Map.PlotDirection (Civ5 API)
This page is a part of the Lua and UI Reference (Civ5).
This function is a member of Map. This is a static method, invoke it with a dot. |
Usage
Plot Map.PlotDirection(int x, int y, int direction)
Returned Value
- An adjacent Plot based on the coordinates and direction given.
Parameters
x: The x coordinate of the plot of which to get the adjacent plot. y: The y coordinate of the plot of which to get the adjacent plot. direction: An integer specifying the direction of the adjacent plot relative to the coordinates given. Enumerated in DirectionType.
Source code samples
Too many occurences. Only 50 out of 283 are listed.
Amazon_XP.lua (G&K)
DLC/Expansion/Maps/Amazon_XP.lua
0457
|
local adjacentPlot = Map.PlotDirection(riverPlot:GetX(), riverPlot:GetY(), DirectionTypes.DIRECTION_EAST); |
0463
|
riverPlot = Map.PlotDirection(riverPlot:GetX(), riverPlot:GetY(), DirectionTypes.DIRECTION_NORTHEAST); |
0466
|
local adjacentPlot = Map.PlotDirection(riverPlot:GetX(), riverPlot:GetY(), DirectionTypes.DIRECTION_SOUTHEAST); |
0474
|
riverPlot = Map.PlotDirection(startPlot:GetX(), startPlot:GetY(), DirectionTypes.DIRECTION_EAST); |
0478
|
local adjacentPlot = Map.PlotDirection(riverPlot:GetX(), riverPlot:GetY(), DirectionTypes.DIRECTION_SOUTHWEST); |
0486
|
riverPlot = Map.PlotDirection(startPlot:GetX(), startPlot:GetY(), DirectionTypes.DIRECTION_SOUTHWEST); |
0544
|
local adjacentPlot = Map.PlotDirection(plot:GetX(), plot:GetY(), direction); |
0655
|
riverPlot = Map.PlotDirection(riverPlot:GetX(), riverPlot:GetY(), DirectionTypes.DIRECTION_WEST); |
0674
|
return Map.PlotDirection(riverPlotX, riverPlotY, DirectionTypes.DIRECTION_NORTHWEST); |
0678
|
return Map.PlotDirection(riverPlotX, riverPlotY, DirectionTypes.DIRECTION_NORTHEAST); |
0682
|
return Map.PlotDirection(riverPlotX, riverPlotY, DirectionTypes.DIRECTION_EAST); |
0686
|
return Map.PlotDirection(riverPlotX, riverPlotY, DirectionTypes.DIRECTION_SOUTHWEST); |
0690
|
return Map.PlotDirection(riverPlotX, riverPlotY, DirectionTypes.DIRECTION_WEST); |
AssignStartingPlots.lua
Gameplay/Lua/AssignStartingPlots.lua
5000
|
local adjPlot = Map.PlotDirection(x, y, direction) |
5001
|
if adjPlot:IsLake() then |
AssignStartingPlots.lua (G&K)
DLC/Expansion/Gameplay/Lua/AssignStartingPlots.lua
5194
|
local adjPlot = Map.PlotDirection(x, y, direction) |
5195
|
if adjPlot == nil then |
5343
|
local adjPlot = Map.PlotDirection(x, y, direction) |
5344
|
local plotType = adjPlot:GetPlotType(); |
5421
|
local adjPlot = Map.PlotDirection(x, y, direction) |
5422
|
local terrainType = adjPlot:GetTerrainType(); |
5516
|
local adjPlot = Map.PlotDirection(x, y, direction) |
5517
|
local featureType = adjPlot:GetFeatureType(); |
5964
|
local adjPlot = Map.PlotDirection(x, y, direction) |
5965
|
if adjPlot:GetTerrainType() ~= TerrainTypes.TERRAIN_COAST then |
FeatureGenerator.lua (G&K)
DLC/Expansion/Gameplay/Lua/FeatureGenerator.lua
0367
|
local adjPlot = Map.PlotDirection(x, y, direction) |
0368
|
if adjPlot ~= nil then |
FractalWorld.lua
Gameplay/Lua/FractalWorld.lua
0329
|
local nextPlot = Map.PlotDirection(currentX, currentY, currentDirection); |
Great_Plains.lua
Maps/Great_Plains.lua
1051
|
local adjPlot = Map.PlotDirection(x, y, direction) |
1052
|
plotType = adjPlot:GetPlotType(); |
InGame.lua
UI/InGame/InGame.lua
0485
|
local adjacentPlot = Map.PlotDirection(unitX, unitY, thisDirection); |
MapmakerUtilities.lua
Gameplay/Lua/MapmakerUtilities.lua
0319
|
local testPlot = Map.PlotDirection(x, y, current_direction); |
0372
|
local NEPlot = Map.PlotDirection(x, y, DirectionTypes.DIRECTION_NORTHEAST); |
0373
|
local EPlot = Map.PlotDirection(x, y, DirectionTypes.DIRECTION_EAST); |
0374
|
local SEPlot = Map.PlotDirection(x, y, DirectionTypes.DIRECTION_SOUTHEAST); |
0375
|
local SWPlot = Map.PlotDirection(x, y, DirectionTypes.DIRECTION_SOUTHWEST); |
0376
|
local WPlot = Map.PlotDirection(x, y, DirectionTypes.DIRECTION_WEST); |
0377
|
local NWPlot = Map.PlotDirection(x, y, DirectionTypes.DIRECTION_NORTHWEST); |
NaturalWondersCustomMethods.lua (G&K)
DLC/Expansion/Gameplay/Lua/NaturalWondersCustomMethods.lua
0038
|
local SEPlot = Map.PlotDirection(x, y, DirectionTypes.DIRECTION_SOUTHEAST) |
0039
|
local southeastX = SEPlot:GetX(); |
0042
|
local adjPlot = Map.PlotDirection(southeastX, southeastY, direction) |
0043
|
if adjPlot == nil then |
0066
|
local adjPlot = Map.PlotDirection(x, y, direction) |
0067
|
if adjPlot:IsWater() == false then |
0154
|
local SEPlot = Map.PlotDirection(x, y, DirectionTypes.DIRECTION_SOUTHEAST) |
0155
|
if not SEPlot:IsWater() then |
0167
|
local adjPlot = Map.PlotDirection(southeastX, southeastY, direction) |
0168
|
if adjPlot:GetTerrainType() ~= TerrainTypes.TERRAIN_COAST then |
0212
|
local adjPlot = Map.PlotDirection(x, y, direction) |
0213
|
if adjPlot:GetPlotType() == PlotTypes.PLOT_OCEAN then |
TurnsRemaining.lua - DLC_02 DLC
DLC/DLC_02/Scenarios/NewWorldScenario/TurnsRemaining.lua
0401
|
local adjacentPlot = Map.PlotDirection(pPlot:GetX(), pPlot:GetY(), direction); |
TurnsRemaining.lua (G&K)
DLC/Expansion/Scenarios/MedievalScenario/TurnsRemaining.lua
1042
|
local adjPlot = Map.PlotDirection(pPlot:GetX(), pPlot:GetY(), direction); |
1398
|
local adjPlot = Map.PlotDirection(iX, iY, direction); |
WorldBuilderRandomItems.lua
Gameplay/Lua/WorldBuilderRandomItems.lua
0060
|
local otherPlot = Map.PlotDirection(plotX, plotY, direction); |
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.