User:DonQuich

From Civilization Modding Wiki
Revision as of 16:13, 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.


Methods


AddFeatureDummyModel

Plot:AddFeatureDummyModel(string dummyTag = nil, string modelTag = nil)

Area

Plot:Area()
bool Plot:At(int x = nil, int y = nil)
int Plot:CalculateBestNatureYield(YieldID yieldID = nil, TeamID eTeam = nil)
int Plot:CalculateImprovementYieldChange(ImprovementID improvementID = nil, YieldID yieldID = nil, PlayerID ePlayer = nil, bool optimal = nil, RouteID assumeThisRouteID = nil)
int Plot:CalculateNatureYield(YieldID yieldID = nil, TeamID eTeam = nil, bool ignoreFeature = nil)
int Plot:CalculateTotalBestNatureYield(TeamID eTeam = nil)
int Plot:CalculateYield(YieldID yieldID = nil, bool display = nil)
bool Plot:CanBuild(BuildActionID buildID = nil, PlayerID ePlayer = nil, bool testVisible = nil)

CanHaveFeature

Plot:CanHaveFeature()
bool Plot:CanHaveImprovement(ImprovementID improvementID = nil, TeamID eTeam = nil, bool potential = nil)
bool Plot:CanHaveResource(ResourceID resourceID = nil, bool ignoreLatitude = nil)

CanSeePlot

Plot:CanSeePlot()
bool Plot:ChangeBuildProgress(BuildActionID buildID = nil, int change = nil, TeamID eTeam = nil)

ChangeExtraMovePathCost

Plot:ChangeExtraMovePathCost(int change = nil)

ChangeImprovementDuration

Plot:ChangeImprovementDuration(int change = nil)

ChangeInvisibleVisibilityCount

Plot:ChangeInvisibleVisibilityCount(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil, int change = nil)

ChangeNumResource

Plot:ChangeNumResource(int change = nil)

ChangeOwnershipDuration

Plot:ChangeOwnershipDuration(int change = nil)

ChangeUpgradeProgress

Plot:ChangeUpgradeProgress(int change = nil)

ChangeVisibilityCount

Plot:ChangeVisibilityCount(TeamID eTeam = nil, int change = nil, InvisibilityScopeID seeInvisibleTypeID = nil, bool informExplorationTracking = nil, bool alwaysSeeInvisible = nil)
int Plot:CountNumAirUnits(TeamID ePlayer = nil)
int Plot:DefenseModifier(TeamID iDefendTeam = nil, bool ignoreBuilding = nil, bool help = nil)

Erase

Plot:Erase()

GetActiveFogOfWarMode

Plot:GetActiveFogOfWarMode(<unknown>)
int Plot:GetArea()

GetBestDefender

Plot:GetBestDefender(PlayerID eOwner = nil, PlayerID eAttackingPlayer = nil, Unit attacker = nil, bool testAtWar = nil, bool testPotentialEnemy = nil, bool testCanMove = nil)
int Plot:GetBuildProgress(BuildActionID buildID = nil)
int Plot:GetBuildTime(BuildActionID buildID = nil)
int Plot:GetBuildTurnsLeft(BuildActionID buildID = nil, int nowExtra = nil, int thenExtra = nil)
int Plot:GetBuildTurnsTotal(BuildActionID buildID = nil)
int Plot:GetCityRadiusCount()

GetContinentArtType

Plot:GetContinentArtType()
int Plot:GetExtraMovePathCost()
int Plot:GetFeatureProduction(BuildActionID buildID = nil, TeamID eTeam = nil, City city = nil)

GetFeatureType

Plot:GetFeatureType()
int Plot:GetFeatureVariety()
int Plot:GetFoundValue(PlayerID eIndex = nil)
int Plot:GetImprovementDuration()
ImprovementID Plot:GetImprovementType()
Plot Plot:GetInlandCorner()
int Plot:GetInvisibleVisibilityCount(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil)
int Plot:GetLatitude()
int Plot:GetNearestLandArea()

