CityInfo

class CityInfo

Constructors

CityInfo
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fun CityInfo()
CityInfo
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fun CityInfo(civInfo: CivilizationInfo, cityLocation: Vector2)

Functions

addStartingBuildings
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private fun addStartingBuildings(civInfo: CivilizationInfo, startingEra: String)
addStat
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fun addStat(stat: Stat, amount: Int)
annexCity
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fun annexCity()
borrowCityName
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private fun borrowCityName(): String
canBeDestroyed
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fun canBeDestroyed(justCaptured: Boolean = false): Boolean
canBombard
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fun canBombard(): Boolean
canPlaceNewUnit
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fun canPlaceNewUnit(construction: BaseUnit): Boolean
capitalCityIndicator
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fun capitalCityIndicator(): String
clone
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fun clone(): CityInfo
containsBuildingUnique
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fun containsBuildingUnique(uniqueType: UniqueType): Boolean
fun containsBuildingUnique(unique: String): Boolean
demandNewResource
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private fun demandNewResource()
destroyCity
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fun destroyCity(overrideSafeties: Boolean = false)
endTurn
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fun endTurn()
equals
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open operator fun equals(other: Any?): Boolean
foodForNextTurn
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private fun foodForNextTurn(): Int
getAllLocalUniques
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fun getAllLocalUniques(): Sequence<Unique>
getAllUniquesWithNonLocalEffects
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fun getAllUniquesWithNonLocalEffects(): Sequence<Unique>
getCenterTile
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fun getCenterTile(): TileInfo
getCityResources
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fun getCityResources(): ResourceSupplyList
getFlag
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fun getFlag(flag: CityFlags): Int
getForceEvaluation
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fun getForceEvaluation(): Int
getFrontierScore
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fun getFrontierScore(): Int
getGoldForSellingBuilding
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fun getGoldForSellingBuilding(buildingName: String): Int
getGreatPersonPoints
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fun getGreatPersonPoints(): Counter<String>
getGreatPersonPointsForNextTurn
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fun getGreatPersonPointsForNextTurn(): HashMap<String, Counter<String>>
getLocalMatchingUniques
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fun getLocalMatchingUniques(placeholderText: String): Sequence<Unique>
fun getLocalMatchingUniques(uniqueType: UniqueType, stateForConditionals: StateForConditionals? = null): Sequence<Unique>
getMatchingUniques
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fun getMatchingUniques(uniqueType: UniqueType, stateForConditionals: StateForConditionals? = null): Sequence<Unique>
fun getMatchingUniques(placeholderText: String, localUniques: Sequence<Unique> = getLocalMatchingUniques(placeholderText)): Sequence<Unique>
getMatchingUniquesWithNonLocalEffects
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fun getMatchingUniquesWithNonLocalEffects(uniqueType: UniqueType): Sequence<Unique>
fun getMatchingUniquesWithNonLocalEffects(placeholderText: String): Sequence<Unique>
getMaxHealth
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internal fun getMaxHealth(): Int
getNeighbouringCivs
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fun getNeighbouringCivs(): Set<String>
getNumTurnsToNewPopulation
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fun getNumTurnsToNewPopulation(): Int?

Take null to mean infinity.

getNumTurnsToStarvation
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fun getNumTurnsToStarvation(): Int?

Take null to mean infinity.

getRuleset
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fun getRuleset(): Ruleset
getStatReserve
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fun getStatReserve(stat: Stat): Int
getTileResourceAmount
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fun getTileResourceAmount(tileInfo: TileInfo): Int
getTiles
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fun getTiles(): Sequence<TileInfo>
getWorkableTiles
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fun getWorkableTiles(): Sequence<TileInfo>
hasFlag
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fun hasFlag(flag: CityFlags): Boolean
hashCode
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open fun hashCode(): Int
isCapital
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fun isCapital(): Boolean
isCoastal
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fun isCoastal(): Boolean
isConnectedToCapital
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fun isConnectedToCapital(connectionTypePredicate: (Set<String>) -> Boolean = { true }): Boolean
isGrowing
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fun isGrowing(): Boolean
isHolyCity
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fun isHolyCity(): Boolean
isInResistance
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fun isInResistance(): Boolean
isStarving
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fun isStarving(): Boolean
isWeLoveTheKingDay
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fun isWeLoveTheKingDay(): Boolean
isWorked
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fun isWorked(tileInfo: TileInfo): Boolean
liberateCity
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fun liberateCity(conqueringCiv: CivilizationInfo)
matchesFilter
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fun matchesFilter(filter: String, viewingCiv: CivilizationInfo = civInfo): Boolean
moveToCiv
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fun moveToCiv(newCivInfo: CivilizationInfo)
nextTurnFlags
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private fun nextTurnFlags()
puppetCity
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fun puppetCity(conqueringCiv: CivilizationInfo)

This happens when we either puppet OR annex, basically whenever we conquer a city and don't liberate it

reassignPopulation
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fun reassignPopulation()
resetWLTKD
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fun resetWLTKD()
sellBuilding
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fun sellBuilding(buildingName: String)
setFlag
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fun setFlag(flag: CityFlags, amount: Int)
setNewCityName
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private fun setNewCityName(civInfo: CivilizationInfo)
setTransients
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fun setTransients()
startTurn
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fun startTurn()
toString
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open override fun toString(): String
triggerCitiesSettledNearOtherCiv
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private fun triggerCitiesSettledNearOtherCiv()
tryUpdateRoadStatus
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internal fun tryUpdateRoadStatus()
tryWeLoveTheKing
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private fun tryWeLoveTheKing()

Properties

attackedThisTurn
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var attackedThisTurn: Boolean = false
centerTileInfo
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private lateinit var centerTileInfo: TileInfo
cityConstructions
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var cityConstructions: CityConstructions
cityStats
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var cityStats: CityStats
civInfo
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lateinit var civInfo: CivilizationInfo
demandedResource
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var demandedResource: String

For We Love the King Day

expansion
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var expansion: CityExpansionManager
flagsCountdown
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private var flagsCountdown: HashMap<String, Int>
foundingCiv
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var foundingCiv: String
hasJustBeenConquered
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var hasJustBeenConquered: Boolean = false
hasSoldBuildingThisTurn
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var hasSoldBuildingThisTurn: Boolean = false
health
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var health: Int = 200
id
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var id: String
isBeingRazed
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var isBeingRazed: Boolean = false
isOriginalCapital
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var isOriginalCapital: Boolean = false

The very first found city is the original capital, while the current capital can be any other city after the original one is captured. It is important to distinguish them since the original cannot be razed and defines the Domination Victory.

isPuppet
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var isPuppet: Boolean = false
location
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var location: Vector2
lockedTiles
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var lockedTiles: HashSet<Vector2>

Tiles that the population in them won't be reassigned

name
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var name: String
population
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var population: PopulationManager
previousOwner
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var previousOwner: String
range
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val range: Int = 2
religion
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var religion: CityInfoReligionManager
resistanceCounter
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var resistanceCounter: Int = 0
tileMap
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lateinit var tileMap: TileMap
tiles
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var tiles: HashSet<Vector2>

All tiles that this city controls

tilesInRange
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lateinit var tilesInRange: HashSet<TileInfo>
turnAcquired
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var turnAcquired: Int = 0
workedTiles
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var workedTiles: HashSet<Vector2>

Tiles that have population assigned to them

Sources

jvm source
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