User:DonQuich: Difference between revisions

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''This page is a part of the [[Lua and UI Reference]].''
''This page is a part of the [[Lua and UI Reference]].''


The 'TerrainID' pseudo-type is actually a regular '''integer'''.<br/>
Pseudo-types do not exist in LUA, they only serve a documentation purpose on the wiki!<br/>
Integers labeled as 'TerrainID corresponds to the 'ID' column of the [[Civ5Terrains]]' XML table.<br/>
The values in the 'ID' and 'Type' columns are also dynamically stored on startup in the '''TerrainTypes''' LUA enumeration.<br/>
== TerrainTypes enumeration ==
A LUA enumeration is a just a regular table.<br/>
It is commonly used to store constants, the keys being the constants' names and the pairs the corresponding values.<br/>
On startup, the game reads the '''[[Civ5Terrains]]''' data table and stores key/value pairs in the LUA enumeration.<br/>
The keys are the strings from the 'Type' column and the values are the integers from the 'ID' column.<br/>
Below are the values found in an unmodded game updated with Gods & Kings 1.0.1.705 (August 2012).
{|
{|
<!--
ADDFEATUREDUMMYMODEL
-->
|-
|-
!align="left" |Key
|
!
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/AddFeatureDummyModel|AddFeatureDummyModel]]('''string''' dummyTag, '''string''' modelTag)</code>
!align="left" |Value
|-
|
|
| *dummyTag:
|-
|
|
| *modelTag:
<!--
AREA
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/Area|Area]]()</code>
<!--
AT
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/At|At]]('''int''' x, '''int''' y)</code>
|-
|
|
| *x:
|-
|
|
| *y:
<!--
CALCULATEBESTNATUREYIELD
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CalculateBestNatureYield|CalculateBestNatureYield]]([[Civ5Lua/YieldID|YieldID]] yieldID, [[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *yieldID:
|-
|
|
| *eTeam:
<!--
CALCULATEIMPROVEMENTYIELDCHANGE
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CalculateImprovementYieldChange|CalculateImprovementYieldChange]]([[Civ5Lua/ImprovementID|ImprovementID]] improvementID, [[Civ5Lua/YieldID|YieldID]] yieldID, [[Civ5Lua/PlayerID|PlayerID]] ePlayer, '''bool''' optimal, [[Civ5Lua/RouteID|RouteID]] assumeThisRouteID)</code>
|-
|
|
| *improvementID:
|-
|
|
| *yieldID:
|-
|
|
| *ePlayer:
|-
|
|
| *optimal:
|-
|
|
| *assumeThisRouteID:
<!--
CALCULATENATUREYIELD
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CalculateNatureYield|CalculateNatureYield]]([[Civ5Lua/YieldID|YieldID]] yieldID, [[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' ignoreFeature)</code>
|-
|
|
| *yieldID:
|-
|
|
| *eTeam:
|-
|
|
| *ignoreFeature:
<!--
CALCULATETOTALBESTNATUREYIELD
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CalculateTotalBestNatureYield|CalculateTotalBestNatureYield]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *eTeam:
<!--
CALCULATEYIELD
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CalculateYield|CalculateYield]]([[Civ5Lua/YieldID|YieldID]] yieldID, '''bool''' display)</code>
|-
|
|
| *yieldID:
|-
|
|
| *display:
<!--
CANBUILD
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CanBuild|CanBuild]]([[Civ5Lua/BuildActionID|BuildActionID]] buildID, [[Civ5Lua/PlayerID|PlayerID]] ePlayer, '''bool''' testVisible)</code>
|-
|
|
| *buildID:
|-
|
|
| *ePlayer:
|-
|
|
| *testVisible:
<!--
CANHAVEFEATURE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CanHaveFeature|CanHaveFeature]]()</code>
<!--
CANHAVEIMPROVEMENT
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CanHaveImprovement|CanHaveImprovement]]([[Civ5Lua/ImprovementID|ImprovementID]] improvementID, [[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' potential)</code>
|-
|
|
| *improvementID:
|-
|
|
| *eTeam:
|-
|
|
| *potential:
<!--
CANHAVERESOURCE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CanHaveResource|CanHaveResource]]([[Civ5Lua/ResourceID|ResourceID]] resourceID, '''bool''' ignoreLatitude)</code>
|-
|
|
| *resourceID:
|-
|
|
| *ignoreLatitude:
<!--
CANSEEPLOT
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CanSeePlot|CanSeePlot]]()</code>
<!--
CHANGEBUILDPROGRESS
