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Copy pathCvPolicyClasses.cpp
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CvPolicyClasses.cpp
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/* -------------------------------------------------------------------------------------------------------
© 1991-2012 Take-Two Interactive Software and its subsidiaries. Developed by Firaxis Games.
Sid Meier's Civilization V, Civ, Civilization, 2K Games, Firaxis Games, Take-Two Interactive Software
and their respective logos are all trademarks of Take-Two interactive Software, Inc.
All other marks and trademarks are the property of their respective owners.
All rights reserved.
------------------------------------------------------------------------------------------------------- */
#include "CvGameCoreDLLPCH.h"
#include "CvGameCoreDLLUtil.h"
#include "CvPolicyAI.h"
#include "CvFlavorManager.h"
#include "ICvDLLUserInterface.h"
#include "CvGameCoreUtils.h"
#include "CvEconomicAI.h"
#include "CvGrandStrategyAI.h"
#include "CvInfosSerializationHelper.h"
// Include this after all other headers.
#include "LintFree.h"
/// Constructor
CvPolicyEntry::CvPolicyEntry(void):
m_iCultureCost(0),
m_iGridX(0),
m_iGridY(0),
m_iPolicyCostModifier(0),
m_iCulturePerCity(0),
m_iCulturePerWonder(0),
m_iCultureWonderMultiplier(0),
m_iCulturePerTechResearched(0),
m_iCultureImprovementChange(0),
m_iCultureFromKills(0),
m_iCultureFromBarbarianKills(0),
m_iGoldFromKills(0),
m_iEmbarkedExtraMoves(0),
m_iAttackBonusTurns(0),
m_iGoldenAgeTurns(0),
m_iGoldenAgeMeterMod(0),
m_iGoldenAgeDurationMod(0),
m_iNumFreeTechs(0),
m_iNumFreePolicies(0),
m_iNumFreeGreatPeople(0),
m_iMedianTechPercentChange(0),
m_iStrategicResourceMod(0),
m_iReligionProductionModifier(0),
m_iWonderProductionModifier(0),
m_iBuildingProductionModifier(0),
m_iGreatPeopleRateModifier(0),
m_iGreatGeneralRateModifier(0),
m_iDomesticGreatGeneralRateModifier(0),
m_iExtraHappiness(0),
m_iExtraHappinessPerCity(0),
m_iUnhappinessMod(0),
m_iCityCountUnhappinessMod(0),
m_iOccupiedPopulationUnhappinessMod(0),
m_iCapitalUnhappinessMod(0),
m_iFreeExperience(0),
m_iWorkerSpeedModifier(0),
m_iAllFeatureProduction(0),
m_iImprovementCostModifier(0),
m_iImprovementUpgradeRateModifier(0),
m_iSpecialistProductionModifier(0),
m_iSpecialistUpgradeModifier(0),
m_iMilitaryProductionModifier(0),
m_iBaseFreeUnits(0),
m_iBaseFreeMilitaryUnits(0),
m_iFreeUnitsPopulationPercent(0),
m_iFreeMilitaryUnitsPopulationPercent(0),
m_iHappinessPerGarrisonedUnit(0),
m_iCulturePerGarrisonedUnit(0),
m_iHappinessPerTradeRoute(0),
m_iHappinessPerXPopulation(0),
m_iExtraHappinessPerLuxury(0),
m_iUnhappinessFromUnitsMod(0),
m_iNumExtraBuilders(0),
m_iPlotGoldCostMod(0),
m_iPlotCultureCostModifier(0),
m_iPlotCultureExponentModifier(0),
m_iNumCitiesPolicyCostDiscount(0),
m_iGarrisonedCityRangeStrikeModifier(0),
m_iUnitPurchaseCostModifier(0),
m_iTradeRouteGoldModifier(0),
m_iGoldPerUnit(0),
m_iGoldPerMilitaryUnit(0),
m_iCityStrengthMod(0),
m_iCityGrowthMod(0),
m_iCapitalGrowthMod(0),
m_iSettlerProductionModifier(0),
m_iCapitalSettlerProductionModifier(0),
m_iNewCityExtraPopulation(0),
m_iFreeFoodBox(0),
m_iRouteGoldMaintenanceMod(0),
m_iBuildingGoldMaintenanceMod(0),
m_iUnitGoldMaintenanceMod(0),
m_iUnitSupplyMod(0),
m_iHappyPerMilitaryUnit(0),
m_iFreeSpecialist(0),
m_iTechPrereq(NO_TECH),
m_iMaxConscript(0),
m_iExpModifier(0),
m_iExpInBorderModifier(0),
m_iMinorQuestFriendshipMod(0),
m_iMinorGoldFriendshipMod(0),
m_iMinorFriendshipMinimum(0),
m_iMinorFriendshipDecayMod(0),
m_iOtherPlayersMinorFriendshipDecayMod(0),
m_iCityStateUnitFrequencyModifier(0),
m_bMinorGreatPeopleAllies(false),
m_bMinorScienceAllies(false),
m_bMinorResourceBonus(false),
