local eResourceCoca = GameInfoTypes.RESOURCE_COCA
local eCivilizationInca = GameInfoTypes.CIVILIZATION_INCA
-- creates Coca under city
function OnConstructionPlaceCoca(iPlayer, iCity, iBuilding)
local pPlayer = Players[iPlayer]
if not(pPlayer and pPlayer:GetCivilizationType() == eCivilizationInca) then return end
if iBuilding ~= GameInfoTypes.BUILDING_INCA_QULLQA then return end
local pCity = pPlayer:GetCityByID(iCity)
if pCity then
local pPlot = Map.GetPlot(pCity:GetX(), pCity:GetY())
pPlot:SetResourceType(eResourceCoca, 1)
pPlot:SetImprovementType(GameInfoTypes.IMPROVEMENT_PLANTATION)
pPlot:SetImprovementType(-1)
-- removes plantation after connecting Coca to trade list
if pPlot:IsMountain() then
pPlot:SetImprovementType(GameInfoTypes.IMPROVEMENT_JFD_MACHU_PICCHU)
end
end
end
-- checks from monopoly bonus for Coca
function OnTurnCheckMonopoly(iPlayer)
local pPlayer = Players[iPlayer]
for unit in pPlayer:Units() do
if unit:GetDomainType() == GameInfoTypes.DOMAIN_LAND then
unit:SetHasPromotion(GameInfoTypes.PROMOTION_UNIT_INCA_COCA, pPlayer:HasGlobalMonopoly(eResourceCoca))
end
end
end
if Game.IsCivEverActive(eCivilizationInca) then
GameEvents.CityConstructed.Add(OnConstructionPlaceCoca)
GameEvents.PlayerDoTurn.Add(OnTurnCheckMonopoly)
end