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)
|