User:DonQuich
From Civilization Modding Wiki
Jump to navigationJump to search
This page is a part of the Lua and UI Reference.
Plot:AddFeatureDummyModel(string dummyTag, string modelTag)
| |
| |
| |
Plot:Area()
| |
bool
|
Plot:At(int x, int y)
|
| |
| |
int
|
Plot:CalculateBestNatureYield(YieldID yieldID, TeamID eTeam)
|
| |
| |
int
|
Plot:CalculateImprovementYieldChange(ImprovementID improvementID, YieldID yieldID, PlayerID ePlayer, bool optimal, RouteID assumeThisRouteID)
|
| |
| |
| |
| |
| |
int
|
Plot:CalculateNatureYield(YieldID yieldID, TeamID eTeam, bool ignoreFeature)
|
| |
| |
| |
int
|
Plot:CalculateTotalBestNatureYield(TeamID eTeam)
|
| |
int
|
Plot:CalculateYield(YieldID yieldID, bool display)
|
| |
| |
bool
|
Plot:CanBuild(BuildActionID buildID, PlayerID ePlayer, bool testVisible)
|
| |
| |
| |
Plot:CanHaveFeature()
| |
bool
|
Plot:CanHaveImprovement(ImprovementID improvementID, TeamID eTeam, bool potential)
|
| |
| |
| |
bool
|
Plot:CanHaveResource(ResourceID resourceID, bool ignoreLatitude)
|
| |
| |
Plot:CanSeePlot()
| |
bool
|
Plot:ChangeBuildProgress(BuildActionID buildID, int change, TeamID eTeam)
|
| |
| |
| |
Plot:ChangeExtraMovePathCost(int change)
| |
| |
Plot:ChangeImprovementDuration(int change)
| |
| |
Plot:ChangeInvisibleVisibilityCount(TeamID eTeam, InvisibilityScopeID invisibleID, int change)
| |
| |
| |
| |
Plot:ChangeNumResource(int change)
| |
| |
Plot:ChangeOwnershipDuration(int change)
| |
| |
Plot:ChangeUpgradeProgress(int change)
| |
| |
Plot:ChangeVisibilityCount(TeamID eTeam, int change, InvisibilityScopeID seeInvisibleTypeID, bool informExplorationTracking, bool alwaysSeeInvisible)
| |
| |
| |
| |
| |
| |
int
|
Plot:CountNumAirUnits(TeamID ePlayer)
|
| |
int
|
Plot:DefenseModifier(TeamID iDefendTeam, bool ignoreBuilding, bool help)
|
| |
| |
| |
Plot:Erase()
| |
Plot:GetActiveFogOfWarMode(<unknown>)
| |
int
|
Plot:GetArea()
|
Plot:GetBestDefender(PlayerID eOwner, PlayerID eAttackingPlayer, Unit attacker, bool testAtWar, bool testPotentialEnemy, bool testCanMove)
| |
| |
| |
| |
| |
| |
| |
int
|
Plot:GetBuildProgress(BuildActionID buildID)
|
| |
int
|
Plot:GetBuildTime(BuildActionID buildID)
|
| |
int
|
Plot:GetBuildTurnsLeft(BuildActionID buildID, int nowExtra, int thenExtra)
|
| |
| |
| |
int
|
Plot:GetBuildTurnsTotal(BuildActionID buildID)
|
| |
int
|
Plot:GetCityRadiusCount()
|
Plot:GetContinentArtType()
| |
'Determines continent for plot type.' | |
int
|
Plot:GetExtraMovePathCost()
|
int
|
Plot:GetFeatureProduction(BuildActionID buildID, TeamID eTeam, City city)
|
| |
| |
| |
Plot:GetFeatureType()
| |
int
|
Plot:GetFeatureVariety()
|
int
|
Plot:GetFoundValue(PlayerID eIndex)
|
| |
int
|
Plot:GetImprovementDuration()
|
ImprovementID
|
Plot:GetImprovementType()
|
Plot
|
Plot:GetInlandCorner()
|
int
|
Plot:GetInvisibleVisibilityCount(TeamID eTeam, InvisibilityScopeID invisibleID)
|
| |
| |
int
|
Plot:GetLatitude()
|
int
|
Plot:GetNearestLandArea()
|
Plot:GetNearestLandPlot()
| |
ResourceID
|
Plot:GetNonObsoleteResourceType(TeamID eTeam)
|
