Some adjustments for better cmserver compatibility
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@@ -31,29 +31,29 @@ Game::Game() {
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this->events.listen<event::TownGrowthSucceeded>([this] (const event::TownGrowthSucceeded &event) {
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if (event.town->cache.num_houses <= event.prev_houses) {
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event.town->cm.hs_total++;
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this->towns_growth_tiles[event.tile] = TownGrowthTileState::HS;
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this->set_town_growth_tile(event.tile, TownGrowthTileState::HS);
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}
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});
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this->events.listen<event::TownGrowthFailed>([this] (const event::TownGrowthFailed &event) {
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event.town->cm.cs_total++;
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this->towns_growth_tiles[event.tile] = TownGrowthTileState::CS;
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this->set_town_growth_tile(event.tile, TownGrowthTileState::CS);
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});
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this->events.listen<event::HouseRebuilt>([this] (const event::HouseRebuilt &event) {
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if (event.was_successful) {
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event.town->cm.houses_reconstructed_this_month++;
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this->towns_growth_tiles[event.tile] = TownGrowthTileState::RH_REBUILT;
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this->set_town_growth_tile(event.tile, TownGrowthTileState::RH_REBUILT);
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} else {
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event.town->cm.houses_demolished_this_month++;
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this->towns_growth_tiles[event.tile] = TownGrowthTileState::RH_REMOVED;
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this->set_town_growth_tile(event.tile, TownGrowthTileState::RH_REMOVED);
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}
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});
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this->events.listen<event::HouseBuilt>([this] (const event::HouseBuilt &event) {
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event.town->cm.houses_constructing++;
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event.town->cm.real_population += event.house_spec->population;
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this->towns_growth_tiles[event.tile] = TownGrowthTileState::NEW_HOUSE;
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this->set_town_growth_tile(event.tile, TownGrowthTileState::NEW_HOUSE);
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});
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this->events.listen<event::HouseCleared>([this] (const event::HouseCleared &event) {
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@@ -86,4 +86,8 @@ Game::Game() {
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});
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}
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void Game::set_town_growth_tile(TileIndex tile, TownGrowthTileState state) {
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if (this->towns_growth_tiles[tile] < state) this->towns_growth_tiles[tile] = state;
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}
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} // namespace citymania
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