GetNearestLandPlot

Plot:GetNearestLandPlot()
ResourceID Plot:GetNonObsoleteResourceType(TeamID eTeam = nil)
int Plot:GetNumDefenders(PlayerID ePlayer = nil)
int Plot:GetNumFriendlyUnitsOfType(Unit unit = nil)
int Plot:GetNumResource()
int Plot:GetNumUnits()
int Plot:GetNumVisibleEnemyDefenders(Unit unit = nil)
int Plot:GetNumVisiblePotentialEnemyDefenders(Unit unit = nil)
PlayerID Plot:GetOwner()
int Plot:GetOwnershipDuration()
int Plot:GetPlayerCityRadiusCount(PlayerID eIndex = nil)

GetPlotCity

Plot:GetPlotCity()

GetPlotType

Plot:GetPlotType()
int Plot:GetReconCount()
ResourceID Plot:GetResourceType(TeamID eTeam = nil)
ImprovementID Plot:GetRevealedImprovementType(TeamID eTeam = nil, bool debug = nil)
PlayerID Plot:GetRevealedOwner(TeamID eTeam = nil, bool debug = nil)
RouteID Plot:GetRevealedRouteType(TeamID eTeam = nil, bool debug = nil)
TeamID Plot:GetRevealedTeam(TeamID eTeam = nil, bool debug = nil)
int Plot:GetRiverCrossingCount()
FlowDirectionID Plot:GetRiverEFlowDirection()
FlowDirectionID Plot:GetRiverSEFlowDirection()
FlowDirectionID Plot:GetRiverSWFlowDirection()
RouteID Plot:GetRouteType()
string Plot:GetScriptData()

GetSelectedUnit

Plot:GetSelectedUnit()
int Plot:GetTeam()

GetTerrainType

Plot:GetTerrainType()

GetUnit

Plot:GetUnit(int index = nil)
int Plot:GetUnitPower(PlayerID eOwner = nil)
int Plot:GetUpgradeProgress()
int Plot:GetUpgradeTimeLeft(ImprovementID improvementID = nil, PlayerID ePlayer = nil)
int Plot:GetVisibilityCount(TeamID eTeam = nil)

GetWorkingCity

Plot:GetWorkingCity()

GetWorkingCityOverride

Plot:GetWorkingCityOverride()
int Plot:GetX()
int Plot:GetY()
int Plot:GetYield(YieldID yieldID = nil)
bool Plot:GetYieldWithBuild()

HasBarbarianCamp

Plot:HasBarbarianCamp()
bool Plot:HasYield()
bool Plot:IsActiveVisible(bool debug = nil)
bool Plot:IsAdjacentNonrevealed(TeamID eTeam = nil)
bool Plot:IsAdjacentNonvisible(TeamID eTeam = nil)
bool Plot:IsAdjacentOwned()
bool Plot:IsAdjacentPlayer(PlayerID ePlayer = nil, bool landOnly = nil)
bool Plot:IsAdjacentRevealed(TeamID eTeam = nil)
bool Plot:IsAdjacentTeam(TeamID eTeam = nil, bool landOnly = nil)
bool Plot:IsAdjacentToArea(Area area = nil)
bool Plot:IsAdjacentToLand()
bool Plot:IsAdjacentToShallowWater()
bool Plot:IsAdjacentVisible(TeamID eTeam = nil, bool debug = nil)
bool Plot:IsBarbarian()
bool Plot:IsBeingWorked()
bool Plot:IsBestAdjacentFound(PlayerID eIndex = nil)

IsBuildRemovesFeature

Plot:IsBuildRemovesFeature()
bool Plot:IsCity()
int Plot:IsCityRadius()
bool Plot:IsCoastalLand()
bool Plot:IsEnemyCity(Unit unit = nil)
bool Plot:IsFighting()
bool Plot:IsFlatlands()
bool Plot:IsFreshWater()
bool Plot:IsFriendlyCity(Unit unit = nil, bool checkImprovement = nil)
bool Plot:IsFriendlyTerritory(PlayerID ePlayer = nil)
bool Plot:IsGoody()
bool Plot:IsHills()
bool Plot:IsImpassable()
bool Plot:IsImprovementPillaged()
bool Plot:IsInvisibleVisible(TeamID eTeam = nil, InvisibilityScopeID invisibleID = nil)
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 = nil)
bool Plot:IsPotentialCityWork()
bool Plot:IsPotentialCityWorkForArea(Area area = nil)

IsResourceConnectedByImprovement

Plot:IsResourceConnectedByImprovement()
bool Plot:IsRevealed(TeamID eTeam = nil, bool debug = nil)
bool Plot:IsRevealedBarbarian()
bool Plot:IsRevealedGoody(TeamID eTeam = nil)

