Plot (Civ5 Type)

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This page is a part of the Lua and UI Reference (Civ5).

Plots apparently have an equality operator handler, i.e. two variables of plot type can be compared directly without having to compare both their X and Y coordinates.

Instance Methods

Methods are functions that belong to an object. Instance methods are invoked through a colon, as in caller:SomeMethod(<args>), where caller is an instance of Plot.
A colon implictly passes the caller object as the first argument. That is, the former call is equivalent to this one: caller.SomeMethod(caller, <args>)

A

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png AddFeatureDummyModel(string dummyTag, string modelTag)
Check.png Check.png Star.png Speech.png Area Area()
CheckButZero.png CheckButZero.png Star.png Speech.png bool At(int x, int y)

C

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png int CalculateBestNatureYield(YieldType index, TeamID team)
CheckButZero.png CheckButZero.png Star.png Speech.png int CalculateImprovementYieldChange(ImprovementType improvement, YieldType yield, PlayerID player, bool optimal, RouteType assumeThisRoute)
CheckButZero.png CheckButZero.png Star.png Speech.png int CalculateNatureYield(YieldType index, TeamID team, bool ignoreFeature = false)
CheckButZero.png CheckButZero.png Star.png Speech.png int CalculateTotalBestNatureYield(TeamID team)
Check.png Check.png Star.png Speech.png int CalculateYield(YieldType index, bool display)
CheckButZero.png CheckButZero.png Star.png Speech.png bool CanBuild(BuildActionType build, PlayerID player, bool testVisible)
Check.png Check.png Star.png Speech.png int CanHaveFeature(FeatureType featureForest)
Check.png Check.png Star.png Speech.png bool CanHaveImprovement(ImprovementType improvement, TeamID team, bool potential)
Check.png Check.png Star.png Speech.png bool CanHaveResource(ResourceType resource, bool ignoreLatitude)
Check.png Check.png Star.png Speech.png bool CanSeePlot(Plot target, TeamID team, int range)
CheckButZero.png CheckButZero.png Star.png Speech.png bool ChangeBuildProgress(BuildActionType build, int change, TeamID team)
CheckButZero.png CheckButZero.png Star.png Speech.png ChangeExtraMovePathCost(int change)
CheckButZero.png CheckButZero.png Star.png Speech.png ChangeImprovementDuration(int change)
CheckButZero.png CheckButZero.png Star.png Speech.png ChangeInvisibleVisibilityCount(TeamID team, InvisibilityScopeType invisible, int change)
CheckButZero.png CheckButZero.png Star.png Speech.png ChangeNumResource(int change)
CheckButZero.png CheckButZero.png Star.png Speech.png ChangeOwnershipDuration(int change)
CheckButZero.png CheckButZero.png Star.png Speech.png ChangeUpgradeProgress(int change)
Check.png Check.png Star.png Speech.png ChangeVisibilityCount(TeamID team, int change, InvisibilityScopeType seeInvisibleType, bool informExplorationTracking, bool alwaysSeeInvisible)
CheckButZero.png CheckButZero.png Star.png Speech.png int CountNumAirUnits(PlayerID player)

D

Base game Gods & Kings ___________________________
Check.png Check.png Star.png Speech.png int DefenseModifier(TeamID defendTeam, bool ignoreBuilding, bool help)

