IsHasBuilding: Difference between revisions
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-- just built? | -- just built? | ||
buildingTime = pCity:GetBuildingOriginalTime(buildingID); | buildingTime = pCity:GetBuildingOriginalTime(buildingID); | ||
if buildingTime == Game:GetGameTurnYear() then | if buildingTime == [[Lua Game Objects/Game|Game]]:GetGameTurnYear() then | ||
pCity:ChangeJONSCulturePerTurnFromBuildings( | pCity:ChangeJONSCulturePerTurnFromBuildings( | ||
math.floor(pCity:GetPopulation() / row.Pop * row.Culture)); | math.floor(pCity:GetPopulation() / row.Pop * row.Culture)); | ||
Latest revision as of 10:07, 14 February 2012
Description
pCity:IsHasBuilding(buildingID)
Returns true if a subject city has a building with a specified ID
Example
(from Culture per Population mod)
-- culturePerPopulation
-- Author: Moriboe
-- DateCreated: 12/28/2011
--------------------------------------------------------------
-- add culture when wonder completed
function CulturePerPop(iPlayer)
local buildingID, buildingTime;
local player = Players[iPlayer];
if IsValidPlayer(player) then
for pCity in player:Cities() do
for row in GameInfo.Building_CultureChangePerPop() do
-- has wonder?
buildingID = GameInfo.Buildings[row.BuildingType].ID;
if pCity:IsHasBuilding(buildingID) then
-- just built?
buildingTime = pCity:GetBuildingOriginalTime(buildingID);
if buildingTime == Game:GetGameTurnYear() then
pCity:ChangeJONSCulturePerTurnFromBuildings(
math.floor(pCity:GetPopulation() / row.Pop * row.Culture));
end
end
end
end
end
end
-- add/remove culture upon population change
function ChangePopCulture(iX, iY, oldPopulation, newPopulation)
local pCity = Map.GetPlot(iX, iY):GetPlotCity();
local oldCulture, newCulture, change = 0;
for row in GameInfo.Building_CultureChangePerPop() do
if pCity:IsHasBuilding(GameInfo.Buildings[row.BuildingType].ID) then
oldCulture = math.floor(oldPopulation * row.Culture / row.Pop);
newCulture = math.floor(newPopulation * row.Culture / row.Pop);
pCity:ChangeJONSCulturePerTurnFromBuildings(newCulture - oldCulture);
end
end
end
-- add culture upon capture
function SetPopCulture(playerID, bCapital, iX, iY, newPlayerID)
local pCity = Map.GetPlot(iX, iY):GetPlotCity();
for row in GameInfo.Building_CultureChangePerPop() do
if pCity:IsHasBuilding(GameInfo.Buildings[row.BuildingType].ID) then
pCity:ChangeJONSCulturePerTurnFromBuildings(
math.floor(pCity:GetPopulation() / row.Pop * row.Culture));
end
end
end
function IsValidPlayer(player)
return player ~= nil and player:IsAlive() and not player:IsBarbarian()
end
GameEvents.PlayerDoTurn.Add( CulturePerPop );
GameEvents.SetPopulation.Add( ChangePopCulture );
GameEvents.CityCaptureComplete.Add( SetPopCulture );