CityInfoReligionManager

class CityInfoReligionManager

Functions

addPressure
Link copied to clipboard
fun addPressure(religionName: String, amount: Int, shouldUpdateFollowers: Boolean = true)
clearAllPressures
Link copied to clipboard
private fun clearAllPressures()
clone
Link copied to clipboard
fun clone(): CityInfoReligionManager
endTurn
Link copied to clipboard
fun endTurn()
equals
Link copied to clipboard
open operator fun equals(other: Any?): Boolean
getAffectedBySurroundingCities
Link copied to clipboard
private fun getAffectedBySurroundingCities()
getFollowersOf
Link copied to clipboard
fun getFollowersOf(religion: String): Int?
getFollowersOfMajorityReligion
Link copied to clipboard
fun getFollowersOfMajorityReligion(): Int
getFollowersOfOtherReligionsThan
Link copied to clipboard
fun getFollowersOfOtherReligionsThan(religion: String): Int
getMajorityReligion
Link copied to clipboard
fun getMajorityReligion(): Religion?
getMajorityReligionName
Link copied to clipboard
fun getMajorityReligionName(): String?
getNumberOfFollowers
Link copied to clipboard
fun getNumberOfFollowers(): Counter<String>
getPressures
Link copied to clipboard
fun getPressures(): Counter<String>
getPressuresFromSurroundingCities
Link copied to clipboard
fun getPressuresFromSurroundingCities(): Counter<String>

Doesn't update the pressures, only returns what they are if the update were to happen right now

getSpreadRange
Link copied to clipboard
private fun getSpreadRange(): Int
getUniques
Link copied to clipboard
fun getUniques(): Sequence<Unique>
hashCode
Link copied to clipboard
open fun hashCode(): Int
isProtectedByInquisitor
Link copied to clipboard
fun isProtectedByInquisitor(): Boolean
pressureAmountToAdjacentCities
Link copied to clipboard
private fun pressureAmountToAdjacentCities(pressuredCity: CityInfo): Int
removeAllPressuresExceptFor
Link copied to clipboard
fun removeAllPressuresExceptFor(religion: String)
removeUnknownPantheons
Link copied to clipboard
fun removeUnknownPantheons()

Removes all pantheons except for the one founded by the current owner of the city Should be called whenever a city changes hands, e.g. conquering and trading

setTransients
Link copied to clipboard
fun setTransients(cityInfo: CityInfo)
toString
Link copied to clipboard
open fun toString(): String
triggerReligionAdoption
Link copied to clipboard
private fun triggerReligionAdoption(newMajorityReligion: String)
updateNumberOfFollowers
Link copied to clipboard
private fun updateNumberOfFollowers(checkForReligionAdoption: Boolean = true)
updatePressureOnPopulationChange
Link copied to clipboard
fun updatePressureOnPopulationChange(populationChangeAmount: Int)

Properties

cityInfo
Link copied to clipboard
lateinit var cityInfo: CityInfo
followers
Link copied to clipboard
private val followers: Counter<String>
pressureFromAdjacentCities
Link copied to clipboard
private val pressureFromAdjacentCities: Int
pressures
Link copied to clipboard
private val pressures: Counter<String>
religionsAtSomePointAdopted
Link copied to clipboard
val religionsAtSomePointAdopted: HashSet<String>
religionThisIsTheHolyCityOf
Link copied to clipboard
var religionThisIsTheHolyCityOf: String? = null

Sources

jvm source
Link copied to clipboard