E

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png Question-blue.png Erase

G

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png Question-blue.png GetActiveFogOfWarMode
Check.png Check.png Star.png Speech.png AreaID GetArea()
CheckButZero.png CheckButZero.png Star.png Speech.png unknown GetBestDefender(PlayerID owner, PlayerID attackingPlayer, Unit attacker, bool testAtWar, bool testPotentialEnemy, bool testCanMove)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetBuildProgress(BuildActionType build)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetBuildTime(BuildActionType build)
Check.png Check.png Star.png Speech.png int GetBuildTurnsLeft(BuildActionType build, int nowExtra, int thenExtra)
Check.png Check.png Star.png Speech.png int GetBuildTurnsTotal(BuildActionType build)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetCityRadiusCount()
Check.png Check.png Star.png Speech.png ArtStyleType GetContinentArtType()
Check.png Cross.png Star.png Speech.png int GetCulture()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetExtraMovePathCost()
Check.png Check.png Star.png Speech.png int GetFeatureProduction(BuildActionType build, TeamID team, City city)
Check.png Check.png Star.png Speech.png FeatureType GetFeatureType()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetFeatureVariety()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetFoundValue(PlayerID index)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetImprovementDuration()
Check.png Check.png Star.png Speech.png ImprovementType GetImprovementType()
Check.png Check.png Star.png Speech.png Plot GetInlandCorner()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetInvisibleVisibilityCount(TeamID team, InvisibilityScopeType invisible)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetLatitude()
CheckButZero.png CheckButZero.png Star.png Speech.png AreaID GetNearestLandArea()
CheckButZero.png CheckButZero.png Star.png Speech.png Plot GetNearestLandPlot()
CheckButZero.png CheckButZero.png Star.png Speech.png ResourceType GetNonObsoleteResourceType(TeamID team)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetNumDefenders(PlayerID player)
Check.png Check.png Star.png Speech.png int GetNumFriendlyUnitsOfType(Unit unit)
Check.png Check.png Star.png Speech.png int GetNumResource()
Check.png Check.png Star.png Speech.png int GetNumUnits()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetNumVisibleEnemyDefenders(Unit unit)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetNumVisiblePotentialEnemyDefenders(Unit unit)
Check.png Check.png Star.png Speech.png PlayerID GetOwner()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetOwnershipDuration()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetPlayerCityRadiusCount(PlayerID index)
Check.png Check.png Star.png Speech.png int GetPlotCity()
Check.png Check.png Star.png Speech.png PlotType GetPlotType()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetReconCount()
Check.png Check.png Star.png Speech.png ResourceType GetResourceType(TeamID team)
Check.png Check.png Star.png Speech.png ImprovementType GetRevealedImprovementType(TeamID team, bool debug)
Check.png Check.png Star.png Speech.png PlayerID GetRevealedOwner(TeamID team, bool debug)
Check.png Check.png Star.png Speech.png RouteType GetRevealedRouteType(TeamID team, bool debug)
CheckButZero.png CheckButZero.png Star.png Speech.png TeamID GetRevealedTeam(TeamID team, bool debug)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetRiverCrossingCount()
CheckButZero.png CheckButZero.png Star.png Speech.png FlowDirectionType GetRiverEFlowDirection()
CheckButZero.png CheckButZero.png Star.png Speech.png FlowDirectionType GetRiverSEFlowDirection()
CheckButZero.png CheckButZero.png Star.png Speech.png FlowDirectionType GetRiverSWFlowDirection()
CheckButZero.png CheckButZero.png Star.png Speech.png RouteType GetRouteType()
CheckButZero.png CheckButZero.png Star.png Speech.png string GetScriptData()
CheckButZero.png CheckButZero.png Star.png Speech.png unknown GetSelectedUnit()
Check.png Check.png Star.png Speech.png TeamID GetTeam()
Check.png Check.png Star.png Speech.png TerrainType GetTerrainType()
Check.png Check.png Star.png Speech.png Unit GetUnit(UnitID id)
Check.png Check.png Star.png Speech.png int GetUnitPower(PlayerID owner)
CheckButZero.png CheckButZero.png Star.png Speech.png int GetUpgradeProgress()
CheckButZero.png CheckButZero.png Star.png Speech.png int GetUpgradeTimeLeft(ImprovementType improvement, PlayerID player)
Check.png Check.png Star.png Speech.png int GetVisibilityCount(TeamID team)
Check.png Check.png Star.png Speech.png City GetWorkingCity()
CheckButZero.png CheckButZero.png Star.png Speech.png unknown GetWorkingCityOverride()
Check.png Check.png Star.png Speech.png int GetX()
Check.png Check.png Star.png Speech.png int GetY()
Check.png Check.png Star.png Speech.png int GetYield(YieldType index)
Check.png Check.png Star.png Speech.png int GetYieldWithBuild(BuildActionType build, YieldType yield, bool arg2, PlayerID activePlayer)

