CaptureRegion
(player, region)
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void
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Unimplemented according to the original documentation - seems to be supposed to increase the player's strategic preference toward capturing the specified region, whatever a region might be
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ControlsRegion
(player, ID-region)
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int
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Returns true if the given player is the only player who owns tiles in the region (not necessarily all the tiles in the region)
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Apolyton-thread
Apolyton-thread
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Distance
(location1, location2)
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int
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Returns the distance between location1 and location2
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GetContinent
(location)
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int
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Returns the continent ID of the location
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Apolyton-thread
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GetContinentSize
(location)
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int
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Returns the size of the location's continent, the size of the ocean if it's a water tile
|
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GetMapHeight
|
int
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Returns the map height (no. of tiles)
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GetMapWidth
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int
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Returns the map width (no. of tiles)
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GetNearestWater
(location, locationvar)
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void
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|
Get the location of the nearest ocean square to location, putting the result in locationvar
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Apolyton-thread
|
IsContinentBiggerThan
(location, size)
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int
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True if the continent (or ocean) containing location is bigger than size squares
|
|
IsInRegion
(location, ID-region)
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int
|
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Returns true if location is within the given region
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Apolyton-thread
Apolyton-thread
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IsInZOC
(player, location)
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int
|
|
True if the location is in the zone of control of player
|
|
IsOnSameContinent
(location1, location2)
|
int
|
|
Returns true if location1 and location2 are on the same continent
|
|
LeaveRegion
(player, region)
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void
|
|
Unimplemented according to the original documentation - seems to be supposed to increase the player's strategic preference toward leaving the specified region, whatever a region might be
|
|
SquaredDistance
(location1, location2)
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int
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Returns the squared distance between location1 and location2
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