CvLuaPlot::lIsFriendlyCityOrPassableImprovement(lua_State *)
- CvLuaPlot::lIsFriendlyTerritory(lua_State *)
- CvLuaPlot::lIsGoody(lua_State *)
- CvLuaPlot::lIsHills(lua_State *)
- CvLuaPlot::lIsImpassable(lua_State *)
- CvLuaPlot::lIsImprovementPillaged(lua_State *)
- CvLuaPlot::lIsInvisibleVisible(lua_State *)
- CvLuaPlot::lIsLake(lua_State *)
- CvLuaPlot::lIsMountain(lua_State *)
- CvLuaPlot::lIsNaturalWonder(lua_State *)
- CvLuaPlot::lIsNEOfRiver(lua_State *)
- CvLuaPlot::lIsNone(lua_State *)
- CvLuaPlot::lIsNWOfRiver(lua_State *)
- CvLuaPlot::lIsOpenGround(lua_State *)
- CvLuaPlot::lIsOwned(lua_State *)
- CvLuaPlot::lIsOwnershipScore(lua_State *)
- CvLuaPlot::lIsPlayerCityRadius(lua_State *)
- CvLuaPlot::lIsPlotHill(lua_State *)
- CvLuaPlot::lIsPlotHills(lua_State *)
- CvLuaPlot::lIsPlotLand(lua_State *)
- CvLuaPlot::lIsPlotMountain(lua_State *)
- CvLuaPlot::lIsPlotMountains(lua_State *)
- CvLuaPlot::lIsPlotOcean(lua_State *)
- CvLuaPlot::lIsPotentialCityWork(lua_State *)
- CvLuaPlot::lIsPotentialCityWorkForArea(lua_State *)
- CvLuaPlot::lIsResourceConnectedByImprovement(lua_State *)
- CvLuaPlot::lIsRevealed(lua_State *)
- CvLuaPlot::lIsRevealedBarbarian(lua_State *)
- CvLuaPlot::lIsRevealedGoody(lua_State *)
- CvLuaPlot::lIsRiver(lua_State *)
- CvLuaPlot::lIsRiverConnection(lua_State *)
- CvLuaPlot::lIsRiverCrossing(lua_State *)
- CvLuaPlot::lIsRiverCrossingFlowClockwise(lua_State *)
- CvLuaPlot::lIsRiverCrossingToPlot(lua_State *)
- CvLuaPlot::lIsRiverSide(lua_State *)
- CvLuaPlot::lIsRoughGround(lua_State *)
- CvLuaPlot::lIsRoute(lua_State *)
- CvLuaPlot::lIsRoutePillaged(lua_State *)
- CvLuaPlot::lIsRouteRailroad(lua_State *)
- CvLuaPlot::lIsRouteRoad(lua_State *)
- CvLuaPlot::lIsStartingPlot(lua_State *)
- CvLuaPlot::lIsTerraFirma(lua_State *)
- CvLuaPlot::lIsTerrainCoast(lua_State *)
- CvLuaPlot::lIsTerrainDesert(lua_State *)
- CvLuaPlot::lIsTerrainGrass(lua_State *)
- CvLuaPlot::lIsTerrainHill(lua_State *)
- CvLuaPlot::lIsTerrainHills(lua_State *)
- CvLuaPlot::lIsTerrainMountain(lua_State *)
- CvLuaPlot::lIsTerrainMountains(lua_State *)
- CvLuaPlot::lIsTerrainOcean(lua_State *)
- CvLuaPlot::lIsTerrainPlains(lua_State *)
- CvLuaPlot::lIsTerrainSnow(lua_State *)
- CvLuaPlot::lIsTerrainTundra(lua_State *)
- CvLuaPlot::lIsTradeRoute(lua_State *)
- CvLuaPlot::lIsUnit(lua_State *)
- CvLuaPlot::lIsValidDomainForAction(lua_State *)
- CvLuaPlot::lIsValidDomainForLocation(lua_State *)
- CvLuaPlot::lIsVisible(lua_State *)
- CvLuaPlot::lIsVisibleEnemyDefender(lua_State *)
- CvLuaPlot::lIsVisibleEnemyUnit(lua_State *)
- CvLuaPlot::lIsVisibleOtherUnit(lua_State *)
- CvLuaPlot::lIsVisibleToWatchingHuman(lua_State *)
- CvLuaPlot::lIsWater(lua_State *)
- CvLuaPlot::lIsWithinDistanceOfFeature(lua_State *)
- CvLuaPlot::lIsWithinDistanceOfImprovement(lua_State *)
- CvLuaPlot::lIsWithinDistanceOfPlotType(lua_State *)
- CvLuaPlot::lIsWithinDistanceOfResource(lua_State *)
- CvLuaPlot::lIsWithinDistanceOfTerrain(lua_State *)
- CvLuaPlot::lIsWithinTeamCityRadius(lua_State *)
- CvLuaPlot::lIsWOfRiver(lua_State *)
- CvLuaPlot::lMovementCost(lua_State *)
- CvLuaPlot::lNukeExplosion(lua_State *)
- CvLuaPlot::lRemoveGoody(lua_State *)
- CvLuaPlot::lSeeFromLevel(lua_State *)
- CvLuaPlot::lSeeThroughLevel(lua_State *)
- CvLuaPlot::lSetArchaeologicalRecord(lua_State *)
- CvLuaPlot::lSetArea(lua_State *)
- CvLuaPlot::lSetCityPurchaseID(lua_State *)
- CvLuaPlot::lSetContinentArtType(lua_State *)
- CvLuaPlot::lSetFeatureType(lua_State *)
- CvLuaPlot::lSetImprovementDuration(lua_State *)
- CvLuaPlot::lSetImprovementPillaged(lua_State *)
- CvLuaPlot::lSetImprovementType(lua_State *)
- CvLuaPlot::lSetNEOfRiver(lua_State *)
- CvLuaPlot::lSetNumResource(lua_State *)
- CvLuaPlot::lSetNWOfRiver(lua_State *)
- CvLuaPlot::lSetOwner(lua_State *)
- CvLuaPlot::lSetOwnershipDuration(lua_State *)
- CvLuaPlot::lSetPlayerResponsibleForImprovement(lua_State *)
- CvLuaPlot::lSetPlayerResponsibleForRoute(lua_State *)
- CvLuaPlot::lSetPlayerThatBuiltImprovement(lua_State *)
- CvLuaPlot::lSetPlayerThatClearedBarbCampHere(lua_State *)
- CvLuaPlot::lSetPlotType(lua_State *)
- CvLuaPlot::lSetResourceType(lua_State *)
- CvLuaPlot::lSetRevealed(lua_State *)
- CvLuaPlot::lSetRoutePillaged(lua_State *)
- CvLuaPlot::lSetRouteType(lua_State *)
- CvLuaPlot::lSetScriptData(lua_State *)
- CvLuaPlot::lSetStartingPlot(lua_State *)
- CvLuaPlot::lSetTerrainType(lua_State *)
- CvLuaPlot::lSetUpgradeProgress(lua_State *)
- CvLuaPlot::lSetWOfRiver(lua_State *)
- CvLuaPlot::lShareAdjacentArea(lua_State *)
- CvLuaPlot::lUpdateFog(lua_State *)
- CvLuaPlot::lUpdateVisibility(lua_State *)
- CvLuaPlot::lWaterArea(lua_State *)
lua_pushcclosurelua_setfield