Fixed #450 - cities not connecting to roads

This commit is contained in:
Yair Morgenstern 2019-02-17 00:23:56 +02:00
parent dd63491c03
commit b5f18d2fe6
2 changed files with 3 additions and 3 deletions

View File

@ -263,11 +263,11 @@ class CityInfo {
private fun tryUpdateRoadStatus(){ private fun tryUpdateRoadStatus(){
if(getCenterTile().roadStatus==RoadStatus.None if(getCenterTile().roadStatus==RoadStatus.None
&& GameBasics.TileImprovements["Road"]!!.techRequired in civInfo.tech.techsResearched) && GameBasics.TileImprovements["Road"]!!.techRequired in civInfo.tech.techsResearched)
getCenterTile().roadStatus==RoadStatus.Road getCenterTile().roadStatus=RoadStatus.Road
else if(getCenterTile().roadStatus!=RoadStatus.Railroad else if(getCenterTile().roadStatus!=RoadStatus.Railroad
&& GameBasics.TileImprovements["Railroad"]!!.techRequired in civInfo.tech.techsResearched) && GameBasics.TileImprovements["Railroad"]!!.techRequired in civInfo.tech.techsResearched)
getCenterTile().roadStatus==RoadStatus.Railroad getCenterTile().roadStatus=RoadStatus.Railroad
} }
fun getGoldForSellingBuilding(buildingName:String) = GameBasics.Buildings[buildingName]!!.cost / 10 fun getGoldForSellingBuilding(buildingName:String) = GameBasics.Buildings[buildingName]!!.cost / 10

View File

@ -70,7 +70,7 @@ class CivilizationInfo {
constructor(civName: String) { constructor(civName: String) {
this.civName = civName this.civName = civName
tech.addTechnology("Agriculture") tech.techsResearched.add("Agriculture") // can't be .addTechnology because the civInfo isn't assigned yet
} }
fun clone(): CivilizationInfo { fun clone(): CivilizationInfo {