m_iPolicyBranchType(NO_POLICY_BRANCH_TYPE),
m_iNumExtraBranches(0),
m_iHappinessToCulture(0),
m_iHappinessToScience(0),
m_iNumCitiesFreeCultureBuilding(0),
m_bHalfSpecialistUnhappiness(false),
m_bHalfSpecialistFood(false),
m_bMilitaryFoodProduction(false),
m_iWoundedUnitDamageMod(0),
m_iUnitUpgradeCostMod(0),
m_iBarbarianCombatBonus(0),
m_bAlwaysSeeBarbCamps(false),
m_bRevealAllCapitals(false),
m_bGarrisonFreeMaintenance(false),
m_bOneShot(false),
m_bIncludesOneShotFreeUnits(false),
m_piPrereqOrPolicies(NULL),
m_piPrereqAndPolicies(NULL),
m_piPolicyDisables(NULL),
m_piYieldModifier(NULL),
m_piCityYieldChange(NULL),
m_piCoastalCityYieldChange(NULL),
m_piCapitalYieldChange(NULL),
m_piCapitalYieldPerPopChange(NULL),
m_piCapitalYieldModifier(NULL),
m_piSpecialistExtraYield(NULL),
m_pabFreePromotion(NULL),
m_paiUnitCombatProductionModifiers(NULL),
m_paiUnitCombatFreeExperiences(NULL),
m_paiBuildingClassCultureChanges(NULL),
m_paiBuildingClassProductionModifiers(NULL),
m_paiBuildingClassHappiness(NULL),
m_paiFreeUnitClasses(NULL),
m_paiHurryModifier(NULL),
m_pabSpecialistValid(NULL),
m_ppiImprovementYieldChanges(NULL),
m_ppiBuildingClassYieldModifiers(NULL),
m_ppiBuildingClassYieldChanges(NULL),
m_piFlavorValue(NULL)
{
}
/// Destructor
CvPolicyEntry::~CvPolicyEntry(void)
{
SAFE_DELETE_ARRAY(m_piPrereqOrPolicies);
SAFE_DELETE_ARRAY(m_piPrereqAndPolicies);
SAFE_DELETE_ARRAY(m_piPolicyDisables);
SAFE_DELETE_ARRAY(m_piYieldModifier);
SAFE_DELETE_ARRAY(m_piCityYieldChange);
SAFE_DELETE_ARRAY(m_piCoastalCityYieldChange);
SAFE_DELETE_ARRAY(m_piCapitalYieldChange);
SAFE_DELETE_ARRAY(m_piCapitalYieldPerPopChange);
SAFE_DELETE_ARRAY(m_piCapitalYieldModifier);
SAFE_DELETE_ARRAY(m_piSpecialistExtraYield);
SAFE_DELETE_ARRAY(m_pabFreePromotion);
SAFE_DELETE_ARRAY(m_paiUnitCombatProductionModifiers);
SAFE_DELETE_ARRAY(m_paiUnitCombatFreeExperiences);
SAFE_DELETE_ARRAY(m_paiBuildingClassCultureChanges);
SAFE_DELETE_ARRAY(m_paiBuildingClassProductionModifiers);
SAFE_DELETE_ARRAY(m_paiBuildingClassHappiness);
SAFE_DELETE_ARRAY(m_paiFreeUnitClasses);
// SAFE_DELETE_ARRAY(m_pabHurry);
SAFE_DELETE_ARRAY(m_paiHurryModifier);
SAFE_DELETE_ARRAY(m_pabSpecialistValid);
CvDatabaseUtility::SafeDelete2DArray( m_ppiImprovementYieldChanges );
CvDatabaseUtility::SafeDelete2DArray( m_ppiBuildingClassYieldModifiers );
CvDatabaseUtility::SafeDelete2DArray( m_ppiBuildingClassYieldChanges );
}
/// Read from XML file (pass 1)
bool CvPolicyEntry::CacheResults(Database::Results& kResults, CvDatabaseUtility& kUtility)
{
if (!CvBaseInfo::CacheResults(kResults, kUtility))
return false;
//Basic Properties
m_iCultureCost = kResults.GetInt("CultureCost");
m_iGridX = kResults.GetInt("GridX");
m_iGridY = kResults.GetInt("GridY");
m_iPolicyCostModifier = kResults.GetInt("PolicyCostModifier");
m_iCulturePerCity = kResults.GetInt("CulturePerCity");
m_iCulturePerWonder = kResults.GetInt("CulturePerWonder");
m_iCultureWonderMultiplier = kResults.GetInt("CultureWonderMultiplier");
m_iCulturePerTechResearched = kResults.GetInt("CulturePerTechResearched");
m_iCultureImprovementChange = kResults.GetInt("CultureImprovementChange");
m_iCultureFromKills = kResults.GetInt("CultureFromKills");
m_iCultureFromBarbarianKills = kResults.GetInt("CultureFromBarbarianKills");
m_iGoldFromKills = kResults.GetInt("GoldFromKills");
m_iEmbarkedExtraMoves = kResults.GetInt("EmbarkedExtraMoves");
m_iAttackBonusTurns = kResults.GetInt("AttackBonusTurns");
m_iGoldenAgeTurns = kResults.GetInt("GoldenAgeTurns");
m_iGoldenAgeMeterMod = kResults.GetInt("GoldenAgeMeterMod");
m_iGoldenAgeDurationMod = kResults.GetInt("GoldenAgeDurationMod");
m_iNumFreeTechs = kResults.GetInt("NumFreeTechs");
m_iNumFreePolicies = kResults.GetInt("NumFreePolicies");
