INonPerpetualConstruction

interface INonPerpetualConstruction : IConstruction, INamed, IHasUniques

Functions

canBePurchasedWithAnyStat
Link copied to clipboard
open fun canBePurchasedWithAnyStat(cityInfo: CityInfo): Boolean
canBePurchasedWithStat
Link copied to clipboard
open fun canBePurchasedWithStat(cityInfo: CityInfo?, stat: Stat): Boolean
equals
Link copied to clipboard
open operator fun equals(other: Any?): Boolean
getBaseBuyCost
Link copied to clipboard
open fun getBaseBuyCost(cityInfo: CityInfo, stat: Stat): Int?
getBaseGoldCost
Link copied to clipboard
open fun getBaseGoldCost(civInfo: CivilizationInfo): Double
open fun getCostForConstructionsIncreasingInPrice(baseCost: Int, increaseCost: Int, previouslyBought: Int): Int
getMatchingUniques
Link copied to clipboard
open fun getMatchingUniques(uniqueType: UniqueType, stateForConditionals: StateForConditionals? = null): Sequence<Unique>
open fun getMatchingUniques(uniqueTemplate: String, stateForConditionals: StateForConditionals? = null): Sequence<Unique>
getProductionCost
Link copied to clipboard
abstract fun getProductionCost(civInfo: CivilizationInfo): Int
getRejectionReasons
Link copied to clipboard
abstract fun getRejectionReasons(cityConstructions: CityConstructions): RejectionReasons
getResourceRequirements
Link copied to clipboard
abstract fun getResourceRequirements(): HashMap<String, Int>
getStatBuyCost
Link copied to clipboard
abstract fun getStatBuyCost(cityInfo: CityInfo, stat: Stat): Int?
getUniqueTarget
Link copied to clipboard
abstract fun getUniqueTarget(): UniqueTarget

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 ;)

hashCode
Link copied to clipboard
open fun hashCode(): Int
hasUnique
Link copied to clipboard
open fun hasUnique(uniqueType: UniqueType, stateForConditionals: StateForConditionals? = null): Boolean
open fun hasUnique(uniqueTemplate: String, stateForConditionals: StateForConditionals? = null): Boolean
isBuildable
Link copied to clipboard
abstract fun isBuildable(cityConstructions: CityConstructions): Boolean
isPurchasable
Link copied to clipboard
open fun isPurchasable(cityConstructions: CityConstructions): Boolean

Checks if the construction should be purchasable, not whether it can be bought with a stat at all

postBuildEvent
Link copied to clipboard
abstract fun postBuildEvent(cityConstructions: CityConstructions, boughtWith: Stat? = null): Boolean
requiresResource
Link copied to clipboard
abstract fun requiresResource(resource: String): Boolean
shouldBeDisplayed
Link copied to clipboard
abstract fun shouldBeDisplayed(cityConstructions: CityConstructions): Boolean
toString
Link copied to clipboard
open fun toString(): String

Properties

hurryCostModifier
Link copied to clipboard
abstract val hurryCostModifier: Int
name
Link copied to clipboard
abstract var name: String
uniqueObjects
Link copied to clipboard
abstract val uniqueObjects: List<Unique>
uniques
Link copied to clipboard
abstract var uniques: ArrayList<String>

Inheritors

Building
Link copied to clipboard
BaseUnit
Link copied to clipboard

Sources

jvm source
Link copied to clipboard