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ChangeBuildProgress|ChangeBuildProgress]]([[Civ5Lua/BuildActionID|BuildActionID]] buildID, '''int''' change, [[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *buildID:
|-
|
|
| *change:
|-
|
|
| *eTeam:
<!--
CHANGEEXTRAMOVEPATHCOST
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ChangeExtraMovePathCost|ChangeExtraMovePathCost]]('''int''' change)</code>
|-
|
|
| *change:
<!--
CHANGEIMPROVEMENTDURATION
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ChangeImprovementDuration|ChangeImprovementDuration]]('''int''' change)</code>
|-
|
|
| *change:
<!--
CHANGEINVISIBLEVISIBILITYCOUNT
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ChangeInvisibleVisibilityCount|ChangeInvisibleVisibilityCount]]([[Civ5Lua/TeamID|TeamID]] eTeam, [[Civ5Lua/InvisibilityScopeID|InvisibilityScopeID]] invisibleID, '''int''' change)</code>
|-
|
|
| *eTeam:
|-
|
|
| *invisibleID:
|-
|
|
| *change:
<!--
CHANGENUMRESOURCE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ChangeNumResource|ChangeNumResource]]('''int''' change)</code>
|-
|
|
| *change:
<!--
CHANGEOWNERSHIPDURATION
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ChangeOwnershipDuration|ChangeOwnershipDuration]]('''int''' change)</code>
|-
|
|
| *change:
<!--
CHANGEUPGRADEPROGRESS
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ChangeUpgradeProgress|ChangeUpgradeProgress]]('''int''' change)</code>
|-
|
|
| *change:
<!--
CHANGEVISIBILITYCOUNT
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ChangeVisibilityCount|ChangeVisibilityCount]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''int''' change, [[Civ5Lua/InvisibilityScopeID|InvisibilityScopeID]] seeInvisibleTypeID, '''bool''' informExplorationTracking, '''bool''' alwaysSeeInvisible)</code>
|-
|
|
| *eTeam:
|-
|
|
| *change:
|-
|
|
| *seeInvisibleTypeID:
|-
|
|
| *informExplorationTracking:
|-
|
|
| *alwaysSeeInvisible:
<!--
COUNTNUMAIRUNITS
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/CountNumAirUnits|CountNumAirUnits]]([[Civ5Lua/TeamID|TeamID]] ePlayer)</code>
|-
|
|
| *ePlayer:
<!--
DEFENSEMODIFIER
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/DefenseModifier|DefenseModifier]]([[Civ5Lua/TeamID|TeamID]] iDefendTeam, '''bool''' ignoreBuilding, '''bool''' help)</code>
|-
|
|
| *iDefendTeam:
|-
|
|
| *ignoreBuilding:
|-
|
|
| *help:
<!--
ERASE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/Erase|Erase]]()</code>
<!--
GETACTIVEFOGOFWARMODE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetActiveFogOfWarMode|GetActiveFogOfWarMode]](''<unknown>'')</code>
<!--
GETAREA
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetArea|GetArea]]()</code>
<!--
GETBESTDEFENDER
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetBestDefender|GetBestDefender]]([[Civ5Lua/PlayerID|PlayerID]] eOwner, [[Civ5Lua/PlayerID|PlayerID]] eAttackingPlayer, [[Civ5Lua/Unit|Unit]] attacker, '''bool''' testAtWar, '''bool''' testPotentialEnemy, '''bool''' testCanMove)</code>
|-
|
|
| *eOwner:
|-
|
|
| *eAttackingPlayer:
|-
|
|
| *attacker:
|-
|
|
| *testAtWar:
|-
|
|
| *testPotentialEnemy:
|-
|
|
| *testCanMove:
<!--
GETBUILDPROGRESS
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetBuildProgress|GetBuildProgress]]([[Civ5Lua/BuildActionID|BuildActionID]] buildID)</code>
|-
|
|
| *buildID:
<!--
GETBUILDTIME
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetBuildTime|GetBuildTime]]([[Civ5Lua/BuildActionID|BuildActionID]] buildID)</code>
|-
|
|
| *buildID:
<!--
GETBUILDTURNSLEFT
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetBuildTurnsLeft|GetBuildTurnsLeft]]([[Civ5Lua/BuildActionID|BuildActionID]] buildID, '''int''' nowExtra, '''int''' thenExtra)</code>
|-
|
|
| *buildID:
|-
|
|
| *nowExtra:
|-
|
|
| *thenExtra:
<!--
GETBUILDTURNSTOTAL
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetBuildTurnsTotal|GetBuildTurnsTotal]]([[Civ5Lua/BuildActionID|BuildActionID]] buildID)</code>
|-
|
|
| *buildID:
<!--
GETCITYRADIUSCOUNT
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetCityRadiusCount|GetCityRadiusCount]]()</code>
<!--
GETCONTINENTARTTYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetContinentArtType|GetContinentArtType]]()</code>
|-
|
|
| ''''Determines continent for plot type.''''