m_iNumFreeGreatPeople = kResults.GetInt("NumFreeGreatPeople");
m_iMedianTechPercentChange = kResults.GetInt("MedianTechPercentChange");
m_iStrategicResourceMod = kResults.GetInt("StrategicResourceMod");
m_iReligionProductionModifier = kResults.GetInt("ReligionProductionModifier");
m_iWonderProductionModifier = kResults.GetInt("WonderProductionModifier");
m_iBuildingProductionModifier = kResults.GetInt("BuildingProductionModifier");
m_iGreatPeopleRateModifier = kResults.GetInt("GreatPeopleRateModifier");
m_iGreatGeneralRateModifier = kResults.GetInt("GreatGeneralRateModifier");
m_iDomesticGreatGeneralRateModifier = kResults.GetInt("DomesticGreatGeneralRateModifier");
m_iExtraHappiness = kResults.GetInt("ExtraHappiness");
m_iExtraHappinessPerCity = kResults.GetInt("ExtraHappinessPerCity");
m_iUnhappinessMod = kResults.GetInt("UnhappinessMod");
m_iCityCountUnhappinessMod = kResults.GetInt("CityCountUnhappinessMod");
m_iOccupiedPopulationUnhappinessMod = kResults.GetInt("OccupiedPopulationUnhappinessMod");
m_iCapitalUnhappinessMod = kResults.GetInt("CapitalUnhappinessMod");
m_iFreeExperience = kResults.GetInt("FreeExperience");
m_iWorkerSpeedModifier = kResults.GetInt("WorkerSpeedModifier");
m_iAllFeatureProduction = kResults.GetInt("AllFeatureProduction");
m_iImprovementCostModifier = kResults.GetInt("ImprovementCostModifier");
m_iImprovementUpgradeRateModifier = kResults.GetInt("ImprovementUpgradeRateModifier");
m_iSpecialistProductionModifier = kResults.GetInt("SpecialistProductionModifier");
m_iSpecialistUpgradeModifier = kResults.GetInt("SpecialistUpgradeModifier");
m_iMilitaryProductionModifier = kResults.GetInt("MilitaryProductionModifier");
m_iBaseFreeUnits = kResults.GetInt("BaseFreeUnits");
m_iBaseFreeMilitaryUnits = kResults.GetInt("BaseFreeMilitaryUnits");
m_iFreeUnitsPopulationPercent = kResults.GetInt("FreeUnitsPopulationPercent");
m_iFreeMilitaryUnitsPopulationPercent = kResults.GetInt("FreeMilitaryUnitsPopulationPercent");
m_iHappinessPerGarrisonedUnit = kResults.GetInt("HappinessPerGarrisonedUnit");
m_iCulturePerGarrisonedUnit = kResults.GetInt("CulturePerGarrisonedUnit");
m_iHappinessPerTradeRoute = kResults.GetInt("HappinessPerTradeRoute");
m_iHappinessPerXPopulation = kResults.GetInt("HappinessPerXPopulation");
m_iExtraHappinessPerLuxury = kResults.GetInt("ExtraHappinessPerLuxury");
m_iUnhappinessFromUnitsMod = kResults.GetInt("UnhappinessFromUnitsMod");
m_iNumExtraBuilders = kResults.GetInt("NumExtraBuilders");
m_iPlotGoldCostMod = kResults.GetInt("PlotGoldCostMod");
m_iPlotCultureCostModifier = kResults.GetInt("PlotCultureCostModifier");
m_iPlotCultureExponentModifier = kResults.GetInt("PlotCultureExponentModifier");
m_iNumCitiesPolicyCostDiscount = kResults.GetInt("NumCitiesPolicyCostDiscount");
m_iGarrisonedCityRangeStrikeModifier = kResults.GetInt("GarrisonedCityRangeStrikeModifier");
m_iUnitPurchaseCostModifier = kResults.GetInt("UnitPurchaseCostModifier");
m_iTradeRouteGoldModifier = kResults.GetInt("TradeRouteGoldModifier");
m_iGoldPerUnit = kResults.GetInt("GoldPerUnit");
m_iGoldPerMilitaryUnit = kResults.GetInt("GoldPerMilitaryUnit");
m_iCityStrengthMod = kResults.GetInt("CityStrengthMod");
m_iCityGrowthMod = kResults.GetInt("CityGrowthMod");
m_iCapitalGrowthMod = kResults.GetInt("CapitalGrowthMod");
m_iSettlerProductionModifier = kResults.GetInt("SettlerProductionModifier");
m_iCapitalSettlerProductionModifier = kResults.GetInt("CapitalSettlerProductionModifier");
m_iNewCityExtraPopulation = kResults.GetInt("NewCityExtraPopulation");
m_iFreeFoodBox = kResults.GetInt("FreeFoodBox");
m_iRouteGoldMaintenanceMod = kResults.GetInt("RouteGoldMaintenanceMod");
m_iBuildingGoldMaintenanceMod = kResults.GetInt("BuildingGoldMaintenanceMod");
