示例#1
0
    def onCityAcquired(self, argsList):
        iOwner, iPlayer, city, bConquest, bTrade = argsList
        tCity = (city.getX(), city.getY())

        cnm.onCityAcquired(city, iPlayer)

        if bConquest:
            sta.onCityAcquired(city, iOwner, iPlayer)

        if iPlayer == iArabia:
            self.up.arabianUP(city)
        # elif iPlayer == iMughals and utils.getHumanID() != iMughals:
        # self.up.mughalUP(city)
        # elif iPlayer == iSeljuks:
        # self.up.seljukUP(city)

        if iPlayer == iMongolia and bConquest and utils.getHumanID(
        ) != iPlayer:
            self.up.mongolUP(city)

        if iPlayer < iNumMajorPlayers:
            utils.spreadMajorCulture(iPlayer, tCity)

        # relocate capitals
        if utils.getHumanID() != iPlayer:
            if iPlayer == iTurkey and tCity == (68, 45):
                utils.moveCapital(iTurkey, tCity)  # Kostantiniyye
            elif iPlayer == iMongolia and tCity == (102, 47):
                utils.moveCapital(iMongolia, tCity)  # Khanbaliq

        # remove slaves if unable to practice slavery
        if not gc.getPlayer(iPlayer).isColonialSlavery():
            utils.removeSlaves(city)
        else:
            utils.freeSlaves(city, iPlayer)

        if city.isCapital():
            if city.isHasRealBuilding(iAdministrativeCenter):
                city.setHasRealBuilding(iAdministrativeCenter, False)

        # kill Seljuks
        #if iOwner == iSeljuks and gc.getPlayer(iSeljuks).isAlive() and gc.getGame().getGameTurnYear() >= 1250:
        #	if city.isCapital() or gc.getPlayer(iSeljuks).getNumCities() <= 2:
        #		sta.completeCollapse(iSeljuks)
        #utils.killAndFragmentCiv(iSeljuks, iIndependent, iIndependent2, -1, False)

        # Leoreth: relocate capital for AI if reacquired:
        if utils.getHumanID() != iPlayer and iPlayer < iNumPlayers:
            if data.players[iPlayer].iResurrections == 0:
                if Areas.getCapital(iPlayer) == tCity:
                    utils.relocateCapital(iPlayer, city)
            else:
                if Areas.getRespawnCapital(iPlayer) == tCity:
                    utils.relocateCapital(iPlayer, city)

        # Leoreth: conquering Constantinople adds it to the Turkish core + Rumelia
        if iPlayer == iTurkey and tCity == (68, 45):
            utils.setReborn(iTurkey, True)

        # Leoreth: help Byzantium/Constantinople
        if iPlayer == iByzantium and tCity == Areas.getCapital(
                iByzantium
        ) and gc.getGame().getGameTurn() <= getTurnForYear(330) + 3:
            if city.getPopulation() < 5:
                city.setPopulation(5)

            city.setHasRealBuilding(iBarracks, True)
            city.setHasRealBuilding(iWalls, True)
            city.setHasRealBuilding(iLibrary, True)
            city.setHasRealBuilding(iMarket, True)
            city.setHasRealBuilding(iGranary, True)
            city.setHasRealBuilding(iHarbor, True)
            city.setHasRealBuilding(iForge, True)

            city.setName("Konstantinoupolis", False)

            city.setHasRealBuilding(
                iTemple + 4 * gc.getPlayer(iPlayer).getStateReligion(), True)

        if bConquest:

            # Colombian UP: no resistance in conquered cities in Latin America
            if iPlayer == iMaya and utils.isReborn(iMaya):
                if utils.isPlotInArea(tCity, tSouthCentralAmericaTL,
                                      tSouthCentralAmericaBR):
                    city.setOccupationTimer(0)

            # Statue of Zeus effect: no city resistance on conquest
            if gc.getPlayer(iPlayer).isHasBuildingEffect(iStatueOfZeus):
                city.setOccupationTimer(0)

