User:DonQuich

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Revision as of 08:55, 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()