Better naming for "reassign population". Not safe-renamed because even if the data is lost for one turn on existing games it's no biggie.

This commit is contained in:
yairm210 2024-09-02 17:57:00 +03:00
parent 9c6c0018c2
commit 652a9645ab
6 changed files with 10 additions and 10 deletions

View File

@ -82,7 +82,7 @@ class City : IsPartOfGameInfoSerialization, INamed {
var attackedThisTurn = false
var hasSoldBuildingThisTurn = false
var isPuppet = false
var updateCitizens = false // flag so that on startTurn() the Governor reassigns Citizens
var reassignPopulation = false // flag so that on startTurn() we reassign population
@delegate:Transient
val neighboringCities: List<City> by lazy {
@ -139,7 +139,7 @@ class City : IsPartOfGameInfoSerialization, INamed {
toReturn.isOriginalCapital = isOriginalCapital
toReturn.flagsCountdown.putAll(flagsCountdown)
toReturn.demandedResource = demandedResource
toReturn.updateCitizens = updateCitizens
toReturn.reassignPopulation = reassignPopulation
toReturn.cityAIFocus = cityAIFocus
toReturn.avoidGrowth = avoidGrowth
toReturn.manualSpecialists = manualSpecialists
@ -315,7 +315,7 @@ class City : IsPartOfGameInfoSerialization, INamed {
}
if (!manualSpecialists)
population.specialistAllocations.clear()
updateCitizens = false
reassignPopulation = false
population.autoAssignPopulation()
}
@ -327,7 +327,7 @@ class City : IsPartOfGameInfoSerialization, INamed {
fun reassignPopulationDeferred() {
// TODO - is this the best (or even correct) way to detect "interactive" UI calls?
if (GUI.isMyTurn() && GUI.getViewingPlayer() == civ) reassignPopulation()
else updateCitizens = true
else reassignPopulation = true
}
fun destroyCity(overrideSafeties: Boolean = false) {

View File

@ -358,7 +358,7 @@ class CityStats(val city: City) {
if (tile.isBlockaded() && city.isWorked(tile)) {
city.workedTiles.remove(tile.position)
city.lockedTiles.remove(tile.position)
city.updateCitizens = true
city.reassignPopulation = true
continue
}
val tileStats = tile.stats.getTileStats(city, city.civ, localUniqueCache)

View File

@ -134,7 +134,7 @@ class CityConquestFunctions(val city: City) {
fun annexCity() {
city.isPuppet = false
city.cityConstructions.inProgressConstructions.clear() // undo all progress of the previous civ on units etc.
if (!city.isInResistance()) city.updateCitizens = true
if (!city.isInResistance()) city.reassignPopulation = true
city.setCityFocus(CityFocus.NoFocus)
city.cityStats.update()
GUI.setUpdateWorldOnNextRender()

View File

@ -118,7 +118,7 @@ class CityPopulationManager : IsPartOfGameInfoSerialization {
.coerceAtMost(95) // Try to avoid runaway food gain in mods, just in case
foodStored += (foodNeededToGrow * percentOfFoodCarriedOver / 100f).toInt()
addPopulation(1)
city.updateCitizens = true
city.reassignPopulation = true
city.civ.addNotification("[${city.name}] has grown!", city.location,
NotificationCategory.Cities, NotificationIcon.Growth)
}

View File

@ -34,7 +34,7 @@ class CityTurnManager(val city: City) {
if (city.isPuppet) {
city.setCityFocus(CityFocus.GoldFocus)
city.reassignAllPopulation()
} else if (city.updateCitizens) {
} else if (city.reassignPopulation) {
city.reassignPopulation() // includes cityStats.update
} else
city.cityStats.update()
@ -77,7 +77,7 @@ class CityTurnManager(val city: City) {
demandNewResource()
}
CityFlags.Resistance.name -> {
city.updateCitizens = true
city.reassignPopulation = true
city.civ.addNotification(
"The resistance in [${city.name}] has ended!",
CityAction.withLocation(city), NotificationCategory.General, "StatIcons/Resistance")

View File

@ -21,7 +21,7 @@ class UnitTurnManager(val unit: MapUnit) {
) {
val tile = unit.getTile()
if (tile.doWorkerTurn(unit))
tile.getCity()?.updateCitizens = true
tile.getCity()?.reassignPopulation = true
}
if (!unit.hasUnitMovedThisTurn() && unit.isFortified() && unit.turnsFortified < 2) {