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HungryForFood edited this page Feb 2, 2021 · 5 revisions

A

Return Method (arguments) Description
void AddArchaeologicalRecord(GreatWorkArtifactType iArtifactClass, EraType iEra, PlayerID iPlayer1, opt PlayerID iPlayer2) Adds an archaeological record, which can potentially become an artifact. Does not override permanent improvements, great person improvements, or other archaeological records the game considers more significant.
void AddMessage(string sMessage, opt PlayerID iNotifyPlayer)
void AddPopupMessage(string sMessage, opt float fDelay, opt PlayerID iNotifyPlayer) Popup messages are texts which appear directly on the map.

C

Return Method (arguments) Description
void ChangeYield(YieldType iYield, int iChange) Changes the yield of the plot. This yield change is independent from other sources of yield changes, and is reserved for Lua use.

G

Return Method (arguments) Description
int GetEffectiveFlankingBonus(Unit pUnit, Unit pOtherUnit, Plot pOtherPlot) Calculates if the specified unit has a flanking bonus on the other unit. This plot should be the plot the unit is on, while the other plot should be the one the other unit is on. Flanking bonus exists if the other units has more enemies adjacent than this unit does.
int GetIndex() Returns the plot index.
PlayerID GetPlayerResponsibleForImprovement() Returns the player who pays the maintenance for the improvement.
PlayerID GetPlayerThatBuiltImprovement()
PlayerID GetPlayerResponsibleForRoute() Returns the player who pays the maintenance for the route.
PlayerID GetPlayerThatClearedBarbCampHere() Who is the last player who cleared a barbarian camp on this plot? Returns -1 if there is no player.
int GetTurnDamage(bool bIgnoreTerrainDamage, bool bIgnoreFeatureDamage, bool bExtraTerrainDamage, bool bExtraFeatureDamage)
int GetUnitLimit() How many units can be stacked at this plot?

H

Return Method (arguments) Description
bool HasAnyNaturalWonder()
bool HasDig() Does the plot have an artifact resource on it?
bool HasFeature(FeatureType iFeatureType)
bool HasImprovement(ImprovementType iImprovementType)
bool HasNaturalWonder(FeatureType iFeatureType)
bool HasPlotType(PlotType iPlotType)
bool HasResource(ResourceType iResourceType)
bool HasRoute(RouteType iRouteType)
bool HasTerrain(TerrainType iTerrainType)

I

Return Method (arguments) Description
bool IsAdjacentToFeature(FeatureType iFeatureType)
bool IsAdjacentToIce()
bool IsAdjacentToImprovement(ImprovementType iImprovementType)
bool IsAdjacentToPlotType(PlotType iPlotType)
bool IsAdjacentToResource(ResourceType iResourceType)
bool IsAdjacentToTerrain(TerrainType iTerrainType)
bool IsBlockaded(PlayerID iPlayer) Is the plot blockaded by the specified player?
bool IsCivilization(CivilizationType iCivilizationType) Is the plot owner the specified civilization?
bool IsFeatureAtoll()
bool IsFeatureFallout()
bool IsFeatureFloodPlains()
bool IsFeatureForest()
bool IsFeatureJungle()
bool IsFeatureLake()
bool IsFeatureIce()
bool IsFeatureMarsh()
bool IsFeatureOasis()
bool IsFeatureRiver()
bool IsFriendlyCityOrPassableImprovement(Unit pUnit, bool bCheckImprovement) Can the owner of the unit pass through the plot using naval units? bCheckImprovement does nothing, it is only for backwards compatibility.
bool IsImprovementEmbassy() Used by the city state diplomacy mod.
bool IsNaturalWonder()
bool IsPlotHill() Is the plot type PLOT_HILLS?
bool IsPlotHills() Is the plot type PLOT_HILLS?
bool IsPlotLand()
bool IsPlotMountain() Is the plot type PLOT_MOUNTAIN?
bool IsPlotMountains() Is the plot type PLOT_MOUNTAIN?
bool IsPlotOcean()
bool IsRouteRailroad()
bool IsRouteRoad()
bool IsTerrainCoast()
bool IsTerrainDesert()
bool IsTerrainGrass()
bool IsTerrainHill() Is the TerrainType TERRAIN_HILL?
bool IsTerrainHills() Is the TerrainType TERRAIN_HILL?
bool IsTerrainMountain() Is the TerrainType TERRAIN_MOUNTAIN?
bool IsTerrainMountains() Is the TerrainType TERRAIN_MOUNTAIN?
bool IsTerrainOcean()
bool IsTerrainPlains()
bool IsTerrainSnow()
bool IsTerrainTundra()
bool IsWithinDistanceOfFeature(FeatureType iFeatureType, int iDistance)
bool IsWithinDistanceOfImprovement(ImprovementType iImprovementType, int iDistance)
bool IsWithinDistanceOfPlotType(PlotType iPlotType, int iDistance)
bool IsWithinDistanceOfResource(ResourceType iResourceType, int iDistance)
bool IsWithinDistanceOfTerrain(TerrainType iTerrainType, int iDistance)

S

Return Method (arguments) Description
void SetArchaeologicalRecord(GreatWorkArtifactType iArtifactClass, EraType iEra, PlayerID iPlayer1, opt PlayerID iPlayer2) Sets an archaeological record, which can potentially become an artifact. Overrides permanent improvements, great person improvements, or other archaeological records the game considers more significant.
void SetPlayerThatBuiltImprovement(PlayerID iPlayer)
void SetPlayerResponsibleForImprovement(PlayerID iPlayer) Set the specified player to pay for the maintenance for the improvement on the plot.
void SetPlayerResponsibleForRoute(PlayerID iPlayer) Set the specified player to pay for the maintenance for the route on the plot.
void SetPlayerThatClearedBarbCampHere(PlayerID iPlayer) The game will remember the specified player as the one who has cleared a barbarian camp on the plot, even if there was never a camp on the plot. This will remain until another player clears a camp on the plot.
void SetRoutePillaged(bool bPillaged) Set the pillaged status of the route on the plot.