<!--
GETEXTRAMOVEPATHCOST
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetExtraMovePathCost|GetExtraMovePathCost]]()</code>
<!--
GETFEATUREPRODUCTION
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetFeatureProduction|GetFeatureProduction]]([[Civ5Lua/BuildActionID|BuildActionID]] buildID, [[Civ5Lua/TeamID|TeamID]] eTeam, [[Civ5Lua/City|City]] city)</code>
|-
|
|
| *buildID:
|-
|
|
| *eTeam:
|-
|
|
| *city:
<!--
GETFEATURETYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetFeatureType|GetFeatureType]]()</code>
<!--
GETFEATUREVARIETY
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetFeatureVariety|GetFeatureVariety]]()</code>
<!--
GETFOUNDVALUE
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetFoundValue|GetFoundValue]]([[Civ5Lua/PlayerID|PlayerID]] eIndex)</code>
|-
|
|
| *eIndex:
<!--
GETIMPROVEMENTDURATION
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetImprovementDuration|GetImprovementDuration]]()</code>
<!--
GETIMPROVEMENTTYPE
-->
|-
|align=\"right\" |<code>[[Civ5Lua/ImprovementID|ImprovementID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetImprovementType|GetImprovementType]]()</code>
<!--
GETINLANDCORNER
-->
|-
|align=\"right\" |<code>[[Civ5Lua/Plot|Plot]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetInlandCorner|GetInlandCorner]]()</code>
<!--
GETINVISIBLEVISIBILITYCOUNT
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetInvisibleVisibilityCount|GetInvisibleVisibilityCount]]([[Civ5Lua/TeamID|TeamID]] eTeam, [[Civ5Lua/InvisibilityScopeID|InvisibilityScopeID]] invisibleID)</code>
|-
|
|
| *eTeam:
|-
|
|
| *invisibleID:
<!--
GETLATITUDE
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetLatitude|GetLatitude]]()</code>
<!--
GETNEARESTLANDAREA
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNearestLandArea|GetNearestLandArea]]()</code>
<!--
GETNEARESTLANDPLOT
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNearestLandPlot|GetNearestLandPlot]]()</code>
<!--
GETNONOBSOLETERESOURCETYPE
-->
|-
|align=\"right\" |<code>[[Civ5Lua/ResourceID|ResourceID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNonObsoleteResourceType|GetNonObsoleteResourceType]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *eTeam:
<!--
GETNUMDEFENDERS
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNumDefenders|GetNumDefenders]]([[Civ5Lua/PlayerID|PlayerID]] ePlayer)</code>
|-
|
|
| *ePlayer:
<!--
GETNUMFRIENDLYUNITSOFTYPE
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNumFriendlyUnitsOfType|GetNumFriendlyUnitsOfType]]([[Civ5Lua/Unit|Unit]] unit)</code>
|-
|
|
| *unit:
<!--
GETNUMRESOURCE
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNumResource|GetNumResource]]()</code>
<!--
GETNUMUNITS
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNumUnits|GetNumUnits]]()</code>
<!--
GETNUMVISIBLEENEMYDEFENDERS
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNumVisibleEnemyDefenders|GetNumVisibleEnemyDefenders]]([[Civ5Lua/Unit|Unit]] unit)</code>
|-
|
|
| *unit:
<!--
GETNUMVISIBLEPOTENTIALENEMYDEFENDERS
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetNumVisiblePotentialEnemyDefenders|GetNumVisiblePotentialEnemyDefenders]]([[Civ5Lua/Unit|Unit]] unit)</code>
|-
|
|
| *unit:
<!--
GETOWNER
-->
|-
|align=\"right\" |<code>[[Civ5Lua/PlayerID|PlayerID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetOwner|GetOwner]]()</code>
<!--
GETOWNERSHIPDURATION
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetOwnershipDuration|GetOwnershipDuration]]()</code>
<!--
GETPLAYERCITYRADIUSCOUNT
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetPlayerCityRadiusCount|GetPlayerCityRadiusCount]]([[Civ5Lua/PlayerID|PlayerID]] eIndex)</code>
|-
|
|
| *eIndex:
<!--
GETPLOTCITY
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetPlotCity|GetPlotCity]]()</code>
<!--
GETPLOTTYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetPlotType|GetPlotType]]()</code>
<!--
GETRECONCOUNT
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetReconCount|GetReconCount]]()</code>
<!--
GETRESOURCETYPE
-->
|-
|align=\"right\" |<code>[[Civ5Lua/ResourceID|ResourceID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetResourceType|GetResourceType]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *eTeam:
<!--
GETREVEALEDIMPROVEMENTTYPE
-->