H

Base game Gods & Kings ___________________________
Check.png Check.png Star.png Speech.png int HasBarbarianCamp()
CheckButZero.png CheckButZero.png Star.png Speech.png bool HasYield(YieldType yield)

I

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsActiveVisible(bool debug)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsAdjacentNonrevealed(TeamID team)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsAdjacentNonvisible(TeamID team)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsAdjacentOwned()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsAdjacentPlayer(PlayerID player, bool landOnly)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsAdjacentRevealed(TeamID team)
Check.png Check.png Star.png Speech.png bool IsAdjacentTeam(TeamID team, bool landOnly)
Check.png Check.png Star.png Speech.png bool IsAdjacentToArea(Area area)
Check.png Check.png Star.png Speech.png bool IsAdjacentToLand()
Check.png Check.png Star.png Speech.png int IsAdjacentToShallowWater()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsAdjacentVisible(TeamID team, bool debug)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsBarbarian()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsBeingWorked()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsBestAdjacentFound(PlayerID index)
Check.png Check.png Star.png Speech.png bool IsBuildRemovesFeature(BuildActionType build)
Check.png Check.png Star.png Speech.png int IsCity()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsCityRadius()
Check.png Check.png Star.png Speech.png bool IsCoastalLand()
Check.png Check.png Star.png Speech.png int IsEnemyCity(Unit unit)
Check.png Check.png Star.png Speech.png bool IsFighting()
Check.png Check.png Star.png Speech.png int IsFlatlands()
Check.png Check.png Star.png Speech.png int IsFreshWater()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsFriendlyCity(Unit unit, bool checkImprovement)
Check.png Check.png Star.png Speech.png bool IsFriendlyTerritory(PlayerID player)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsGoody()
Check.png Check.png Star.png Speech.png int IsHills()
Check.png Check.png Star.png Speech.png bool IsImpassable()
Check.png Check.png Star.png Speech.png bool IsImprovementPillaged()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsInvisibleVisible(TeamID team, InvisibilityScopeType invisible)
Check.png Check.png Star.png Speech.png int IsLake()
Check.png Check.png Star.png Speech.png int IsMountain()
Check.png Check.png Star.png Speech.png int IsNEOfRiver()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsNone()
Check.png Check.png Star.png Speech.png int IsNWOfRiver()
Check.png Check.png Star.png Speech.png bool IsOpenGround()
Check.png Check.png Star.png Speech.png bool IsOwned()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsOwnershipScore()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsPlayerCityRadius(PlayerID index)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsPotentialCityWork()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsPotentialCityWorkForArea(Area area)
Check.png Check.png Star.png Speech.png bool IsResourceConnectedByImprovement(ImprovementType improvement)
Check.png Check.png Star.png Speech.png int IsRevealed(TeamID team, bool debug)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsRevealedBarbarian()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsRevealedGoody(TeamID team)
Check.png Check.png Star.png Speech.png int IsRiver()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsRiverConnection(DirectionType direction)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsRiverCrossing(DirectionType index)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsRiverCrossingFlowClockwise()
Check.png Check.png Star.png Speech.png bool IsRiverCrossingToPlot(DirectionType index)
Check.png Check.png Star.png Speech.png bool IsRiverSide()
Check.png Check.png Star.png Speech.png bool IsRoughGround()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsRoute()
Check.png Check.png Star.png Speech.png bool IsRoutePillaged()
Check.png Check.png Star.png Speech.png bool IsStartingPlot()
Check.png Check.png Star.png Speech.png int IsTradeRoute()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsUnit()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsValidDomainForAction(Unit unit)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsValidDomainForLocation(Unit unit)
Check.png Check.png Star.png Speech.png int IsVisible(TeamID team, bool debug)
Check.png Check.png Star.png Speech.png int IsVisibleEnemyDefender(Unit unit)
Check.png Check.png Star.png Speech.png int IsVisibleEnemyUnit(PlayerID player)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsVisibleOtherUnit(PlayerID player)
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsVisibleToWatchingHuman()
Check.png Check.png Star.png Speech.png int IsWater()
CheckButZero.png CheckButZero.png Star.png Speech.png bool IsWithinTeamCityRadius(TeamID team, PlayerID ignorePlayer)
Check.png Check.png Star.png Speech.png int IsWOfRiver()

