TileInfo
open class TileInfo
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Functions
aerialDistanceTo
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canBeSettled
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canBuildImprovement
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fun canBuildImprovement(improvement: TileImprovement, civInfo: CivilizationInfo): Boolean
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Returns true if the improvement can be built on this TileInfo
canCivPassThrough
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canImprovementBeBuiltHere
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private fun canImprovementBeBuiltHere(improvement: TileImprovement, resourceIsVisible: Boolean = resource != null): Boolean
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Without regards to what CivInfo it is, a lot of the checks are just for the improvement on the tile. Doubles as a check for the map editor.
clearContinent
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fun clearContinent()
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Clear continent ID, for map editor
containsGreatImprovement
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containsUnfinishedGreatImprovement
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convertHillToTerrainFeature
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private fun convertHillToTerrainFeature()
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forestOrJungleAreRoads
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getAllTerrains
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getBaseTerrain
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getContinent
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getDefensiveBonus
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getFirstUnit
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This is for performance reasons of canPassThrough() - faster than getUnits().firstOrNull()
getImprovementStats
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fun getImprovementStats(improvement: TileImprovement, observingCiv: CivilizationInfo, city: CityInfo?): Stats
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getLastTerrain
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getLeftSharedNeighbor
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getNaturalWonder
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getOwner
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getRightSharedNeighbor
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getRulesetIncompatibility
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getShownImprovement
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getTerrainFeatures
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getTileFertility
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getTileImprovement
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getTileImprovementInProgress
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getTilesAtDistance
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getTilesInDistance
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getTilesInDistanceRange
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getTileStartScore
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getTileStartYield
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getTileStats
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fun getTileStats(city: CityInfo?, observingCiv: CivilizationInfo?): Stats
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getViewableTilesList
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getWorkingCity
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hasConnection
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hasEnemyInvisibleUnit
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hasImprovementInProgress
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hasViewableResource
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isAdjacentToRiver
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isCityCenter
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isCoastalTile
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isConnectedByRiver
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The two tiles have a river between them
isEnemyTerritory
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isFriendlyTerritory
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isImpassible
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isNaturalWonder
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isRoughTerrain
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matchesFilter
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fun matchesFilter(filter: String, civInfo: CivilizationInfo? = null): Boolean
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Implementation of tileFilter
matchesTerrainFilter
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fun matchesTerrainFilter(filter: String, observingCiv: CivilizationInfo? = null): Boolean
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normalizeTileImprovement
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normalizeToRuleset
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providesYield
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removeUnit
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If the unit isn't in the ruleset we can't even know what type of unit this is! So check each place This works with no transients so can be called from gameInfo.setTransients with no fear
setContinent
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Assign a continent ID to this tile.
setTerrainTransients
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fun setTerrainTransients()
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setTileResource
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fun setTileResource(newResource: TileResource, majorDeposit: Boolean = false)
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setTransients
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fun setTransients()
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setUnitTransients
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startWorkingOnImprovement
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fun startWorkingOnImprovement(improvement: TileImprovement, civInfo: CivilizationInfo)
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stopWorkingOnImprovement
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fun stopWorkingOnImprovement()
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stripUnits
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fun stripUnits()
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toMarkup
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Properties
_isCoastalTile
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baseTerrain
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baseTerrainObject
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civilianUnit
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hasBottomLeftRiver
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hasBottomRightRiver
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hasBottomRiver
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improvement
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improvementInProgress
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isAdjacentToFreshwater
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militaryUnit
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naturalWonder
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owningCity
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resourceAmount
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roadStatus
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terrainFeatures
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tileResource
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turnsToImprovement
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Sources
jvm source
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