|-
|align=\"right\" |<code>[[Civ5Lua/ImprovementID|ImprovementID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRevealedImprovementType|GetRevealedImprovementType]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' debug)</code>
|-
|
|
| *eTeam:
|-
|
|
| *debug:
<!--
GETREVEALEDOWNER
-->
|-
|align=\"right\" |<code>[[Civ5Lua/PlayerID|PlayerID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRevealedOwner|GetRevealedOwner]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' debug)</code>
|-
|
|
| *eTeam:
|-
|
|
| *debug:
<!--
GETREVEALEDROUTETYPE
-->
|-
|align=\"right\" |<code>[[Civ5Lua/RouteID|RouteID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRevealedRouteType|GetRevealedRouteType]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' debug)</code>
|-
|
|
| *eTeam:
|-
|
|
| *debug:
<!--
GETREVEALEDTEAM
-->
|-
|align=\"right\" |<code>[[Civ5Lua/TeamID|TeamID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRevealedTeam|GetRevealedTeam]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' debug)</code>
|-
|
|
| *eTeam:
|-
|
|
| *debug:
<!--
GETRIVERCROSSINGCOUNT
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRiverCrossingCount|GetRiverCrossingCount]]()</code>
<!--
GETRIVEREFLOWDIRECTION
-->
|-
|align=\"right\" |<code>[[Civ5Lua/FlowDirectionID|FlowDirectionID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRiverEFlowDirection|GetRiverEFlowDirection]]()</code>
<!--
GETRIVERSEFLOWDIRECTION
-->
|-
|align=\"right\" |<code>[[Civ5Lua/FlowDirectionID|FlowDirectionID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRiverSEFlowDirection|GetRiverSEFlowDirection]]()</code>
<!--
GETRIVERSWFLOWDIRECTION
-->
|-
|align=\"right\" |<code>[[Civ5Lua/FlowDirectionID|FlowDirectionID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRiverSWFlowDirection|GetRiverSWFlowDirection]]()</code>
<!--
GETROUTETYPE
-->
|-
|align=\"right\" |<code>[[Civ5Lua/RouteID|RouteID]]</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetRouteType|GetRouteType]]()</code>
<!--
GETSCRIPTDATA
-->
|-
|align=\"right\" |<code>'''string'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetScriptData|GetScriptData]]()</code>
<!--
GETSELECTEDUNIT
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetSelectedUnit|GetSelectedUnit]]()</code>
<!--
GETTEAM
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetTeam|GetTeam]]()</code>
<!--
GETTERRAINTYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetTerrainType|GetTerrainType]]()</code>
<!--
GETUNIT
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetUnit|GetUnit]]('''int''' index)</code>
|-
|
|
| *index:
<!--
GETUNITPOWER
-->
|-
|-
|"NO_TERRAIN
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetUnitPower|GetUnitPower]]([[Civ5Lua/PlayerID|PlayerID]] eOwner)</code>
|-
|
|
| *eOwner:
<!--
GETUPGRADEPROGRESS
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetUpgradeProgress|GetUpgradeProgress]]()</code>
<!--
GETUPGRADETIMELEFT
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetUpgradeTimeLeft|GetUpgradeTimeLeft]]([[Civ5Lua/ImprovementID|ImprovementID]] improvementID, [[Civ5Lua/PlayerID|PlayerID]] ePlayer)</code>
|-
|
|
|
|align="right" |-1
| *improvementID:
|-
|-
|"TERRAIN_GRASS
|
|
|align="right" |0
|
| *ePlayer:
<!--
GETVISIBILITYCOUNT
-->
|-
|-
|"TERRAIN_PLAINS
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetVisibilityCount|GetVisibilityCount]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
|
|align="right" |1
| *eTeam:
<!--
GETWORKINGCITY
-->
|-
|-
|"TERRAIN_DESERT
|
|
|align="right" |2
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetWorkingCity|GetWorkingCity]]()</code>
<!--
GETWORKINGCITYOVERRIDE
-->
|-
|-
|"TERRAIN_TUNDRA
|
|
|align="right" |3
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetWorkingCityOverride|GetWorkingCityOverride]]()</code>
<!--
GETX
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetX|GetX]]()</code>
<!--
GETY
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetY|GetY]]()</code>
<!--
GETYIELD
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetYield|GetYield]]([[Civ5Lua/YieldID|YieldID]] yieldID)</code>
|-
|-
|"TERRAIN_SNOW
|
|
|align="right" |4
|
| *yieldID:
<!--
GETYIELDWITHBUILD
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/GetYieldWithBuild|GetYieldWithBuild]]()</code>