            # Byzantium reduced to four cities: core shrinks to Constantinople
            if iOwner == iByzantium and gc.getPlayer(
                    iByzantium).getNumCities <= 4:
                utils.setReborn(iByzantium, True)

        if bTrade:
            for i in range(iNumBuildings):
                iNationalWonder = i
                if isNationalWonderClass(
                        gc.getBuildingInfo(iNationalWonder).
                        getBuildingClassType()) and city.hasBuilding(
                            iNationalWonder):
                    city.setHasRealBuilding(iNationalWonder, False)

        self.pla.onCityAcquired(iOwner, iPlayer, city)  # Plague
        self.com.onCityAcquired(city)  # Communications
        self.corp.onCityAcquired(argsList)  # Companies
        dc.onCityAcquired(iOwner, iPlayer)  # DynamicCivs

        vic.onCityAcquired(iPlayer, iOwner, city, bConquest)

        return 0
示例#2
0
    def onCityAcquired(self, argsList):
        iOwner, iPlayer, city, bConquest, bTrade = argsList
        tCity = (city.getX(), city.getY())

        cnm.onCityAcquired(city, iPlayer)

        if bConquest:
            sta.onCityAcquired(city, iOwner, iPlayer)

        if iPlayer == iArabia:
            self.up.arabianUP(city)

        if iPlayer == iMongolia and bConquest and utils.getHumanID(
        ) != iPlayer:
            self.up.mongolUP(city)

        # relocate capitals
        if utils.getHumanID() != iPlayer:
            if iPlayer == iOttomans and tCity == (68, 45):
                utils.moveCapital(iOttomans, tCity)  # Kostantiniyye
            elif iPlayer == iMongolia and tCity == (102, 47):
                utils.moveCapital(iMongolia, tCity)  # Khanbaliq
            elif iPlayer == iTurks and utils.isAreaControlled(
                    iTurks, Areas.tCoreArea[iPersia][0],
                    Areas.tCoreArea[iPersia][1]):
                capital = pTurks.getCapitalCity()
                if not utils.isPlotInArea((capital.getX(), capital.getY()),
                                          Areas.tCoreArea[iPersia][0],
                                          Areas.tCoreArea[iPersia][1]):
                    newCapital = utils.getRandomEntry(
                        utils.getAreaCitiesCiv(
                            iTurks,
                            utils.getPlotList(Areas.tCoreArea[iPersia][0],
                                              Areas.tCoreArea[iPersia][1])))
                    if newCapital:
                        utils.moveCapital(
                            iTurks, (newCapital.getX(), newCapital.getY()))

        # remove slaves if unable to practice slavery
        if not gc.getPlayer(iPlayer).canUseSlaves():
            utils.removeSlaves(city)
        else:
            utils.freeSlaves(city, iPlayer)

        if city.isCapital():
            if city.isHasRealBuilding(iAdministrativeCenter):
                city.setHasRealBuilding(iAdministrativeCenter, False)

        # Leoreth: relocate capital for AI if reacquired:
        if utils.getHumanID() != iPlayer and iPlayer < iNumPlayers:
            if data.players[iPlayer].iResurrections == 0:
                if Areas.getCapital(iPlayer) == tCity:
                    utils.relocateCapital(iPlayer, city)
            else:
                if Areas.getRespawnCapital(iPlayer) == tCity:
                    utils.relocateCapital(iPlayer, city)

        # Leoreth: conquering Constantinople adds it to the Turkish core + Rumelia
        if iPlayer == iOttomans and tCity == (68, 45):
            utils.setReborn(iOttomans, True)

        if iPlayer == iTurks:
            if utils.isAreaControlled(iPlayer, Areas.tCoreArea[iPersia][0],
                                      Areas.tCoreArea[iPersia][1]):
                utils.setReborn(iTurks, True)
            else:
                utils.setReborn(iTurks, False)