| |
int
|
Plot:GetNumDefenders(PlayerID ePlayer)
|
| |
int
|
Plot:GetNumFriendlyUnitsOfType(Unit unit)
|
| |
int
|
Plot:GetNumResource()
|
int
|
Plot:GetNumUnits()
|
int
|
Plot:GetNumVisibleEnemyDefenders(Unit unit)
|
| |
int
|
Plot:GetNumVisiblePotentialEnemyDefenders(Unit unit)
|
| |
PlayerID
|
Plot:GetOwner()
|
int
|
Plot:GetOwnershipDuration()
|
int
|
Plot:GetPlayerCityRadiusCount(PlayerID eIndex)
|
| |
Plot:GetPlotCity()
| |
Plot:GetPlotType()
| |
int
|
Plot:GetReconCount()
|
ResourceID
|
Plot:GetResourceType(TeamID eTeam)
|
| |
ImprovementID
|
Plot:GetRevealedImprovementType(TeamID eTeam, bool debug)
|
| |
| |
PlayerID
|
Plot:GetRevealedOwner(TeamID eTeam, bool debug)
|
| |
| |
RouteID
|
Plot:GetRevealedRouteType(TeamID eTeam, bool debug)
|
| |
| |
TeamID
|
Plot:GetRevealedTeam(TeamID eTeam, bool debug)
|
| |
| |
int
|
Plot:GetRiverCrossingCount()
|
FlowDirectionID
|
Plot:GetRiverEFlowDirection()
|
FlowDirectionID
|
Plot:GetRiverSEFlowDirection()
|
FlowDirectionID
|
Plot:GetRiverSWFlowDirection()
|
RouteID
|
Plot:GetRouteType()
|
string
|
Plot:GetScriptData()
|
Plot:GetSelectedUnit()
| |
int
|
Plot:GetTeam()
|
Plot:GetTerrainType()
| |
Plot:GetUnit(int index)
| |
| |
int
|
Plot:GetUnitPower(PlayerID eOwner)
|
| |
int
|
Plot:GetUpgradeProgress()
|
int
|
Plot:GetUpgradeTimeLeft(ImprovementID improvementID, PlayerID ePlayer)
|
| |
| |
int
|
Plot:GetVisibilityCount(TeamID eTeam)
|
| |
Plot:GetWorkingCity()
| |
Plot:GetWorkingCityOverride()
| |
int
|
Plot:GetX()
|
int
|
Plot:GetY()
|
int
|
Plot:GetYield(YieldID yieldID)
|
| |
bool
|
Plot:GetYieldWithBuild()
|
Plot:HasBarbarianCamp()
| |
bool
|
Plot:HasYield()
|
bool
|
Plot:IsActiveVisible(bool debug)
|
| |
bool
|
Plot:IsAdjacentNonrevealed(TeamID eTeam)
|
| |
bool
|
Plot:IsAdjacentNonvisible(TeamID eTeam)
|
| |
bool
|
Plot:IsAdjacentOwned()
|
bool
|
Plot:IsAdjacentPlayer(PlayerID ePlayer, bool landOnly)
|
| |
| |
bool
|
Plot:IsAdjacentRevealed(TeamID eTeam)
|
| |
bool
|
Plot:IsAdjacentTeam(TeamID eTeam, bool landOnly)
|
| |
| |
bool
|
Plot:IsAdjacentToArea(Area area)
|
| |
bool
|
Plot:IsAdjacentToLand()
|
bool
|
Plot:IsAdjacentToShallowWater()
|
bool
|
Plot:IsAdjacentVisible(TeamID eTeam, bool debug)
|
| |
| |
bool
|
Plot:IsBarbarian()
|
bool
|
Plot:IsBeingWorked()
|
bool
|
Plot:IsBestAdjacentFound(PlayerID eIndex)
|
| |
Plot:IsBuildRemovesFeature()
| |
bool
|
Plot:IsCity()
|
int
|
Plot:IsCityRadius()
|
bool
|
Plot:IsCoastalLand()
|
bool
|
Plot:IsEnemyCity(Unit unit)
|
| |
bool
|
Plot:IsFighting()
|
bool
|
Plot:IsFlatlands()
|
bool
|
Plot:IsFreshWater()
|
bool
|
Plot:IsFriendlyCity(Unit unit, bool checkImprovement)
|
| |
| |
bool
|
Plot:IsFriendlyTerritory(PlayerID ePlayer)
|
| |
bool
|
Plot:IsGoody()
|
bool
|
Plot:IsHills()
|
bool
|
Plot:IsImpassable()
|
bool
|
Plot:IsImprovementPillaged()
|
bool
|
Plot:IsInvisibleVisible(TeamID eTeam, InvisibilityScopeID invisibleID)
|
| |
| |
bool
|
Plot:IsLake()
|
bool
|
Plot:IsMountain()
|
bool
|
Plot:IsNEOfRiver()
|
bool
|
Plot:IsNone()
|
bool
|
Plot:IsNWOfRiver()
|
bool
|
Plot:IsOpenGround()