<!--
HASBARBARIANCAMP
-->
|-
|-
|"TERRAIN_COAST
|
|
|align="right" |5
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/HasBarbarianCamp|HasBarbarianCamp]]()</code>
<!--
HASYIELD
-->
|-
|-
|"TERRAIN_OCEAN
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/HasYield|HasYield]]()</code>
<!--
ISACTIVEVISIBLE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsActiveVisible|IsActiveVisible]]('''bool''' debug)</code>
|-
|
|
| *debug:
<!--
ISADJACENTNONREVEALED
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentNonrevealed|IsAdjacentNonrevealed]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *eTeam:
<!--
ISADJACENTNONVISIBLE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentNonvisible|IsAdjacentNonvisible]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *eTeam:
<!--
ISADJACENTOWNED
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentOwned|IsAdjacentOwned]]()</code>
<!--
ISADJACENTPLAYER
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentPlayer|IsAdjacentPlayer]]([[Civ5Lua/PlayerID|PlayerID]] ePlayer, '''bool''' landOnly)</code>
|-
|
|
| *ePlayer:
|-
|
|
| *landOnly:
<!--
ISADJACENTREVEALED
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentRevealed|IsAdjacentRevealed]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *eTeam:
<!--
ISADJACENTTEAM
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentTeam|IsAdjacentTeam]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' landOnly)</code>
|-
|
|
| *eTeam:
|-
|
|
| *landOnly:
<!--
ISADJACENTTOAREA
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentToArea|IsAdjacentToArea]]([[Civ5Lua/Area|Area]] area)</code>
|-
|
|
| *area:
<!--
ISADJACENTTOLAND
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentToLand|IsAdjacentToLand]]()</code>
<!--
ISADJACENTTOSHALLOWWATER
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentToShallowWater|IsAdjacentToShallowWater]]()</code>
<!--
ISADJACENTVISIBLE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsAdjacentVisible|IsAdjacentVisible]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' debug)</code>
|-
|
|
| *eTeam:
|-
|
|
| *debug:
<!--
ISBARBARIAN
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsBarbarian|IsBarbarian]]()</code>
<!--
ISBEINGWORKED
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsBeingWorked|IsBeingWorked]]()</code>
<!--
ISBESTADJACENTFOUND
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsBestAdjacentFound|IsBestAdjacentFound]]([[Civ5Lua/PlayerID|PlayerID]] eIndex)</code>
|-
|
|
| *eIndex:
<!--
ISBUILDREMOVESFEATURE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsBuildRemovesFeature|IsBuildRemovesFeature]]()</code>
<!--
ISCITY
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsCity|IsCity]]()</code>
<!--
ISCITYRADIUS
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsCityRadius|IsCityRadius]]()</code>
<!--
ISCOASTALLAND
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsCoastalLand|IsCoastalLand]]()</code>
<!--
ISENEMYCITY
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsEnemyCity|IsEnemyCity]]([[Civ5Lua/Unit|Unit]] unit)</code>
|-
|
|
| *unit:
<!--
ISFIGHTING
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsFighting|IsFighting]]()</code>
<!--
ISFLATLANDS
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsFlatlands|IsFlatlands]]()</code>
<!--
ISFRESHWATER
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsFreshWater|IsFreshWater]]()</code>
<!--
ISFRIENDLYCITY
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsFriendlyCity|IsFriendlyCity]]([[Civ5Lua/Unit|Unit]] unit, '''bool''' checkImprovement)</code>
|-
|
|
| *unit:
|-
|
|
| *checkImprovement:
<!--
ISFRIENDLYTERRITORY
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsFriendlyTerritory|IsFriendlyTerritory]]([[Civ5Lua/PlayerID|PlayerID]] ePlayer)</code>
|-
|
|
| *ePlayer:
<!--
ISGOODY
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsGoody|IsGoody]]()</code>
<!--
ISHILLS
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsHills|IsHills]]()</code>
<!--
ISIMPASSABLE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsImpassable|IsImpassable]]()</code>
<!--
ISIMPROVEMENTPILLAGED
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsImprovementPillaged|IsImprovementPillaged]]()</code>
<!--
