Reassign population after selling a specialist-providing building

This commit is contained in:
Yair Morgenstern 2020-12-10 10:10:14 +02:00
parent d3ba68f7d3
commit 4578994adf
3 changed files with 28 additions and 29 deletions

View File

@ -599,11 +599,12 @@ class CityInfo {
fun getGoldForSellingBuilding(buildingName:String) = getRuleset().buildings[buildingName]!!.cost / 10
fun sellBuilding(buildingName:String) {
cityConstructions.builtBuildings.remove(buildingName)
cityConstructions.removeBuilding(buildingName)
civInfo.gold += getGoldForSellingBuilding(buildingName)
hasSoldBuildingThisTurn = true
population.unassignExtraPopulation() // If the building provided specialists, release them to other work
population.autoAssignPopulation()
cityStats.update()
civInfo.updateDetailedCivResources() // this building could be a resource-requiring one
}

View File

@ -79,8 +79,7 @@ class PopulationManager {
// if small city, favor production above all, ignore gold!
// if larger city, food should be worth less!
internal fun autoAssignPopulation(foodWeight: Float = 1f) {
if (getFreePopulation() == 0) return
for (i in 1..getFreePopulation()) {
//evaluate tiles
val bestTile: TileInfo? = cityInfo.getTiles()
.filter { it.aerialDistanceTo(cityInfo.getCenterTile()) <= 3 }
@ -107,6 +106,7 @@ class PopulationManager {
cityInfo.workedTiles = cityInfo.workedTiles.withItem(bestTile.position)
} else if (bestJob != null) specialistAllocations.add(bestJob, 1)
}
}
fun unassignExtraPopulation() {
for (tile in cityInfo.workedTiles.map { cityInfo.tileMap[it] }) {

View File

@ -74,9 +74,7 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
leftSideTable.add(civIndicator).row()
civIndicator.onClick {
updateRightSide(civ)
}
civIndicator.onClick { updateRightSide(civ) }
}
}