Fractal.GetHeight (Civ5 API)
This page is a part of the Lua and UI Reference (Civ5).
This function is a member of Fractal. This is an instance method, invoke it with a colon. |
Usage
int Fractal:GetHeight(int percentage)
Returned Value
- Returns the threshold value of a percentage of the fractal array. For example, if you pass in 70, this function will return a number close to 178, give or take some depending on the breakdown of the values in the array. Seems to have trouble with smaller arrays (<10x10).
Parameters
x: X coordinate of the value to retrieve. y: Y coordinate of the value to retrieve.
int Fractal:GetHeight(int x, int y)
Returned Value
- Returns the value of the fractal array at coordinates X, Y. The value is between 0 and 255.
Parameters
x: X coordinate of the value to retrieve. y: Y coordinate of the value to retrieve.
Source code samples
Too many occurences. Only 50 out of 603 are listed.
Amazon_XP.lua (G&K)
DLC/Expansion/Maps/Amazon_XP.lua
0075
|
local iHillsTop2 = hillsFrac:GetHeight(80); |
0080
|
local iPeakAndes = peaksFrac:GetHeight(63); |
0271
|
local iAndesGrass = grass_check:GetHeight(65) |
0272
|
local iAndesDesert = desert_check:GetHeight(75) |
0312
|
local desertVal = desert_check:GetHeight(x, y); |
0374
|
local iOpenLevel = open_lands:GetHeight(100 - iOpenPercent) |
0376
|
local featureForest = FeatureTypes.FEATURE_FOREST; |
0397
|
if plot:CanHaveFeature(featureForest) and forests:GetHeight(x, y) >= iForestLevel then |
0418
|
if forests:GetHeight(x, y) >= iForestLevel then |
0423
|
if marshes:GetHeight(x, y) >= iRiverMarshLevel then |
Boreal.lua (G&K)
DLC/Expansion/Maps/Boreal.lua
0132
|
local iLakesThreshold = lakesFrac:GetHeight(94); |
0138
|
local iHillsNearMountains = mountainsFrac:GetHeight(hillsNearMountains); |
0139
|
local iMountainThreshold = mountainsFrac:GetHeight(mountains); |
0148
|
local lakeVal = lakesFrac:GetHeight(x,y); |
0153
|
local hillVal = hillsFrac:GetHeight(x, y); |
0184
|
local iSnowThreshold = snowFrac:GetHeight(65); |
ContinentsWorld.lua
Gameplay/Lua/ContinentsWorld.lua
0113
|
local iHillsTop2 = self.hillsFrac:GetHeight(75); |
0114
|
local iHillsClumps = self.mountainsFrac:GetHeight(4); |
Europe.lua (G&K)
DLC/Expansion/Maps/Europe.lua
0447
|
local iGrassTop = grass_frac:GetHeight(iGrassPercent); |
0520
|
local val = snow_frac:GetHeight(x, y); |
FeatureGenerator.lua (G&K)
DLC/Expansion/Gameplay/Lua/FeatureGenerator.lua
0257
|
local marsh_height = self.marsh:GetHeight(iX, iY) |
0258
|
if(marsh_height >= self.iMarshLevel) then |
0276
|
if (self.forests:GetHeight(iX, iY) >= self.iForestLevel) or (self.forestclumps:GetHeight(iX, iY) >= self.iClumpLevel) then |
FractalWorld.lua
Gameplay/Lua/FractalWorld.lua
0680
|
local iHillsBottom1 = self.hillsFrac:GetHeight(hillsBottom1); |
0693
|
local iMountain95 = self.mountainsFrac:GetHeight(95); |
0717
|
local hillVal = self.hillsFrac:GetHeight(x, y); |
Great_Plains.lua
Maps/Great_Plains.lua
0073
|
local iPlainsThreshold = hillsFrac:GetHeight(8); |
0194
|
lat = lat + (128 - regionsFrac:GetHeight(x, y))/(255.0 * 5.0); |
0374
|
local iTexDesertBottom = plains:GetHeight(iTexDesertBottomPercent) |
0375
|
local iGrassTop = plains:GetHeight(iGrassTopPercent) |
0376
|
local iGrassBottom = plains:GetHeight(iGrassBottomPercent) |
0379
|
local iEastDTop = east:GetHeight(iEastDTopPercent) |
0380
|
local iEastDBottom = east:GetHeight(iEastDBottomPercent) |
0381
|
local iEastPTop = east:GetHeight(iEastPTopPercent) |
0382
|
local iEastPBottom = east:GetHeight(iEastPBottomPercent) |
0425
|
local val = east:GetHeight(x, y); |
0497
|
local iRockyForestLevel = forests:GetHeight(iRockyForestPercent) |
0499
|
local featureFloodPlains = FeatureTypes.FEATURE_FLOOD_PLAINS; |
0541
|
if forests:GetHeight(x, y) <= iEastForestLevel then |
1493
|
local iHerdsTop1 = herds:GetHeight(27) |
1494
|
local iHerdsBottom2 = herds:GetHeight(73) |
Hemispheres.lua (G&K)
DLC/Expansion/Maps/Hemispheres.lua
0822
|
local iHillsBottom1 = regionHillsFrac:GetHeight(20); |
0823
|
local iHillsTop1 = regionHillsFrac:GetHeight(35); |
Highlands.lua
Maps/Highlands.lua
0180
|
local iHillsThreshold = terrainFrac:GetHeight(hills); |
0181
|
local iPeaksThreshold = terrainFrac:GetHeight(peaks); |
0182
|
local iPassThreshold = mountain_passFrac:GetHeight(85); |
0194
|
local passVal = mountain_passFrac:GetHeight(x,y); |
MultilayeredFractal.lua (G&K)
DLC/Expansion/Gameplay/Lua/MultilayeredFractal.lua
0369
|
local iWaterThreshold = regionContinentsFrac:GetHeight(iWaterPercent); |
0372
|
local iHillsBottom2 = regionHillsFrac:GetHeight(75 - adjustment); |
0380
|
local val = regionContinentsFrac:GetHeight(x,y); |
Ring.lua
Maps/Ring.lua
0511
|
self.iForestLevel = self.forests:GetHeight(80) -- 20% forest coverage |
0512
|
self.iClumpLevel = self.forestclumps:GetHeight(94) -- 6% forest clumps |
0513
|
self.iMarshLevel = self.marsh:GetHeight(100 - self.fMarshPercent) |
0515
|
if dominant_terrain == 3 then -- Forest |
0517
|
self.iForestLevel = self.forests:GetHeight(55) -- 45% forest coverage of what isn't covered by clumps. |
0518
|
end |
Skirmish.lua
Maps/Skirmish.lua
0307
|
elseif desertVal >= self.deserts:GetHeight(94) then |
TerrainGenerator.lua
Gameplay/Lua/TerrainGenerator.lua
0113
|
self.iDesertBottom = self.deserts:GetHeight(self.iDesertBottomPercent); |
0119
|
self.iPlainsTop = self.plains:GetHeight(self.iPlainsTopPercent); |
0183
|
local plainsVal = self.plains:GetHeight(iX, iY); |
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.