ISINVISIBLEVISIBLE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsInvisibleVisible|IsInvisibleVisible]]([[Civ5Lua/TeamID|TeamID]] eTeam, [[Civ5Lua/InvisibilityScopeID|InvisibilityScopeID]] invisibleID)</code>
|-
|
|
| *eTeam:
|-
|
|
| *invisibleID:
<!--
ISLAKE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsLake|IsLake]]()</code>
<!--
ISMOUNTAIN
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsMountain|IsMountain]]()</code>
<!--
ISNEOFRIVER
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsNEOfRiver|IsNEOfRiver]]()</code>
<!--
ISNONE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsNone|IsNone]]()</code>
<!--
ISNWOFRIVER
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsNWOfRiver|IsNWOfRiver]]()</code>
<!--
ISOPENGROUND
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsOpenGround|IsOpenGround]]()</code>
<!--
ISOWNED
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsOwned|IsOwned]]()</code>
<!--
ISOWNERSHIPSCORE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsOwnershipScore|IsOwnershipScore]]()</code>
<!--
ISPLAYERCITYRADIUS
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsPlayerCityRadius|IsPlayerCityRadius]]([[Civ5Lua/PlayerID|PlayerID]] eIndex)</code>
|-
|
|
| *eIndex:
<!--
ISPOTENTIALCITYWORK
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsPotentialCityWork|IsPotentialCityWork]]()</code>
<!--
ISPOTENTIALCITYWORKFORAREA
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsPotentialCityWorkForArea|IsPotentialCityWorkForArea]]([[Civ5Lua/Area|Area]] area)</code>
|-
|
|
| *area:
<!--
ISRESOURCECONNECTEDBYIMPROVEMENT
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsResourceConnectedByImprovement|IsResourceConnectedByImprovement]]()</code>
<!--
ISREVEALED
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRevealed|IsRevealed]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' debug)</code>
|-
|
|
| *eTeam:
|-
|
|
| *debug:
<!--
ISREVEALEDBARBARIAN
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRevealedBarbarian|IsRevealedBarbarian]]()</code>
<!--
ISREVEALEDGOODY
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRevealedGoody|IsRevealedGoody]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *eTeam:
<!--
ISRIVER
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRiver|IsRiver]]()</code>
<!--
ISRIVERCONNECTION
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRiverConnection|IsRiverConnection]]([[Civ5Lua/DirectionID|DirectionID]] directionID)</code>
|-
|
|
| *directionID:
<!--
ISRIVERCROSSING
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRiverCrossing|IsRiverCrossing]]([[Civ5Lua/DirectionID|DirectionID]] directionID)</code>
|-
|
|
| *directionID:
<!--
ISRIVERCROSSINGFLOWCLOCKWISE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRiverCrossingFlowClockwise|IsRiverCrossingFlowClockwise]]()</code>
<!--
ISRIVERCROSSINGTOPLOT
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRiverCrossingToPlot|IsRiverCrossingToPlot]]([[Civ5Lua/DirectionID|DirectionID]] directionID)</code>
|-
|
|
| *directionID:
<!--
ISRIVERSIDE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRiverSide|IsRiverSide]]()</code>
<!--
ISROUGHGROUND
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRoughGround|IsRoughGround]]()</code>
<!--
ISROUTE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRoute|IsRoute]]()</code>
<!--
ISROUTEPILLAGED
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsRoutePillaged|IsRoutePillaged]]()</code>
<!--
ISSTARTINGPLOT
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsStartingPlot|IsStartingPlot]]()</code>
<!--
ISTRADEROUTE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsTradeRoute|IsTradeRoute]]()</code>
<!--
ISUNIT
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsUnit|IsUnit]]()</code>
<!--
ISVALIDDOMAINFORACTION
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsValidDomainForAction|IsValidDomainForAction]]([[Civ5Lua/Unit|Unit]] unit)</code>
|-
|
|
| *unit:
<!--
ISVALIDDOMAINFORLOCATION
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsValidDomainForLocation|IsValidDomainForLocation]]([[Civ5Lua/Unit|Unit]] unit)</code>
|-
|
|
| *unit:
<!--
ISVISIBLE
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsVisible|IsVisible]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' debug)</code>
