User:DonQuich

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Revision as of 08:52, 9 August 2012 by DonQuich (talk | contribs) (testing my bot)
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This page is a part of the Lua and UI Reference.

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