m_iUnitGoldMaintenanceMod = kResults.GetInt("UnitGoldMaintenanceMod");
m_iUnitSupplyMod = kResults.GetInt("UnitSupplyMod");
m_iHappyPerMilitaryUnit = kResults.GetInt("HappyPerMilitaryUnit");
m_iHappinessToCulture = kResults.GetInt("HappinessToCulture");
m_iHappinessToScience = kResults.GetInt("HappinessToScience");
m_iNumCitiesFreeCultureBuilding = kResults.GetInt("NumCitiesFreeCultureBuilding");
m_bHalfSpecialistUnhappiness = kResults.GetBool("HalfSpecialistUnhappiness");
m_bHalfSpecialistFood = kResults.GetBool("HalfSpecialistFood");
m_bMilitaryFoodProduction = kResults.GetBool("MilitaryFoodProduction");
m_iMaxConscript = kResults.GetInt("MaxConscript");
m_iWoundedUnitDamageMod = kResults.GetInt("WoundedUnitDamageMod");
m_iUnitUpgradeCostMod = kResults.GetInt("UnitUpgradeCostMod");
m_iBarbarianCombatBonus = kResults.GetInt("BarbarianCombatBonus");
m_bAlwaysSeeBarbCamps = kResults.GetBool("AlwaysSeeBarbCamps");
m_bRevealAllCapitals = kResults.GetBool("RevealAllCapitals");
m_bGarrisonFreeMaintenance = kResults.GetBool("GarrisonFreeMaintenance");
m_iFreeSpecialist = kResults.GetInt("FreeSpecialist");
m_iExpModifier = kResults.GetInt("ExpModifier");
m_iExpInBorderModifier = kResults.GetInt("ExpInBorderModifier");
m_iMinorQuestFriendshipMod = kResults.GetInt("MinorQuestFriendshipMod");
m_iMinorGoldFriendshipMod = kResults.GetInt("MinorGoldFriendshipMod");
m_iMinorFriendshipMinimum = kResults.GetInt("MinorFriendshipMinimum");
m_iMinorFriendshipDecayMod = kResults.GetInt("MinorFriendshipDecayMod");
m_iOtherPlayersMinorFriendshipDecayMod = kResults.GetInt("OtherPlayersMinorFriendshipDecayMod");
m_iCityStateUnitFrequencyModifier = kResults.GetInt("CityStateUnitFrequencyModifier");
m_bMinorGreatPeopleAllies = kResults.GetBool("MinorGreatPeopleAllies");
m_bMinorScienceAllies = kResults.GetBool("MinorScienceAllies");
m_bMinorResourceBonus = kResults.GetBool("MinorResourceBonus");
m_bOneShot = kResults.GetBool("OneShot");
m_bIncludesOneShotFreeUnits = kResults.GetBool("IncludesOneShotFreeUnits");
m_strWeLoveTheKingKey = kResults.GetText("WeLoveTheKing");
m_wstrWeLoveTheKing = GetLocalizedText(m_strWeLoveTheKingKey);
//References
const char* szTechPrereq = kResults.GetText("TechPrereq");
m_iTechPrereq = GC.getInfoTypeForString(szTechPrereq, true);
const char* szPolicyBranchType = kResults.GetText("PolicyBranchType");
m_iPolicyBranchType = GC.getInfoTypeForString(szPolicyBranchType, true);
m_iNumExtraBranches = kResults.GetInt("NumExtraBranches");
//Arrays
const char* szPolicyType = GetType();
kUtility.SetYields(m_piYieldModifier, "Policy_YieldModifiers", "PolicyType", szPolicyType);
kUtility.SetYields(m_piCityYieldChange, "Policy_CityYieldChanges", "PolicyType", szPolicyType);
kUtility.SetYields(m_piCoastalCityYieldChange, "Policy_CoastalCityYieldChanges", "PolicyType", szPolicyType);
kUtility.SetYields(m_piCapitalYieldChange, "Policy_CapitalYieldChanges", "PolicyType", szPolicyType);
kUtility.SetYields(m_piCapitalYieldPerPopChange, "Policy_CapitalYieldPerPopChanges", "PolicyType", szPolicyType);
kUtility.SetYields(m_piCapitalYieldModifier, "Policy_CapitalYieldModifiers", "PolicyType", szPolicyType);
kUtility.SetYields(m_piSpecialistExtraYield, "Policy_SpecialistExtraYields", "PolicyType", szPolicyType);
kUtility.SetFlavors(m_piFlavorValue, "Policy_Flavors", "PolicyType", szPolicyType);
kUtility.PopulateArrayByValue(m_paiHurryModifier, "HurryInfos", "Policy_HurryModifiers", "HurryType", "PolicyType", szPolicyType, "HurryCostModifier");
kUtility.PopulateArrayByExistence(m_pabSpecialistValid, "Specialists", "Policy_ValidSpecialists", "SpecialistType", "PolicyType", szPolicyType);
kUtility.PopulateArrayByExistence(m_pabFreePromotion, "UnitPromotions", "Policy_FreePromotions", "PromotionType", "PolicyType", szPolicyType);