        # Leoreth: help Byzantium/Constantinople
        if iPlayer == iByzantium and tCity == Areas.getCapital(
                iByzantium
        ) and gc.getGame().getGameTurn() <= getTurnForYear(330) + 3:
            if city.getPopulation() < 5:
                city.setPopulation(5)

            city.setHasRealBuilding(iBarracks, True)
            city.setHasRealBuilding(iWalls, True)
            city.setHasRealBuilding(iLibrary, True)
            city.setHasRealBuilding(iMarket, True)
            city.setHasRealBuilding(iGranary, True)
            city.setHasRealBuilding(iHarbor, True)
            city.setHasRealBuilding(iForge, True)

            city.setName("Konstantinoupolis", False)

            city.setHasRealBuilding(
                iTemple + 4 * gc.getPlayer(iPlayer).getStateReligion(), True)

        if bConquest:

            # Colombian UP: no resistance in conquered cities in Latin America
            if iPlayer == iMaya and utils.isReborn(iMaya):
                if utils.isPlotInArea(tCity, tSouthCentralAmericaTL,
                                      tSouthCentralAmericaBR):
                    city.setOccupationTimer(0)

            # Statue of Zeus effect: no city resistance on conquest
            if gc.getPlayer(iPlayer).isHasBuildingEffect(iStatueOfZeus):
                city.setOccupationTimer(0)

            # Byzantium reduced to four cities: core shrinks to Constantinople
            if iOwner == iByzantium and gc.getPlayer(
                    iByzantium).getNumCities <= 4:
                utils.setReborn(iByzantium, True)

        if bTrade:
            for i in range(iNumBuildings):
                iNationalWonder = i
                if isNationalWonderClass(
                        gc.getBuildingInfo(iNationalWonder).
                        getBuildingClassType()) and city.hasBuilding(
                            iNationalWonder):
                    city.setHasRealBuilding(iNationalWonder, False)

        # Leoreth: Escorial effect
        if gc.getPlayer(iPlayer).isHasBuildingEffect(iEscorial):
            if city.isColony():
                capital = gc.getPlayer(iPlayer).getCapitalCity()
                iGold = utils.getTurns(10 + utils.calculateDistance(
                    capital.getX(), capital.getY(), city.getX(), city.getY()))
                CyInterface().addMessage(
                    iPlayer, False, iDuration,
                    CyTranslator().getText("TXT_KEY_BUILDING_ESCORIAL_EFFECT",
                                           (iGold, city.getName())), "", 0, "",
                    ColorTypes(iWhite), -1, -1, True, True)
                gc.getPlayer(iPlayer).changeGold(iGold)

        self.pla.onCityAcquired(iOwner, iPlayer, city)  # Plague
        self.com.onCityAcquired(city)  # Communications
        self.corp.onCityAcquired(argsList)  # Companies
        dc.onCityAcquired(iOwner, iPlayer)  # DynamicCivs

        vic.onCityAcquired(iPlayer, iOwner, city, bConquest)

        lTradingCompanyList = [
            iSpain, iFrance, iEngland, iPortugal, iNetherlands
        ]

        if bTrade and iPlayer in lTradingCompanyList and (
                city.getX(), city.getY()
        ) in tTradingCompanyPlotLists[lTradingCompanyList.index(iPlayer)]:
            self.up.tradingCompanyCulture(city, iPlayer, iOwner)

        return 0
	def onCityAcquired(self, argsList):
		iOwner, iPlayer, city, bConquest, bTrade = argsList
		tCity = (city.getX(), city.getY())
		
		cnm.onCityAcquired(city, iPlayer)
		
		if bConquest:
			sta.onCityAcquired(city, iOwner, iPlayer)
			
		if iPlayer == iArabia:
			self.up.arabianUP(city)
		# elif iPlayer == iMughals and utils.getHumanID() != iMughals:
			# self.up.mughalUP(city)
		# elif iPlayer == iSeljuks:
			# self.up.seljukUP(city)
			
		if iPlayer == iMongolia and bConquest and utils.getHumanID() != iPlayer:
			self.up.mongolUP(city)
			
		if iPlayer < iNumMajorPlayers:
			utils.spreadMajorCulture(iPlayer, tCity)
		