|
bool
|
Plot:IsOwned()
|
bool
|
Plot:IsOwnershipScore()
|
bool
|
Plot:IsPlayerCityRadius(PlayerID eIndex)
|
| |
bool
|
Plot:IsPotentialCityWork()
|
bool
|
Plot:IsPotentialCityWorkForArea(Area area)
|
| |
Plot:IsResourceConnectedByImprovement()
| |
bool
|
Plot:IsRevealed(TeamID eTeam, bool debug)
|
| |
| |
bool
|
Plot:IsRevealedBarbarian()
|
bool
|
Plot:IsRevealedGoody(TeamID eTeam)
|
| |
Plot:IsRiver()
| |
bool
|
Plot:IsRiverConnection(DirectionID directionID)
|
| |
bool
|
Plot:IsRiverCrossing(DirectionID directionID)
|
| |
Plot:IsRiverCrossingFlowClockwise()
| |
bool
|
Plot:IsRiverCrossingToPlot(DirectionID directionID)
|
| |
bool
|
Plot:IsRiverSide()
|
bool
|
Plot:IsRoughGround()
|
bool
|
Plot:IsRoute()
|
Plot:IsRoutePillaged()
| |
bool
|
Plot:IsStartingPlot()
|
Plot:IsTradeRoute()
| |
bool
|
Plot:IsUnit()
|
bool
|
Plot:IsValidDomainForAction(Unit unit)
|
| |
bool
|
Plot:IsValidDomainForLocation(Unit unit)
|
| |
bool
|
Plot:IsVisible(TeamID eTeam, bool debug)
|
| |
| |
bool
|
Plot:IsVisibleEnemyDefender(Unit unit)
|
| |
bool
|
Plot:IsVisibleEnemyUnit(PlayerID ePlayer)
|
| |
bool
|
Plot:IsVisibleOtherUnit(PlayerID ePlayer)
|
| |
bool
|
Plot:IsVisibleToWatchingHuman()
|
Plot:IsWater()
| |
bool
|
Plot:IsWithinTeamCityRadius(TeamID eTeam, PlayerID eIgnorePlayer)
|
| |
| |
bool
|
Plot:IsWOfRiver()
|
int
|
Plot:MovementCost(Unit unit, Plot fromPlot)
|
| |
| |
Plot:NukeExplosion(int range, Unit nukeUnit)
| |
| |
| |
string
|
Plot:PickFeatureDummyTag(int mouseX, int mouseY)
|
| |
| |
Plot:RemoveGoody()
| |
Plot:ResetFeatureModel()
| |
int
|
Plot:SeeFromLevel(TeamID eTeam)
|
| |
int
|
Plot:SeeThroughLevel()
|
int
|
Plot:SetArea()
|
Plot:SetContinentArtType()
| |
Plot:SetFeatureDummyTexture(string dummyTag, string textureTag)
| |
| |
| |
Plot:SetFeatureDummyVisibility(string dummyTag, bool show)
| |
| |
| |
Plot:SetFeatureType()
| |
Plot:SetImprovementDuration(int newValue)
| |
| |
Plot:SetImprovementPillaged(bool b)
| |
| |
Plot:SetImprovementType(ImprovementID newValueID)
| |
| |
Plot:SetNEOfRiver(bool newValue, FlowDirectionID riverDirID)
| |
| |
| |
Plot:SetNumResource(int num)
| |
| |
Plot:SetNWOfRiver(bool newValue, FlowDirectionID riverDirID)
| |
| |
| |
Plot:SetOwner(PlayerID eNewValue, int acquiringCityID, bool checkUnits, bool updateResources)
| |
| |
| |
| |
| |
Plot:SetOwnershipDuration(int newValue)
| |
| |
Plot:SetPlotType(PlotTypeID newValueID, bool recalculate, bool rebuildGraphics)
| |
| |
| |
| |
Plot:SetResourceType(ResourceID newValueID, int numResource)
| |
| |
| |
Plot:SetRevealed(TeamID eTeam, bool newValue, bool terrainOnly, TeamID eFromTeam)
| |
| |
| |
| |
| |
Plot:SetRouteType(RouteID newValueID)
| |
| |
Plot:SetScriptData(string szNewValue)
| |
| |
Plot:SetStartingPlot(bool newValue)
| |
| |
Plot:SetTerrainType(TerrainID type)
| |
| |
Plot:SetUpgradeProgress(int newValue)
| |
| |
Plot:SetWOfRiver(bool newValue, FlowDirectionID riverDirID)
| |
| |
| |
bool
|
Plot:ShareAdjacentArea(Plot plot)
|
| |
Plot:UpdateFog()
| |
Plot:UpdateVisibility()
| |
Plot:WaterArea()
|