M

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png int MovementCost(Unit unit, Plot fromPlot)

N

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png NukeExplosion(int range, Unit nukeUnit)

P

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png string PickFeatureDummyTag(int mouseX, int mouseY)

R

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png Question-blue.png RemoveGoody
CheckButZero.png CheckButZero.png Star.png Speech.png Question-blue.png ResetFeatureModel

S

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png int SeeFromLevel(TeamID team)
CheckButZero.png CheckButZero.png Star.png Speech.png int SeeThroughLevel()
Check.png Check.png Star.png Speech.png SetArea(AreaID area)
Check.png Check.png Star.png Speech.png SetContinentArtType(ArtStyleType style)
CheckButZero.png CheckButZero.png Star.png Speech.png SetFeatureDummyTexture(string dummyTag, string textureTag)
CheckButZero.png CheckButZero.png Star.png Speech.png SetFeatureDummyVisibility(string dummyTag, bool show)
Check.png Check.png Star.png Speech.png SetFeatureType(int featureID, int arg1 = nil)
CheckButZero.png CheckButZero.png Star.png Speech.png SetImprovementDuration(int newValue)
Check.png Check.png Star.png Speech.png SetImprovementPillaged(bool pillaged)
Check.png Check.png Star.png Speech.png SetImprovementType(int newValue)
Check.png Check.png Star.png Speech.png SetNEOfRiver(bool newValue)
CheckButZero.png CheckButZero.png Star.png Speech.png SetNumResource(int num)
Check.png Check.png Star.png Speech.png SetNWOfRiver(bool newValue)
CheckButZero.png CheckButZero.png Star.png Speech.png SetOwner(PlayerID newValue, int acquiringCityID, bool checkUnits = true, bool updateResources = true)
CheckButZero.png CheckButZero.png Star.png Speech.png SetOwnershipDuration(int newValue)
Check.png Check.png Star.png Speech.png SetPlotType(PlotType terrain, bool recalculateAreas = nil, bool rebuildGraphics) = nil)
Check.png Check.png Star.png Speech.png SetResourceType(int newValue, ResourceType numResource)
Check.png Check.png Star.png Speech.png SetRevealed(TeamID team, bool newValue, bool terrainOnly, TeamID fromTeam)
Check.png Check.png Star.png Speech.png SetRouteType(int newValue)
CheckButZero.png CheckButZero.png Star.png Speech.png SetScriptData(string newValue)
CheckButZero.png CheckButZero.png Star.png Speech.png SetStartingPlot(bool newValue)
Check.png Check.png Star.png Speech.png SetTerrainType(TerrainType terrain, bool recalculateAreas, bool rebuildGraphics))
CheckButZero.png CheckButZero.png Star.png Speech.png SetUpgradeProgress(int newValue)
Check.png Check.png Star.png Speech.png SetWOfRiver(bool newValue)
CheckButZero.png CheckButZero.png Star.png Speech.png bool ShareAdjacentArea(Plot plot)

U

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png Question-blue.png UpdateFog
CheckButZero.png CheckButZero.png Star.png Speech.png Question-blue.png UpdateVisibility

W

Base game Gods & Kings ___________________________
CheckButZero.png CheckButZero.png Star.png Speech.png Question-blue.png WaterArea