|-
|
|
| *eTeam:
|-
|
|
| *debug:
<!--
ISVISIBLEENEMYDEFENDER
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsVisibleEnemyDefender|IsVisibleEnemyDefender]]([[Civ5Lua/Unit|Unit]] unit)</code>
|-
|
|
| *unit:
<!--
ISVISIBLEENEMYUNIT
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsVisibleEnemyUnit|IsVisibleEnemyUnit]]([[Civ5Lua/PlayerID|PlayerID]] ePlayer)</code>
|-
|
|
| *ePlayer:
<!--
ISVISIBLEOTHERUNIT
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsVisibleOtherUnit|IsVisibleOtherUnit]]([[Civ5Lua/PlayerID|PlayerID]] ePlayer)</code>
|-
|
|
| *ePlayer:
<!--
ISVISIBLETOWATCHINGHUMAN
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsVisibleToWatchingHuman|IsVisibleToWatchingHuman]]()</code>
<!--
ISWATER
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsWater|IsWater]]()</code>
<!--
ISWITHINTEAMCITYRADIUS
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsWithinTeamCityRadius|IsWithinTeamCityRadius]]([[Civ5Lua/TeamID|TeamID]] eTeam, [[Civ5Lua/PlayerID|PlayerID]] eIgnorePlayer)</code>
|-
|
|
| *eTeam:
|-
|
|
| *eIgnorePlayer:
<!--
ISWOFRIVER
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/IsWOfRiver|IsWOfRiver]]()</code>
<!--
MOVEMENTCOST
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/MovementCost|MovementCost]]([[Civ5Lua/Unit|Unit]] unit, [[Civ5Lua/Plot|Plot]] fromPlot)</code>
|-
|
|
| *unit:
|-
|
|
| *fromPlot:
<!--
NUKEEXPLOSION
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/NukeExplosion|NukeExplosion]]('''int''' range, [[Civ5Lua/Unit|Unit]] nukeUnit)</code>
|-
|
|
| *range:
|-
|
|
| *nukeUnit:
<!--
PICKFEATUREDUMMYTAG
-->
|-
|align=\"right\" |<code>'''string'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/PickFeatureDummyTag|PickFeatureDummyTag]]('''int''' mouseX, '''int''' mouseY)</code>
|-
|
|
| *mouseX:
|-
|
|
| *mouseY:
<!--
REMOVEGOODY
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/RemoveGoody|RemoveGoody]]()</code>
<!--
RESETFEATUREMODEL
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ResetFeatureModel|ResetFeatureModel]]()</code>
<!--
SEEFROMLEVEL
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SeeFromLevel|SeeFromLevel]]([[Civ5Lua/TeamID|TeamID]] eTeam)</code>
|-
|
|
| *eTeam:
<!--
SEETHROUGHLEVEL
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SeeThroughLevel|SeeThroughLevel]]()</code>
<!--
SETAREA
-->
|-
|align=\"right\" |<code>'''int'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetArea|SetArea]]()</code>
<!--
SETCONTINENTARTTYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetContinentArtType|SetContinentArtType]]()</code>
<!--
SETFEATUREDUMMYTEXTURE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetFeatureDummyTexture|SetFeatureDummyTexture]]('''string''' dummyTag, '''string''' textureTag)</code>
|-
|
|
| *dummyTag:
|-
|
|
| *textureTag:
<!--
SETFEATUREDUMMYVISIBILITY
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetFeatureDummyVisibility|SetFeatureDummyVisibility]]('''string''' dummyTag, '''bool''' show)</code>
|-
|
|
| *dummyTag:
|-
|
|
| *show:
<!--
SETFEATURETYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetFeatureType|SetFeatureType]]()</code>
<!--
SETIMPROVEMENTDURATION
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetImprovementDuration|SetImprovementDuration]]('''int''' newValue)</code>
|-
|
|
| *newValue:
<!--
SETIMPROVEMENTPILLAGED
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetImprovementPillaged|SetImprovementPillaged]]('''bool''' b)</code>
|-
|
|
| *b:
<!--
SETIMPROVEMENTTYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetImprovementType|SetImprovementType]]([[Civ5Lua/ImprovementID|ImprovementID]] newValueID)</code>
|-
|
|
| *newValueID:
<!--
SETNEOFRIVER
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetNEOfRiver|SetNEOfRiver]]('''bool''' newValue, [[Civ5Lua/FlowDirectionID|FlowDirectionID]] riverDirID)</code>
|-
|
|
| *newValue:
|-
|
|
| *riverDirID:
<!--
SETNUMRESOURCE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetNumResource|SetNumResource]]('''int''' num)</code>
|-
|
|
| *num:
<!--
SETNWOFRIVER
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetNWOfRiver|SetNWOfRiver]]('''bool''' newValue, [[Civ5Lua/FlowDirectionID|FlowDirectionID]] riverDirID)</code>
|-
|
|
| *newValue:
|-
|
|
| *riverDirID:
<!--
SETOWNER
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetOwner|SetOwner]]([[Civ5Lua/PlayerID|PlayerID]] eNewValue, '''int''' acquiringCityID, '''bool''' checkUnits, '''bool''' updateResources)</code>
|-
|
|
| *eNewValue:
|-
|
|
| *acquiringCityID:
|-
|
|
| *checkUnits:
|-
|
|
| *updateResources:
<!--
SETOWNERSHIPDURATION
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetOwnershipDuration|SetOwnershipDuration]]('''int''' newValue)</code>
|-
|
|
| *newValue:
<!--
SETPLOTTYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetPlotType|SetPlotType]]([[Civ5Lua/PlotTypeID|PlotTypeID]] newValueID, '''bool''' recalculate, '''bool''' rebuildGraphics)</code>
|-
|
|
| *newValueID:
|-
|
|
| *recalculate:
|-
|
|
| *rebuildGraphics:
<!--
SETRESOURCETYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetResourceType|SetResourceType]]([[Civ5Lua/ResourceID|ResourceID]] newValueID, '''int''' numResource)</code>
|-
|
|
| *newValueID:
|-
|
|
| *numResource:
<!--
SETREVEALED
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetRevealed|SetRevealed]]([[Civ5Lua/TeamID|TeamID]] eTeam, '''bool''' newValue, '''bool''' terrainOnly, [[Civ5Lua/TeamID|TeamID]] eFromTeam)</code>
|-
|
|
| *eTeam:
|-
|
|
| *newValue:
|-
|
|
| *terrainOnly:
|-
|
|
| *eFromTeam:
<!--
SETROUTETYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetRouteType|SetRouteType]]([[Civ5Lua/RouteID|RouteID]] newValueID)</code>
|-
|
|
| *newValueID:
<!--
SETSCRIPTDATA
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetScriptData|SetScriptData]]('''string''' szNewValue)</code>
|-
|
|
| *szNewValue:
<!--
SETSTARTINGPLOT
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetStartingPlot|SetStartingPlot]]('''bool''' newValue)</code>
|-
|
|
| *newValue:
<!--
SETTERRAINTYPE
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetTerrainType|SetTerrainType]]([[Civ5Lua/TerrainID|TerrainID]] type)</code>
|-
|
|
| *type:
<!--
SETUPGRADEPROGRESS
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetUpgradeProgress|SetUpgradeProgress]]('''int''' newValue)</code>
|-
|
|
| *newValue:
<!--
SETWOFRIVER
-->
|-
|
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/SetWOfRiver|SetWOfRiver]]('''bool''' newValue, [[Civ5Lua/FlowDirectionID|FlowDirectionID]] riverDirID)</code>
|-
|
|
| *newValue:
|-
|
|
| *riverDirID:
<!--
SHAREADJACENTAREA
-->
|-
|align=\"right\" |<code>'''bool'''</code>
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/ShareAdjacentArea|ShareAdjacentArea]]([[Civ5Lua/Plot|Plot]] plot)</code>
|-
|
|
|
|align="right" |6
| *plot:
<!--
UPDATEFOG
-->
|-
|-
|"TERRAIN_MOUNTAIN
|
|
|align="right" |7
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/UpdateFog|UpdateFog]]()</code>
<!--
UPDATEVISIBILITY
-->
|-
|-
|"TERRAIN_HILL
|
|
|align="right" |8
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/UpdateVisibility|UpdateVisibility]]()</code>
<!--
WATERAREA
-->
|-
|-
|"NUM_TERRAIN_TYPES
|
|
|align="right" |9
| width=\"2\" |<code>Plot.:.[[Civ5Lua/Plot/WaterArea|WaterArea]]()</code>
|}
|}
== Examples ==
Here is how to use the LUA enumeration to retrieve the ID from the 'type'. Those examples will return and assign the integer value 0.
<pre>
local id = TerrainTypes.TERRAIN_GRASS
local id = TerrainTypes["TERRAIN_GRASS"]
</pre>
Here are different ways to query the database to retrieve the ID from the 'type'. Those examples will return and assign the integer value 0. See also [[Civ5Lua/GameInfo|GameInfo]].
<pre>
local id = GameInfo.Civ5Terrains.TERRAIN_GRASS.ID
local id = GameInfo["Civ5Terrains"].["TERRAIN_GRASS"].ID
local id = GameInfo.Civ5Terrains{Type="TERRAIN_GRASS"}().ID
</pre>
Alternatively you could use this ID to retrieve the value of the 'Description' column. Those examples will return and assign the value TXT_KEY_TERRAIN_GRASS.
<pre>
local description = GameInfo.Civ5Terrains[0].Description
local description = GameInfo["Civ5Terrains"][0]["Description"]
local description = GameInfo.Civ5Terrains{ID=[0}().Description
</pre>
==Methods using those identifies==
* '''void''' [[Civ5Lua/Plot|Plot]]:[[Civ5Lua/Plot/SetTerrainType|SetTerrainType]]([[Civ5Lua/TerrainID|TerrainID]] type)
[[Category:Civ5Lua]]
[[Category:Civ5Lua]]

Revision as of 08:52, 9 August 2012

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()