Ejemplo n.º 1
0
/// What's the total Happiness benefit we could get from all policies/tenets in the branch based on our current buildings?
int CvPolicyAI::GetBranchBuildingHappiness(CvPlayer* pPlayer, PolicyBranchTypes eBranch)
{
    // Policy Building Mods
    int iSpecialPolicyBuildingHappiness = 0;
    int iBuildingClassLoop;
    BuildingClassTypes eBuildingClass;
    for(int iPolicyLoop = 0; iPolicyLoop < GC.getNumPolicyInfos(); iPolicyLoop++)
    {
        PolicyTypes ePolicy = (PolicyTypes)iPolicyLoop;
        CvPolicyEntry* pkPolicyInfo = GC.getPolicyInfo(ePolicy);
        if(pkPolicyInfo)
        {
            if (pkPolicyInfo->GetPolicyBranchType() == eBranch)
            {
                for(iBuildingClassLoop = 0; iBuildingClassLoop < GC.getNumBuildingClassInfos(); iBuildingClassLoop++)
                {
                    eBuildingClass = (BuildingClassTypes) iBuildingClassLoop;

                    CvBuildingClassInfo* pkBuildingClassInfo = GC.getBuildingClassInfo(eBuildingClass);
                    if (!pkBuildingClassInfo)
                    {
                        continue;
                    }

                    if (pkPolicyInfo->GetBuildingClassHappiness(eBuildingClass) != 0)
                    {
                        BuildingTypes eBuilding = (BuildingTypes)pPlayer->getCivilizationInfo().getCivilizationBuildings(eBuildingClass);
                        if (eBuilding != NO_BUILDING)
                        {
                            CvCity *pCity;
                            int iLoop;
                            for (pCity = pPlayer->firstCity(&iLoop); pCity != NULL; pCity = pPlayer->nextCity(&iLoop))
                            {
                                if (pCity->GetCityBuildings()->GetNumBuilding(eBuilding) > 0)
                                {
                                    iSpecialPolicyBuildingHappiness += pkPolicyInfo->GetBuildingClassHappiness(eBuildingClass);
                                }
                            }
                        }
                    }
                }
            }
        }
    }
    return iSpecialPolicyBuildingHappiness;
}
Ejemplo n.º 2
0
/// How many policies in this branch help happiness?
int CvPolicyAI::GetNumHappinessPolicies(CvPlayer* pPlayer, PolicyBranchTypes eBranch)
{
    int iRtnValue = 0;
    int iBuildingClassLoop;
    BuildingClassTypes eBuildingClass;
    for(int iPolicyLoop = 0; iPolicyLoop < GC.getNumPolicyInfos(); iPolicyLoop++)
    {
        PolicyTypes ePolicy = (PolicyTypes)iPolicyLoop;
        CvPolicyEntry* pkPolicyInfo = GC.getPolicyInfo(ePolicy);
        if(pkPolicyInfo)
        {
            if (pkPolicyInfo->GetPolicyBranchType() == eBranch)
            {
                for(iBuildingClassLoop = 0; iBuildingClassLoop < GC.getNumBuildingClassInfos(); iBuildingClassLoop++)
                {
                    eBuildingClass = (BuildingClassTypes) iBuildingClassLoop;

                    CvBuildingClassInfo* pkBuildingClassInfo = GC.getBuildingClassInfo(eBuildingClass);
                    if (!pkBuildingClassInfo)
                    {
                        continue;
                    }

                    BuildingTypes eBuilding = (BuildingTypes)pPlayer->getCivilizationInfo().getCivilizationBuildings(eBuildingClass);
                    if (eBuilding != NO_BUILDING)
                    {
                        // Don't count a building that can only be built in conquered cities
                        CvBuildingEntry *pkEntry = GC.getBuildingInfo(eBuilding);
                        if (!pkEntry || pkEntry->IsNoOccupiedUnhappiness())
                        {
                            continue;
                        }

                        if (pkPolicyInfo->GetBuildingClassHappiness(eBuildingClass) != 0)
                        {
                            iRtnValue++;
                            break;
                        }
                    }
                }
            }
        }
    }
    return iRtnValue;
}