Used by

bool CanPlaceGoodyAt(ImprovementType improvement, Plot plot)
DoRiver(Plot startPlot, FlowDirectionType thisFlowDirection = nil, FlowDirectionType originalFlowDirection = nil, int riverID = nil)
string GetCivStateQuestString(Plot plot, bool shortVersion)
string GetImprovementString(Plot plot)
string GetNatureString(Plot plot)
string GetOwnerString(Plot plot)
string GetResourceString(Plot plot, bool longForm)
int GetRiverValueAtPlot(Plot plot)
string GetUnitsString(Plot plot)
string GetYieldString(Plot plot)
bool City:AtPlot(Plot plot)
int City:CanWork(Plot plot)
Plot City:GetCityIndexPlot(CityPlotID index)
CityPlotID City:GetCityPlotIndex(Plot plot)
int City:GetNumForcedWorkingPlots(Plot plot)
int City:IsForcedWorkingPlot(Plot plot)
int City:IsPlotBlockaded(Plot plot)
int City:IsWorkingPlot(Plot plot)
Plot City:Plot()
FeatureGenerator:AddForestsAtPlot(Plot plot, int x, int y, int lat)
FeatureGenerator:AddIceAtPlot(Plot plot, int x, int y, int lat)
FeatureGenerator:AddJunglesAtPlot(Plot plot, int x, int y, int lat)
FeatureGenerator:AddMarshAtPlot(Plot plot, int x, int y, int lat)
FeatureGenerator:AddOasisAtPlot(Plot plot, int x, int y, int lat)
bool Game.CanHandleAction(ActionType action, Plot plot = nil, bool testVisible = false)
bool Game.CyclePlotUnits(Plot plot, bool forward, bool auto, int count)
int Game.GetImprovementUpgradeTime(ImprovementType improvement, Plot plot)
Game.SelectionListMove(Plot plot, int alt, bool shift, int ctrl)
bool Map.FindWater(Plot plot, int range, bool isFreshWater)
Plot Map.GetPlot(int x, int y = nil)
Plot Map.GetPlotByIndex(PlotID index)
Plot Map.GetPlotXY(int x, int y, int xOffset, int yOffset)
Plot Map.PlotDirection(int x, int y)
Plot Map.PlotXYWithRangeCheck(int x, int y, int xOffset, int yOffset, int maxRange)
bool Player:CanBuild(Plot plot, BuildActionType build, bool testEra = false, bool testVisible = false, bool testGold = false)
bool Player:CanReceiveGoody(Plot plot, GoodyType goody, Unit unit)
Player:DoGoody(Plot plot, Unit unit)
int Player:GetAdvancedStartCityCost(bool add, Plot plot)
int Player:GetAdvancedStartImprovementCost(ImprovementType improvement, bool add, Plot plot)
int Player:GetAdvancedStartRouteCost(RouteType route, bool add, Plot plot)
int Player:GetAdvancedStartUnitCost(UnitType unit, bool add, Plot plot)
int Player:GetAdvancedStartVisibilityCost(bool add, Plot plot)
unknown Player:GetBestRoute(Plot plot)
Plot Player:GetClosestGoodyPlot(unknown void)
int Player:GetFoundedReligionEnemyCityCombatMod(Plot toPlot)
int Player:GetFoundedReligionFriendlyCityCombatMod(Plot toPlot)
int Player:GetPlotDanger(Plot plot)
bool Player:GetPlotHasOrder(Plot Plot)
Plot Player:GetStartingPlot()
Player:ReceiveGoody(Plot plot, GoodyType goody, Unit unit)
Player:SetStartingPlot(Plot plot)
bool Plot:CanSeePlot(Plot target, TeamID team, int range)
Plot Plot:GetInlandCorner()
Plot Plot:GetNearestLandPlot()
int Plot:MovementCost(Unit unit, Plot fromPlot)
bool Plot:ShareAdjacentArea(Plot plot)
bool UI.CanPlaceUnitAt(unknown unit, Plot plot)
UI.DoSelectCityAtPlot(Plot plot)
