On second thoughts let's not have a field and function named the same

This commit is contained in:
yairm210
2024-09-02 18:00:52 +03:00
parent 652a9645ab
commit 2ed5fb9d05
6 changed files with 12 additions and 12 deletions

View File

@ -82,7 +82,7 @@ class City : IsPartOfGameInfoSerialization, INamed {
var attackedThisTurn = false
var hasSoldBuildingThisTurn = false
var isPuppet = false
var reassignPopulation = false // flag so that on startTurn() we reassign population
var shouldReassignPopulation = 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.reassignPopulation = reassignPopulation
toReturn.shouldReassignPopulation = shouldReassignPopulation
toReturn.cityAIFocus = cityAIFocus
toReturn.avoidGrowth = avoidGrowth
toReturn.manualSpecialists = manualSpecialists
@ -315,19 +315,19 @@ class City : IsPartOfGameInfoSerialization, INamed {
}
if (!manualSpecialists)
population.specialistAllocations.clear()
reassignPopulation = false
shouldReassignPopulation = false
population.autoAssignPopulation()
}
/** Apply worked tiles optimization (aka CityFocus) -
* immediately for a human player whoes turn it is (interactive),
* or deferred to the next startTurn while nextTurn is running (for AI)
* @see reassignPopulation
* @see shouldReassignPopulation
*/
fun reassignPopulationDeferred() {
// TODO - is this the best (or even correct) way to detect "interactive" UI calls?
if (GUI.isMyTurn() && GUI.getViewingPlayer() == civ) reassignPopulation()
else reassignPopulation = true
else shouldReassignPopulation = 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.reassignPopulation = true
city.shouldReassignPopulation = true
continue
}
val tileStats = tile.stats.getTileStats(city, city.civ, localUniqueCache)
@ -468,7 +468,7 @@ class CityStats(val city: City) {
if (DebugUtils.SUPERCHARGED) {
val stats = Stats()
for (stat in Stat.values()) stats[stat] = 10000f
for (stat in Stat.entries) stats[stat] = 10000f
newStatsBonusTree.addStats(stats, "Supercharged")
}

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@ -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.reassignPopulation = true
if (!city.isInResistance()) city.shouldReassignPopulation = true
city.setCityFocus(CityFocus.NoFocus)
city.cityStats.update()
GUI.setUpdateWorldOnNextRender()

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@ -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.reassignPopulation = true
city.shouldReassignPopulation = true
city.civ.addNotification("[${city.name}] has grown!", city.location,
NotificationCategory.Cities, NotificationIcon.Growth)
}

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

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