kUtility.PopulateArrayByValue(m_paiUnitCombatFreeExperiences, "UnitCombatInfos", "Policy_UnitCombatFreeExperiences", "UnitCombatType", "PolicyType", szPolicyType, "FreeExperience");
kUtility.PopulateArrayByValue(m_paiUnitCombatProductionModifiers, "UnitCombatInfos", "Policy_UnitCombatProductionModifiers", "UnitCombatType", "PolicyType", szPolicyType, "ProductionModifier");
kUtility.PopulateArrayByValue(m_paiBuildingClassCultureChanges, "BuildingClasses", "Policy_BuildingClassCultureChanges", "BuildingClassType", "PolicyType", szPolicyType, "CultureChange");
kUtility.PopulateArrayByValue(m_paiBuildingClassProductionModifiers, "BuildingClasses", "Policy_BuildingClassProductionModifiers", "BuildingClassType", "PolicyType", szPolicyType, "ProductionModifier");
kUtility.PopulateArrayByValue(m_paiBuildingClassHappiness, "BuildingClasses", "Policy_BuildingClassHappiness", "BuildingClassType", "PolicyType", szPolicyType, "Happiness");
kUtility.PopulateArrayByValue(m_paiFreeUnitClasses, "UnitClasses", "Policy_FreeUnitClasses", "UnitClassType", "PolicyType", szPolicyType, "Count");
//BuildingYieldModifiers
{
kUtility.Initialize2DArray(m_ppiBuildingClassYieldModifiers, "BuildingClasses", "Yields");
std::string strKey("Policy_BuildingClassYieldModifiers");
Database::Results* pResults = kUtility.GetResults(strKey);
if(pResults == NULL)
{
pResults = kUtility.PrepareResults(strKey, "select BuildingClasses.ID as BuildingClassID, Yields.ID as YieldID, YieldMod from Policy_BuildingClassYieldModifiers inner join BuildingClasses on BuildingClasses.Type = BuildingClassType inner join Yields on Yields.Type = YieldType where PolicyType = ?");
}
pResults->Bind(1, szPolicyType);
while(pResults->Step())
{
const int BuildingClassID = pResults->GetInt(0);
const int iYieldID = pResults->GetInt(1);
const int iYieldMod = pResults->GetInt(2);
m_ppiBuildingClassYieldModifiers[BuildingClassID][iYieldID] = iYieldMod;
}
}
//BuildingYieldChanges
{
kUtility.Initialize2DArray(m_ppiBuildingClassYieldChanges, "BuildingClasses", "Yields");
std::string strKey("Policy_BuildingClassYieldChanges");
Database::Results* pResults = kUtility.GetResults(strKey);
if(pResults == NULL)
{
pResults = kUtility.PrepareResults(strKey, "select BuildingClasses.ID as BuildingClassID, Yields.ID as YieldID, YieldChange from Policy_BuildingClassYieldChanges inner join BuildingClasses on BuildingClasses.Type = BuildingClassType inner join Yields on Yields.Type = YieldType where PolicyType = ?");
}
pResults->Bind(1, szPolicyType);
while(pResults->Step())
{
const int BuildingClassID = pResults->GetInt(0);
const int iYieldID = pResults->GetInt(1);
const int iYieldChange = pResults->GetInt(2);
m_ppiBuildingClassYieldChanges[BuildingClassID][iYieldID] = iYieldChange;
}
}
//ImprovementYieldChanges
{
kUtility.Initialize2DArray(m_ppiImprovementYieldChanges, "Improvements", "Yields");
std::string strKey("Policy_ImprovementYieldChanges");
Database::Results* pResults = kUtility.GetResults(strKey);
if(pResults == NULL)
{
pResults = kUtility.PrepareResults(strKey, "select Improvements.ID as ImprovementID, Yields.ID as YieldID, Yield from Policy_ImprovementYieldChanges inner join Improvements on Improvements.Type = ImprovementType inner join Yields on Yields.Type = YieldType where PolicyType = ?");
}
pResults->Bind(1, szPolicyType);
while(pResults->Step())
{
const int ImprovementID = pResults->GetInt(0);
const int YieldID = pResults->GetInt(1);
const int yield = pResults->GetInt(2);
m_ppiImprovementYieldChanges[ImprovementID][YieldID] = yield;
}
}
//ImprovementCultureChanges
kUtility.PopulateArrayByValue(m_piImprovementCultureChange, "Improvements", "Policy_ImprovementCultureChanges", "ImprovementType", "PolicyType", szPolicyType, "CultureChange");
