CellOwner
(location)
|
int
|
|
Returns the no. of the player who owns the cell, -1 if none does
|
|
ExtractLocation
(location, locationvar)
|
void
|
|
Get a location from built in variable and put it in locationvar
|
|
GetNeighbor
(locationIn, direction, locationOut)
|
int
|
|
Given the location variable locationIn, fill in the location of it's neighbor in the specified direction in locationOut
|
|
GetRandomNeighbor
(location, newlocation)
|
void
|
|
Get a random square adjacent to location and put it in newlocation
|
|
HasGood
(location)
|
int
|
|
Returns -1 if there is no good at the location, otherwise a number from 0-3 for the good type
|
Apolyton-thread
|
HasPop
(owner, location)
|
int
|
|
|
|
HasRiver
(location)
|
int
|
|
Returns true if there's a river at location
|
|
IsFortress
(int-player, location)
|
int
|
|
Returns true if the player has a fort at the location
|
|
IsRoad
(player, location)
|
int
|
|
Returns true if there is a road-like terrain improvement at the given location that belongs to the player
|
|
IsWater
(location)
|
int
|
|
Returns true if the location is a water tile
|
Apolyton-thread
|
TerrainType
(location)
|
int
|
|
Returns the indexed terrain type of the location
|
|
TileHasImprovement
(location, int)
|
int
|
|
Returns true if the tile has the improvement specified by TerrainImprovementDB-index
|
|