UI.HighlightCanPlacePlots(Unit unit, Plot arg1)
UI.LocationSelect(Plot plot, int ctrl, int alt, bool shift)
UI.LookAt(Plot plot, int arg1 = nil)
int Unit:AtPlot(Plot plot)
bool Unit:CanAirDefend(Plot plot)
bool Unit:CanAirlift(Plot plot)
bool Unit:CanAirliftAt(Plot plot, int x, int y)
bool Unit:CanAirPatrol(Plot plot)
bool Unit:CanBuild(Plot plot, BuildActionType build, bool testVisible = false, bool testGold = true)
bool Unit:CanBuildSpaceship(Plot plot, bool visible)
bool Unit:CanConstruct(Plot plot, BuildingType building)
bool Unit:CanDiscover(Plot plot)
bool Unit:CanDisembark(Plot plot)
bool Unit:CanDisembarkOnto(Plot plot)
bool Unit:CanEmbark(Plot plot)
bool Unit:CanEmbarkOnto(Plot plot, Plot targetPlot)
bool Unit:CanFortify(Plot plot)
bool Unit:CanFound(Plot plot, bool testVisible = false)
bool Unit:CanGiveExperience(Plot plot)
bool Unit:CanGoldenAge(Plot plot, bool testVisible)
int Unit:CanHeal(Plot plot)
bool Unit:CanHold(Plot plot)
bool Unit:CanJoin(Plot plot, SpecialistType specialist)
bool Unit:CanLead(Plot plot, int unitId)
bool Unit:CanLoad(Plot plot)
bool Unit:CanLoadUnit(Unit unit, Plot plot)
bool Unit:CanMoveOrAttackInto(Plot plot, bool declareWar = false, bool destination = false)
bool Unit:CanMoveThrough(Plot plot)
int Unit:CanNuke(Plot plot)
bool Unit:CanNukeAt(Plot plot, int x, int y)
bool Unit:CanParadrop(Plot plot, bool arg1)
bool Unit:CanParadropAt(Plot plot, int x, int y)
bool Unit:CanPillage(Plot plot)
bool Unit:CanRebaseAt(Plot sourcePlot, int targetX, int targetY)
bool Unit:CanSentry(Plot plot)
bool Unit:CanSleep(Plot plot)
bool Unit:CanStartMission(int mission, int data1, int data2, Plot plot = nil, bool testVisible = false)
bool Unit:CanTrade(Plot plot, bool testVisible)
Unit:Embark(Plot plot)
Unit:ExecuteSpecialExploreMove(Plot targetPlot)
bool Unit:GeneratePath(Plot toPlot, int flags = 0, bool reuse = false, unknown piPathTurns = nil)
unknown Unit:GetBestInterceptor(Plot plot)
unknown Unit:GetBestSeaPillageInterceptor(Plot plot)
TeamID Unit:GetDeclareWarRangeStrike(Plot plot)
int Unit:GetMaxAttackStrength(Plot fromPlot, Plot toPlot, Unit defender)
int Unit:GetMaxDefenseStrength(Plot inPlot, Unit attacker, bool arg2 = nil)
Plot Unit:GetPlot()
int Unit:GetTradeGold(Plot plot)
Unit Unit:GetUpgradeUnitFromPlot(Plot adjacentPlot)
bool Unit:IsCanDefend(Plot plot)
bool Unit:IsNukeVictim(Plot plot, TeamID team)
bool Unit:IsRangeAttackIgnoreLOS(Plot plot)
Unit:PushMission(MissionType mission, int data1 = -1, int data2 = -1, int flags = 0, bool append = false, bool manual = fa;se, MissionType missionAI = NO_MISSIONAI, Plot missionAIPlot = nil, Unit missionAIUnit = nil)
Unit:SetReconPlot(Plot newValue)



The initial version of this page was created by the Civ5 API Bot, see the Civ5 API Reference FAQ. Some of the texts come from the 2kgames' wiki and most of code samples are copyrighted to Firaxis.
Functions' signatures were either copied from the 2kgames' wiki, or infered from the Lua source files and the binaries. Errors are possible.
Contributors may find help in the Contributors guide to the Civ5 API.