//OrPreReqs
{
kUtility.InitializeArray(m_piPrereqOrPolicies, "Policies", (int)NO_POLICY);
std::string sqlKey = "m_piPrereqOrPolicies";
Database::Results* pResults = kUtility.GetResults(sqlKey);
if(pResults == NULL)
{
const char* szSQL = "select Policies.ID from Policy_PrereqORPolicies inner join Policies on Policies.Type = PrereqPolicy where PolicyType = ?";
pResults = kUtility.PrepareResults(sqlKey, szSQL);
}
pResults->Bind(1, szPolicyType, false);
int i = 0;
while(pResults->Step())
{
m_piPrereqOrPolicies[i++] = pResults->GetInt(0);
}
pResults->Reset();
}
//AndPreReqs
{
kUtility.InitializeArray(m_piPrereqAndPolicies, "Policies", (int)NO_POLICY);
std::string sqlKey = "m_piPrereqAndPolicies";
Database::Results* pResults = kUtility.GetResults(sqlKey);
if(pResults == NULL)
{
const char* szSQL = "select Policies.ID from Policy_PrereqPolicies inner join Policies on Policies.Type = PrereqPolicy where PolicyType = ?";
pResults = kUtility.PrepareResults(sqlKey, szSQL);
}
pResults->Bind(1, szPolicyType, false);
int i = 0;
while(pResults->Step())
{
m_piPrereqAndPolicies[i++] = pResults->GetInt(0);
}
pResults->Reset();
}
//Policy_Disables
{
kUtility.InitializeArray(m_piPolicyDisables, "Policies", (int)NO_POLICY);
std::string sqlKey = "m_piPolicyDisables";
Database::Results* pResults = kUtility.GetResults(sqlKey);
if(pResults == NULL)
{
const char* szSQL = "select Policies.ID from Policy_Disables inner join Policies on Policies.Type = PolicyDisable where PolicyType = ?";
pResults = kUtility.PrepareResults(sqlKey, szSQL);
}
pResults->Bind(1, szPolicyType, false);
int i = 0;
while(pResults->Step())
{
m_piPolicyDisables[i++] = pResults->GetInt(0);
}
pResults->Reset();
}
//UnitCombatFreePromotions
{
m_FreePromotionUnitCombats.clear();
std::string sqlKey = "m_FreePromotionsUnitCombats";
Database::Results* pResults = kUtility.GetResults(sqlKey);
if(pResults == NULL)
{
const char* szSQL = "select UnitPromotions.ID, UnitCombatInfos.ID from Policy_FreePromotionUnitCombats, UnitPromotions, UnitCombatInfos where PolicyType = ? and PromotionType = UnitPromotions.ID and UnitCombatType = UnitCombatInfos.ID";
pResults = kUtility.PrepareResults(sqlKey, szSQL);
}
pResults->Bind(1, szPolicyType, false);
while(pResults->Step())
{
const int UnitPromotionID = pResults->GetInt(0);
const int UnitCombatInfoID = pResults->GetInt(1);
m_FreePromotionUnitCombats.insert(std::pair<int, int>(UnitPromotionID, UnitCombatInfoID));
}
//Trim capacity
std::multimap<int, int>(m_FreePromotionUnitCombats).swap(m_FreePromotionUnitCombats);
pResults->Reset();
}
return true;
}
/// Cost of next policy
int CvPolicyEntry::GetCultureCost() const
{
return m_iCultureCost;
}
/// X location on policy page
int CvPolicyEntry::GetGridX() const
{
return m_iGridX;
}
/// Y location on policy page
int CvPolicyEntry::GetGridY() const
{
return m_iGridY;
}
/// Percentage change in cost of subsequent policy purchases
int CvPolicyEntry::GetPolicyCostModifier() const
{
return m_iPolicyCostModifier;
}
/// Amount of Culture each City gets for free
int CvPolicyEntry::GetCulturePerCity() const
{
return m_iCulturePerCity;
}
/// Amount of extra Culture each Wonder gets
int CvPolicyEntry::GetCulturePerWonder() const
{
return m_iCulturePerWonder;
}
/// Culture multiplier for a city with a wonder
int CvPolicyEntry::GetCultureWonderMultiplier() const
{
return m_iCultureWonderMultiplier;
}
/// Amount of Culture provided when a Tech is researched
int CvPolicyEntry::GetCulturePerTechResearched() const
{
return m_iCulturePerTechResearched;
}
/// Extra culture provided from improvements that already provide culture
int CvPolicyEntry::GetCultureImprovementChange() const
{
return m_iCultureImprovementChange;
}
