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ignore_production(self)
Return a boolean showing whether instances of this building can be
used to calculate the production capacity. |
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build(self,
settlement_manager,
resource_id)
Try to build the best possible instance of this building in the given
settlement. |
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coverage_building(self)
Return a boolean showing whether buildings of this type may need to
be built even when the production capacity has been reached. |
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get_evaluators(self,
settlement_manager,
resource_id)
Return a list of every BuildingEvaluator for this building type in
the given settlement. |
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get_expected_building_cost(self)
Return a value representing the utility cost of building the
building. |
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get_expected_production_level(self,
resource_id)
Return the expected production capacity of a single building of this
type producing the given resource. |
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get_production_level(self,
building,
resource_id)
Return the actual production capacity of a single building of this
type producing the given resource. |
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have_resources(self,
settlement_manager)
Return a boolean showing whether the given settlement has enough
resources to build a building of this type. |
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iter_potential_locations(self,
settlement_manager)
Iterate over possible locations of the building in the given
settlement in the form of (x, y, orientation). |
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need_to_build_more_buildings(self,
settlement_manager,
resource_id)
Return a boolean showing whether another instance of the building
should be built right now regardless of the production capacity. |
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_get_buildability_intersection(cls,
settlement_manager,
size,
terrain_type,
need_collector_connection) |
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load_all(cls,
db)
Fill the cls.buildings dict so the registered buildings can be used. |
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