INonPerpetualConstruction
Functions
canBePurchasedWithAnyStat
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canBePurchasedWithStat
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open fun canBePurchasedWithStat(cityInfo: CityInfo?, stat: Stat): Boolean
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getBaseBuyCost
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getBaseGoldCost
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getCostForConstructionsIncreasingInPrice
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open fun getCostForConstructionsIncreasingInPrice(baseCost: Int, increaseCost: Int, previouslyBought: Int): Int
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getMatchingUniques
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open fun getMatchingUniques(uniqueType: UniqueType, stateForConditionals: StateForConditionals? = null): Sequence<Unique>
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open fun getMatchingUniques(uniqueTemplate: String, stateForConditionals: StateForConditionals? = null): Sequence<Unique>
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getProductionCost
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getRejectionReasons
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abstract fun getRejectionReasons(cityConstructions: CityConstructions): RejectionReasons
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getResourceRequirements
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getStatBuyCost
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getUniqueTarget
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Technically not currently needed, since the unique target can be retrieved from every unique in the uniqueObjects, But making this a function is relevant for future "unify Unciv object" plans ;)
hasUnique
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open fun hasUnique(uniqueType: UniqueType, stateForConditionals: StateForConditionals? = null): Boolean
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open fun hasUnique(uniqueTemplate: String, stateForConditionals: StateForConditionals? = null): Boolean
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isBuildable
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isPurchasable
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Checks if the construction should be purchasable, not whether it can be bought with a stat at all
postBuildEvent
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abstract fun postBuildEvent(cityConstructions: CityConstructions, boughtWith: Stat? = null): Boolean
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requiresResource
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shouldBeDisplayed
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abstract fun shouldBeDisplayed(cityConstructions: CityConstructions): Boolean
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Properties
Inheritors
Sources
jvm source
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