Cache 'majority religion' and uniques, recalc when updating followers (#11804)

Next step is caching follower uniques on the religion itself
This commit is contained in:
Yair Morgenstern
2024-06-22 22:20:32 +03:00
committed by GitHub
parent de04c00dd0
commit 2087c36c6d
2 changed files with 18 additions and 20 deletions

View File

@ -492,8 +492,9 @@ class City : IsPartOfGameInfoSerialization, INamed {
fun getLocalMatchingUniques(uniqueType: UniqueType, stateForConditionals: StateForConditionals = StateForConditionals(this)): Sequence<Unique> {
val uniques = cityConstructions.builtBuildingUniqueMap.getUniques(uniqueType).filter { it.isLocalEffect } +
religion.getUniques().filter { it.type == uniqueType }
return if (uniques.any()) uniques.filter { !it.isTimedTriggerable && it.conditionalsApply(stateForConditionals) }
.flatMap { it.getMultiplied(stateForConditionals) }
return if (uniques.any())
uniques.filter { !it.isTimedTriggerable && it.conditionalsApply(stateForConditionals) }
.flatMap { it.getMultiplied(stateForConditionals) }
else uniques
}

View File

@ -24,6 +24,9 @@ class CityReligionManager : IsPartOfGameInfoSerialization {
@Transient
private val followers: Counter<String> = Counter()
@Transient
private var majorityReligion: Religion? = null
@delegate:Transient
private val pressureFromAdjacentCities: Int by lazy { city.civ.gameInfo.speed.religiousPressureAdjacentCity }
@ -47,10 +50,7 @@ class CityReligionManager : IsPartOfGameInfoSerialization {
fun setTransients(city: City) {
this.city = city
// We don't need to check for changes in the majority religion, and as this
// loads in the religion, _of course_ the religion changes, but it shouldn't
// have any effect
updateNumberOfFollowers(false)
updateNumberOfFollowers(true)
}
fun endTurn() {
@ -139,11 +139,7 @@ class CityReligionManager : IsPartOfGameInfoSerialization {
religionsAtSomePointAdopted.add(newMajorityReligion)
}
private fun updateNumberOfFollowers(checkForReligionAdoption: Boolean = true) {
val oldMajorityReligion =
if (checkForReligionAdoption) getMajorityReligionName()
else null
private fun updateNumberOfFollowers(initializationPhase: Boolean = false) {
val previousFollowers = followers.clone()
followers.clear()
@ -175,17 +171,20 @@ class CityReligionManager : IsPartOfGameInfoSerialization {
followers.remove(Constants.noReligionName)
val oldMajorityReligion = majorityReligion
val newMajorityReligion = calculateMajorityReligionName()
if (checkForReligionAdoption) {
val newMajorityReligion = getMajorityReligionName()
if (oldMajorityReligion != newMajorityReligion && newMajorityReligion != null) {
if (initializationPhase) {
if (oldMajorityReligion?.name != newMajorityReligion && newMajorityReligion != null) {
triggerReligionAdoption(newMajorityReligion)
}
if (oldMajorityReligion != newMajorityReligion)
if (oldMajorityReligion?.name != newMajorityReligion)
city.civ.cache.updateCivResources() // follower uniques can provide resources
if (followers != previousFollowers)
city.cityStats.update()
}
majorityReligion = city.civ.gameInfo.religions[newMajorityReligion]
}
fun getNumberOfFollowers(): Counter<String> {
@ -226,7 +225,7 @@ class CityReligionManager : IsPartOfGameInfoSerialization {
updateNumberOfFollowers()
}
fun getMajorityReligionName(): String? {
fun calculateMajorityReligionName(): String? {
if (followers.isEmpty()) return null
val religionWithMaxPressure = pressures.maxByOrNull { it.value }!!.key
return when {
@ -236,10 +235,8 @@ class CityReligionManager : IsPartOfGameInfoSerialization {
}
}
fun getMajorityReligion(): Religion? {
val majorityReligionName = getMajorityReligionName() ?: return null
return city.civ.gameInfo.religions[majorityReligionName]
}
fun getMajorityReligionName(): String? = majorityReligion?.name
fun getMajorityReligion() = majorityReligion
private fun getAffectedBySurroundingCities() {
if (!city.civ.gameInfo.isReligionEnabled()) return // No religion, no spreading