		# relocate capitals
		if utils.getHumanID() != iPlayer:
			if iPlayer == iTurkey and tCity == (68, 45):
				utils.moveCapital(iTurkey, tCity) # Kostantiniyye
			elif iPlayer == iMongolia and tCity == (102, 47):
				utils.moveCapital(iMongolia, tCity) # Khanbaliq
				
		# remove slaves if unable to practice slavery
		if gc.getPlayer(iPlayer).getCivics(1) == iCivicEgalitarianism:
			utils.removeSlaves(city)
		else:
			utils.freeSlaves(city, iPlayer)
					
							
		# kill Seljuks
		#if iOwner == iSeljuks and gc.getPlayer(iSeljuks).isAlive() and gc.getGame().getGameTurnYear() >= 1250:
		#	if city.isCapital() or gc.getPlayer(iSeljuks).getNumCities() <= 2:
		#		sta.completeCollapse(iSeljuks)
				#utils.killAndFragmentCiv(iSeljuks, iIndependent, iIndependent2, -1, False)
				
		# Leoreth: relocate capital for AI if reacquired:
		if utils.getHumanID() != iPlayer and iPlayer < iNumPlayers:
			if data.players[iPlayer].iResurrections == 0:
				if Areas.getCapital(iPlayer) == tCity:
					utils.relocateCapital(iPlayer, city)
			else:
				if Areas.getRespawnCapital(iPlayer) == tCity:
					utils.relocateCapital(iPlayer, city)
					
		# Leoreth: conquering Constantinople adds it to the Turkish core + Rumelia
		if iPlayer == iTurkey and tCity == (68, 45):
			utils.setReborn(iTurkey, True)
					
		# Leoreth: help Byzantium/Constantinople
		if iPlayer == iByzantium and tCity == Areas.getCapital(iByzantium) and gc.getGame().getGameTurn() <= getTurnForYear(330)+3:
			if city.getPopulation() < 5:
				city.setPopulation(5)
				
			city.setHasRealBuilding(iBarracks, True)
			city.setHasRealBuilding(iWalls, True)
			city.setHasRealBuilding(iLibrary, True)
			city.setHasRealBuilding(iMarket, True)
			city.setHasRealBuilding(iGranary, True)
			city.setHasRealBuilding(iHarbor, True)
			city.setHasRealBuilding(iForge, True)
			
			city.setName("Konstantinoupolis", False)
			
			city.setHasRealBuilding(iTemple + 4*gc.getPlayer(iPlayer).getStateReligion(), True)
			
		if bConquest:

			# Colombian UP: no resistance in conquered cities in Latin America
			if iPlayer == iMaya and utils.isReborn(iMaya):
				if utils.isPlotInArea(tCity, tSouthCentralAmericaTL, tSouthCentralAmericaBR):
					city.setOccupationTimer(0)
					
			# Statue of Zeus effect: no city resistance on conquest
			if gc.getPlayer(iPlayer).countNumBuildings(iStatueOfZeus) > 0 and not gc.getTeam(iPlayer).isHasTech(iTheology):
				city.setOccupationTimer(0)
				
			# Byzantium reduced to four cities: core shrinks to Constantinople
			if iOwner == iByzantium and gc.getPlayer(iByzantium).getNumCities <= 4:
				utils.setReborn(iByzantium, True)
					
		if bTrade:
			for i in range(iNumBuildings):
				iNationalWonder = i
				if isNationalWonderClass(gc.getBuildingInfo(iNationalWonder).getBuildingClassType()) and city.hasBuilding(iNationalWonder):
					city.setHasRealBuilding(iNationalWonder, False)
					
		self.pla.onCityAcquired(iOwner, iPlayer, city) # Plague
		self.com.onCityAcquired(city) # Communications
		self.corp.onCityAcquired(argsList) # Companies
		dc.onCityAcquired(iOwner, iPlayer) # DynamicCivs
		
		vic.onCityAcquired(iPlayer, iOwner, city, bConquest)
		
		return 0