IsRiver

Plot:IsRiver()
bool Plot:IsRiverConnection(DirectionID directionID = nil)
bool Plot:IsRiverCrossing(DirectionID directionID = nil)

IsRiverCrossingFlowClockwise

Plot:IsRiverCrossingFlowClockwise()
bool Plot:IsRiverCrossingToPlot(DirectionID directionID = nil)
bool Plot:IsRiverSide()
bool Plot:IsRoughGround()
bool Plot:IsRoute()

IsRoutePillaged

Plot:IsRoutePillaged()
bool Plot:IsStartingPlot()

IsTradeRoute

Plot:IsTradeRoute()
bool Plot:IsUnit()
bool Plot:IsValidDomainForAction(Unit unit = nil)
bool Plot:IsValidDomainForLocation(Unit unit = nil)
bool Plot:IsVisible(TeamID eTeam = nil, bool debug = nil)
bool Plot:IsVisibleEnemyDefender(Unit unit = nil)
bool Plot:IsVisibleEnemyUnit(PlayerID ePlayer = nil)
bool Plot:IsVisibleOtherUnit(PlayerID ePlayer = nil)
bool Plot:IsVisibleToWatchingHuman()

IsWater

Plot:IsWater()
bool Plot:IsWithinTeamCityRadius(TeamID eTeam = nil, PlayerID eIgnorePlayer = nil)
bool Plot:IsWOfRiver()
int Plot:MovementCost(Unit unit = nil, Plot fromPlot = nil)

NukeExplosion

Plot:NukeExplosion(int range = nil, Unit nukeUnit = nil)
string Plot:PickFeatureDummyTag(int mouseX = nil, int mouseY = nil)

RemoveGoody

Plot:RemoveGoody()

ResetFeatureModel

Plot:ResetFeatureModel()
int Plot:SeeFromLevel(TeamID eTeam = nil)
int Plot:SeeThroughLevel()
int Plot:SetArea()

SetContinentArtType

Plot:SetContinentArtType()

SetFeatureDummyTexture

Plot:SetFeatureDummyTexture(string dummyTag = nil, string textureTag = nil)

SetFeatureDummyVisibility

Plot:SetFeatureDummyVisibility(string dummyTag = nil, bool show = nil)

SetFeatureType

Plot:SetFeatureType()

SetImprovementDuration

Plot:SetImprovementDuration(int newValue = nil)

SetImprovementPillaged

Plot:SetImprovementPillaged(bool b = nil)

SetImprovementType

Plot:SetImprovementType(ImprovementID newValueID = nil)

SetNEOfRiver

Plot:SetNEOfRiver(bool newValue = nil, FlowDirectionID riverDirID = nil)

SetNumResource

Plot:SetNumResource(int num = nil)

SetNWOfRiver

Plot:SetNWOfRiver(bool newValue = nil, FlowDirectionID riverDirID = nil)

SetOwner

Plot:SetOwner(PlayerID eNewValue = nil, int acquiringCityID = nil, bool checkUnits = nil, bool updateResources = nil)

SetOwnershipDuration

Plot:SetOwnershipDuration(int newValue = nil)

SetPlotType

Plot:SetPlotType(PlotTypeID newValueID = nil, bool recalculate = nil, bool rebuildGraphics = nil)

SetResourceType

Plot:SetResourceType(ResourceID newValueID = nil, int numResource = nil)

SetRevealed

Plot:SetRevealed(TeamID eTeam = nil, bool newValue = nil, bool terrainOnly = nil, TeamID eFromTeam = nil)

SetRouteType

Plot:SetRouteType(RouteID newValueID = nil)

SetScriptData

Plot:SetScriptData(string szNewValue = nil)

SetStartingPlot

Plot:SetStartingPlot(bool newValue = nil)

SetTerrainType

Plot:SetTerrainType(TerrainID type)

SetUpgradeProgress

Plot:SetUpgradeProgress(int newValue = nil)

SetWOfRiver

Plot:SetWOfRiver(bool newValue = nil, FlowDirectionID riverDirID = nil)
bool Plot:ShareAdjacentArea(Plot plot = nil)

UpdateFog

Plot:UpdateFog()

UpdateVisibility

Plot:UpdateVisibility()

WaterArea

Plot:WaterArea()