/// Percentage of killed unit strength that is added as culture
int CvPolicyEntry::GetCultureFromKills() const
{
return m_iCultureFromKills;
}
/// Percentage of killed barbarian strength that is added as culture
int CvPolicyEntry::GetCultureFromBarbarianKills() const
{
return m_iCultureFromBarbarianKills;
}
/// Percentage of killed unit strength that is added as gold
int CvPolicyEntry::GetGoldFromKills() const
{
return m_iGoldFromKills;
}
/// Extra moves for embarked units
int CvPolicyEntry::GetEmbarkedExtraMoves() const
{
return m_iEmbarkedExtraMoves;
}
/// Number of turns of attack bonus
int CvPolicyEntry::GetAttackBonusTurns() const
{
return m_iAttackBonusTurns;
}
/// Number of free Golden Age turns
int CvPolicyEntry::GetGoldenAgeTurns() const
{
return m_iGoldenAgeTurns;
}
/// Modify how big the Golden Age meter is (-50 = 50% of normal)
int CvPolicyEntry::GetGoldenAgeMeterMod() const
{
return m_iGoldenAgeMeterMod;
}
/// Modify how long Golden Ages last
int CvPolicyEntry::GetGoldenAgeDurationMod() const
{
return m_iGoldenAgeDurationMod;
}
/// Number of free Techs
int CvPolicyEntry::GetNumFreeTechs() const
{
return m_iNumFreeTechs;
}
/// Number of free Policies
int CvPolicyEntry::GetNumFreePolicies() const
{
return m_iNumFreePolicies;
}
/// Number of free Great People
int CvPolicyEntry::GetNumFreeGreatPeople() const
{
return m_iNumFreeGreatPeople;
}
/// Boost to percentage of median tech awarded for research agreement
int CvPolicyEntry::GetMedianTechPercentChange() const
{
return m_iMedianTechPercentChange;
}
/// Mod to owned Strategic Resources (200 = 200% of normal output)
int CvPolicyEntry::GetStrategicResourceMod() const
{
return m_iStrategicResourceMod;
}
/// Percentage change in Production cost of Religious Victory Buildings/Projects
int CvPolicyEntry::GetReligionProductionModifier() const
{
return m_iReligionProductionModifier;
}
/// Production bonus when working on a Wonder
int CvPolicyEntry::GetWonderProductionModifier() const
{
return m_iWonderProductionModifier;
}
/// Production bonus when working on a Building
int CvPolicyEntry::GetBuildingProductionModifier() const
{
return m_iBuildingProductionModifier;
}
/// Change in spawn rate for great people
int CvPolicyEntry::GetGreatPeopleRateModifier() const
{
return m_iGreatPeopleRateModifier;
}
/// Change in spawn rate for great generals
int CvPolicyEntry::GetGreatGeneralRateModifier() const
{
return m_iGreatGeneralRateModifier;
}
/// Change in spawn rate for domestic great generals
int CvPolicyEntry::GetDomesticGreatGeneralRateModifier() const
{
return m_iDomesticGreatGeneralRateModifier;
}
/// Extra Happiness
int CvPolicyEntry::GetExtraHappiness() const
{
return m_iExtraHappiness;
}
/// Extra Happiness per city
int CvPolicyEntry::GetExtraHappinessPerCity() const
{
return m_iExtraHappinessPerCity;
}
/// Unhappiness mod (-50 = 50% of normal Unhappiness)
int CvPolicyEntry::GetUnhappinessMod() const
{
return m_iUnhappinessMod;
}
/// City Count Unhappiness mod (-50 = 50% of normal Unhappiness)
int CvPolicyEntry::GetCityCountUnhappinessMod() const
{
return m_iCityCountUnhappinessMod;
}
/// Occupied Population Unhappiness mod (-50 = 50% of normal Unhappiness)
int CvPolicyEntry::GetOccupiedPopulationUnhappinessMod() const
{
return m_iOccupiedPopulationUnhappinessMod;
}
/// Unhappiness mod for capital (-50 = 50% of normal Unhappiness)
int CvPolicyEntry::GetCapitalUnhappinessMod() const
{
return m_iCapitalUnhappinessMod;
}
/// Free experience for every new unit recruited
int CvPolicyEntry::GetFreeExperience() const
{
return m_iFreeExperience;
}
/// Improvement in worker speed
int CvPolicyEntry::GetWorkerSpeedModifier() const
{
return m_iWorkerSpeedModifier;
}
/// How much Production does removing ALL Features now give us?
