コード例 #1
0
def onCityBuilt( argsList ):
	city = argsList[0]

	RevData.initCity( city )

	pPlayer = GC.getPlayer( city.getOwner() )

	if( pPlayer.isNPC() ) :
		city.setRevolutionIndex( int(.4*RevOpt.getAlwaysViolentThreshold()) )
		city.setRevIndexAverage(city.getRevolutionIndex())
		return

	if( not city.area().getID() == pPlayer.getCapitalCity().area().getID() ) :
		city.setRevolutionIndex( int(.35*RevOpt.getInstigateRevolutionThreshold()) )
	else :
		city.setRevolutionIndex( int(.25*RevOpt.getInstigateRevolutionThreshold()) )
	city.setRevIndexAverage(city.getRevolutionIndex())

	revTurn = RevData.revObjectGetVal( pPlayer, 'RevolutionTurn' )
	if revTurn != None and pPlayer.getNumCities() < 4 and GAME.getGameTurn() - revTurn < 25:
		relID = pPlayer.getStateReligion()
		if relID > -1:
			if LOG_DEBUG:
				print "[REV] New rebel city %s given rebel religion" % city.getName()
			city.setHasReligion(relID, True, False, False)
コード例 #2
0
def onCityAcquired( argsList ):
	owner,playerType,pCity,bConquest,bTrade = argsList

	checkRebelBonuses( argsList )
	updateRevolutionIndices( argsList )

	# Init city script data (unit spawn counter, rebel player)
	iRevCiv = RevData.getCityVal(pCity, 'RevolutionCiv')
	RevData.initCity(pCity)
	RevData.setCityVal( pCity, 'RevolutionCiv', iRevCiv )

	iTurns = pCity.getOccupationTimer()
	pCity.setRevolutionCounter( max([int(1.5*iTurns),3]) )