Buildings that are missing resources are still displayed in city constructions

This commit is contained in:
Yair Morgenstern 2020-07-23 12:54:26 +03:00
parent 7d360e5fa1
commit 1a558a70d2
4 changed files with 4 additions and 5 deletions

View file

@ -29,7 +29,7 @@
"name": "Stone Works",
"happiness": 1,
"production": 1,
"requiredNearbyImprovedResources": ["Marble","Stone"],
"requiredNearbyImprovedResources": ["Marble", "Stone"],
"resourceBonusStats": {"production": 1},
"maintenance": 1,
"hurryCostModifier": 25,

View file

@ -1067,7 +1067,7 @@
"interceptRange": 2,
"cost": 375,
"requiredTech": "Combustion",
"uniques": ["Can attack submarines","[40]% chance to intercept air attacks","May withdraw before melee"], // todo: add bonus vs submarines
"uniques": ["Can attack submarines", "[40]% chance to intercept air attacks", "May withdraw before melee"], // todo: add bonus vs submarines
"hurryCostModifier": 20
},
{

View file

@ -233,6 +233,7 @@ class Building : NamedStats(), IConstruction{
val rejectionReason = getRejectionReason(cityConstructions)
return rejectionReason==""
|| rejectionReason.startsWith("Requires")
|| rejectionReason.startsWith("Consumes")
|| rejectionReason == "Wonder is being built elsewhere"
}

View file

@ -86,9 +86,7 @@ class BaseUnit : INamed, IConstruction {
return unit
}
override fun canBePurchased(): Boolean {
return true
}
override fun canBePurchased() = true
override fun getProductionCost(civInfo: CivilizationInfo): Int {
var productionCost = cost.toFloat()