def remove_settlement(self, building):
		"""Removes the settlement property from tiles within the radius of the given building"""
		settlement = building.settlement
		buildings_to_abandon, settlement_coords_to_change = Tear.additional_removals_after_tear(building)
		assert building not in buildings_to_abandon
		self.abandon_buildings(buildings_to_abandon)
		
		flat_land_set = self.terrain_cache.cache[TerrainRequirement.LAND][(1, 1)]
		land_or_coast = self.terrain_cache.land_or_coast
		settlement_tiles_changed = []
		clean_coords = set()
		for coords in settlement_coords_to_change:
			tile = self.ground_map[coords]
			tile.settlement = None
			building = tile.object
			if building is not None:
				settlement.remove_building(building)
				building.owner = None
				building.settlement = None
			if coords in land_or_coast:
				clean_coords.add(coords)
			settlement_tiles_changed.append(self.ground_map[coords])
			del settlement.ground_map[coords]
			Minimap.update(coords)
			if coords in flat_land_set:
				self.available_flat_land += 1
		self.available_land_cache.add_area(clean_coords)

		self._register_change()
		if self.terrain_cache:
			settlement.buildability_cache.modify_area(clean_coords)

		SettlementRangeChanged.broadcast(settlement, settlement_tiles_changed)
    def remove_settlement(self, building):
        """Removes the settlement property from tiles within the radius of the given building"""
        settlement = building.settlement
        buildings_to_abandon, settlement_coords_to_change = Tear.additional_removals_after_tear(
            building)
        assert building not in buildings_to_abandon
        self.abandon_buildings(buildings_to_abandon)

        flat_land_set = self.terrain_cache.cache[TerrainRequirement.LAND][(1,
                                                                           1)]
        land_or_coast = self.terrain_cache.land_or_coast
        settlement_tiles_changed = []
        clean_coords = set()
        for coords in settlement_coords_to_change:
            tile = self.ground_map[coords]
            tile.settlement = None
            building = tile.object
            if building is not None:
                settlement.remove_building(building)
                building.owner = None
                building.settlement = None
            if coords in land_or_coast:
                clean_coords.add(coords)
            settlement_tiles_changed.append(self.ground_map[coords])
            del settlement.ground_map[coords]
            Minimap.update(coords)
            if coords in flat_land_set:
                self.available_flat_land += 1
        self.available_land_cache.add_area(clean_coords)

        self._register_change()
        if self.terrain_cache:
            settlement.buildability_cache.modify_area(clean_coords)

        SettlementRangeChanged.broadcast(settlement, settlement_tiles_changed)
	def confirm_ranged_delete(self, building):
			buildings_to_destroy = len(Tear.additional_removals_after_tear(building)[0])
			if buildings_to_destroy == 0:
				return True
			
			title = _("Destroy all buildings")
			msg = _("This will destroy all the buildings that fall outside of"
		            " the settlement range.")
			msg += u"\n\n"
			msg += N_("%s additional building will be destroyed.",
		              "%s additional buildings will be destroyed",
		              buildings_to_destroy) % buildings_to_destroy
			return building.session.ingame_gui.show_popup(title, msg, show_cancel_button=True)
Exemple #4
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	def confirm_ranged_delete(self, building):
			buildings_to_destroy = len(Tear.additional_removals_after_tear(building)[0])
			if buildings_to_destroy == 0:
				return True

			title = T("Destroy all buildings")
			msg = T("This will destroy all the buildings that fall outside of"
		            " the settlement range.")
			msg += u"\n\n"
			msg += NT("%s additional building will be destroyed.",
		              "%s additional buildings will be destroyed",
		              buildings_to_destroy) % buildings_to_destroy
			return building.session.ingame_gui.open_popup(title, msg, show_cancel_button=True)