Better AI choice for annexing and razing cities. (#1132)

This commit is contained in:
Duan Tao
2019-09-29 16:54:43 +08:00
committed by Yair Morgenstern
parent 3ce1c7ee9d
commit 1607d0b17c
2 changed files with 12 additions and 1 deletions

View File

@ -429,6 +429,11 @@ class NextTurnAutomation{
private fun reassignWorkedTiles(civInfo: CivilizationInfo) {
for (city in civInfo.cities) {
if (city.isPuppet && city.population.population > 9
&& city.resistanceCounter == 0) {
city.annexCity()
}
city.reassignWorkers()
city.cityConstructions.chooseNextConstruction()

View File

@ -230,7 +230,13 @@ class Battle(val gameInfo:GameInfo) {
if (attacker.getCivInfo().isPlayerCivilization())
attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.name))
else city.puppetCity(attacker.getCivInfo())
else {
city.puppetCity(attacker.getCivInfo())
if (city.population.population < 4) {
city.annexCity()
city.isBeingRazed = true
}
}
}
fun getMapCombatantOfTile(tile:TileInfo): ICombatant? {