Anyone have an idea how I can make an improvement like a fort add cultural borders?
Python or SDK tips would be appreciated.
thx
Python or SDK tips would be appreciated.
thx
//CvPlot.h:
bool changeBuildProgress(BuildTypes eBuild, int iChange, TeamTypes eTeam = NO_TEAM, CvUnit* pUnit = NULL);//cult imp mod
//CvPlot::changeBuildProgress(BuildTypes eBuild, int iChange, TeamTypes eTeam, CvUnit* pUnit)
if (GC.getBuildInfo(eBuild).getImprovement() != NO_IMPROVEMENT)
{
ImprovementTypes eImprovement = (ImprovementTypes) GC.getBuildInfo(eBuild).getImprovement(); //cult imp mod
setImprovementType(eImprovement);
//allocate a worker to this tile if it makes sense.
if ((getWorkingCity() != NULL) && !isBeingWorked())
{
getWorkingCity()->AI_tryToWorkPlot(this);
}
//cult imp mod
if ( GC.getImprovementInfo(eImprovement).isActsAsCity() && GC.getImprovementInfo(eImprovement).isOutsideBorders() )
{
setOwner(pUnit->getOwnerINLINE());
changeCulture(pUnit->getOwnerINLINE(), 100, false);
}
}
NotifyEntity((MissionTypes)GC.getBuildInfo(eBuild).getMissionType()); bFinished = plot()->changeBuildProgress(eBuild, workRate(false), getTeam(), this);//cult imp mod
if (iCulture > 0)
{
bool bIsCulturalOutpost = false;//cult imp mod
if (NO_IMPROVEMENT != getImprovementType())
{
if (GC.getImprovementInfo(getImprovementType()).isActsAsCity() && GC.getImprovementInfo(eImprovement).isOutsideBorders() )
{
//these improvements must be occupied in order to increase culture
CLLNode* pUnitNode = headUnitNode();
while(pUnitNode != NULL)
{
CvUnit* pUnit = ::getUnit(pUnitNode->m_data);
pUnitNode = nextUnitNode(pUnitNode);
if(getOwnerINLINE() == pUnit->getOwnerINLINE())
{
bIsCulturalOutpost = true;
break;
}
}
}
}
if (isWithinCultureRange((PlayerTypes)iI) || bIsCulturalOutpost)
{
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