Alrik2002
Warlord
Hi,
I´ve implented the settlers-Mod, which has differnt kinds of settlers, which build a city with more population than 1 and some buildings. This works fine but now I want to add a check if the player hat the trait expansive. If yes, the population should be +1 compared to the other players. I couldn´t make it. Could anyone help me please?
Here is the original code (the parts in red need the additional check):
Thank you very much.
I´ve implented the settlers-Mod, which has differnt kinds of settlers, which build a city with more population than 1 and some buildings. This works fine but now I want to add a check if the player hat the trait expansive. If yes, the population should be +1 compared to the other players. I couldn´t make it. Could anyone help me please?
Here is the original code (the parts in red need the additional check):
Code:
def addBuildings(iOwner, iCityID, iUnitClass):
city = gc.getPlayer(iOwner).getCity(iCityID)
#if iUnitClass == gc.getInfoTypeForString("UNITCLASS_SETTLER"):
# ## Do Nothing
# pass
if iUnitClass == gc.getInfoTypeForString("UNITCLASS_COLONIST"):
[COLOR="Red"] city.setPopulation(3)[/COLOR]
_addBuilding(city, "BUILDINGCLASS_BARRACKS")
_addBuilding(city, "BUILDINGCLASS_GRANARY")
_addBuilding(city, "BUILDINGCLASS_FORGE")
_addBuilding(city, "BUILDINGCLASS_MARKET")
if city.plot().isCoastalLand():
_addBuilding(city, "BUILDINGCLASS_HARBOR")
_addBuilding(city, "BUILDINGCLASS_LIGHTHOUSE")
_addBuilding(city, "BUILDINGCLASS_FISHERMAN_HUT")
elif iUnitClass == gc.getInfoTypeForString("UNITCLASS_PIONEER"):
[COLOR="Red"] city.setPopulation(4)[/COLOR]
_addBuilding(city, "BUILDINGCLASS_GARRISON")
_addBuilding(city, "BUILDINGCLASS_GRANARY")
_addBuilding(city, "BUILDINGCLASS_FORGE")
_addBuilding(city, "BUILDINGCLASS_COURTHOUSE")
_addBuilding(city, "BUILDINGCLASS_MARKET")
_addBuilding(city, "BUILDINGCLASS_STABLE")
_addBuilding(city, "BUILDINGCLASS_GROCER")
_addBuilding(city, "BUILDINGCLASS_DOCTOR")
_addBuilding(city, "BUILDINGCLASS_BANK")
_addBuilding(city, "BUILDINGCLASS_LIBRARY")
if city.plot().isCoastalLand():
_addBuilding(city, "BUILDINGCLASS_PORT")
_addBuilding(city, "BUILDINGCLASS_LIGHTHOUSE")
_addBuilding(city, "BUILDINGCLASS_FISHERMAN_HUT")
elif iUnitClass == gc.getInfoTypeForString("UNITCLASS_ARCHITECT"):
_addBuilding(city, "BUILDINGCLASS_BARRACKS")
_addBuilding(city, "BUILDINGCLASS_GRANARY")
_addBuilding(city, "BUILDINGCLASS_COURTHOUSE")
_addBuilding(city, "BUILDINGCLASS_MARKET")
_addBuilding(city, "BUILDINGCLASS_STABLE")
_addBuilding(city, "BUILDINGCLASS_GROCER")
_addBuilding(city, "BUILDINGCLASS_AQUEDUCT")
_addBuilding(city, "BUILDINGCLASS_BANK")
_addBuilding(city, "BUILDINGCLASS_FORGE")
_addBuilding(city, "BUILDINGCLASS_LIBRARY")
_addBuilding(city, "BUILDINGCLASS_JAIL")
_addBuilding(city, "BUILDINGCLASS_OBSERVATORY")
_addBuilding(city, "BUILDINGCLASS_THEATRE")
_addBuilding(city, "BUILDINGCLASS_CUSTOM_HOUSE")
_addBuilding(city, "BUILDINGCLASS_INDUSTRIAL_PARK")
_addBuilding(city, "BUILDINGCLASS_LEVEE")
_addBuilding(city, "BUILDINGCLASS_PUBLIC_TRANSPORTATION")
if city.plot().isCoastalLand():
_addBuilding(city, "BUILDINGCLASS_HARBOR")
_addBuilding(city, "BUILDINGCLASS_LIGHTHOUSE")
Thank you very much.