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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