int CvPolicyEntry::GetAllFeatureProduction() const
{
return m_iAllFeatureProduction;
}
/// Reduction in improvement costs
int CvPolicyEntry::GetImprovementCostModifier() const
{
return m_iImprovementCostModifier;
}
/// Improvement upgrade speed
int CvPolicyEntry::GetImprovementUpgradeRateModifier() const
{
return m_iImprovementUpgradeRateModifier;
}
/// Specialist production boost
int CvPolicyEntry::GetSpecialistProductionModifier() const
{
return m_iSpecialistProductionModifier;
}
/// Increase rate of Specialist growth
int CvPolicyEntry::GetSpecialistUpgradeModifier() const
{
return m_iSpecialistUpgradeModifier;
}
/// Military unit production boost
int CvPolicyEntry::GetMilitaryProductionModifier() const
{
return m_iMilitaryProductionModifier;
}
/// Number of units with no upkeep cost
int CvPolicyEntry::GetBaseFreeUnits() const
{
return m_iBaseFreeUnits;
}
/// Number of military units with no upkeep cost
int CvPolicyEntry::GetBaseFreeMilitaryUnits() const
{
return m_iBaseFreeMilitaryUnits;
}
/// Number of free upkeep units based on population size
int CvPolicyEntry::GetFreeUnitsPopulationPercent() const
{
return m_iFreeUnitsPopulationPercent;
}
/// Number of free upkeep military units based on population size
int CvPolicyEntry::GetFreeMilitaryUnitsPopulationPercent() const
{
return m_iFreeMilitaryUnitsPopulationPercent;
}
/// Happiness from each City with a Garrison
int CvPolicyEntry::GetHappinessPerGarrisonedUnit() const
{
return m_iHappinessPerGarrisonedUnit;
}
/// Culture from each City with a Garrison
int CvPolicyEntry::GetCulturePerGarrisonedUnit() const
{
return m_iCulturePerGarrisonedUnit;
}
/// Happiness from each City with a Trade Route to the capital
int CvPolicyEntry::GetHappinessPerTradeRoute() const
{
return m_iHappinessPerTradeRoute;
}
/// Happiness from large cities
int CvPolicyEntry::GetHappinessPerXPopulation() const
{
return m_iHappinessPerXPopulation;
}
/// Happiness from each connected Luxury Resource
int CvPolicyEntry::GetExtraHappinessPerLuxury() const
{
return m_iExtraHappinessPerLuxury;
}
/// Unhappiness from Units (Workers) Percent? (50 = 50% of normal)
int CvPolicyEntry::GetUnhappinessFromUnitsMod() const
{
return m_iUnhappinessFromUnitsMod;
}
/// Number of Builders a Player is allowed to train
int CvPolicyEntry::GetNumExtraBuilders() const
{
return m_iNumExtraBuilders;
}
/// How much less does Plot buying cost
int CvPolicyEntry::GetPlotGoldCostMod() const
{
return m_iPlotGoldCostMod;
}
/// How much Culture is needed for a City to acquire a new Plot?
int CvPolicyEntry::GetPlotCultureCostModifier() const
{
return m_iPlotCultureCostModifier;
}
/// How much do we dampen the exponent used to determine Culture needed for a City to acquire a new Plot?
int CvPolicyEntry::GetPlotCultureExponentModifier() const
{
return m_iPlotCultureExponentModifier;
}
/// How much do we dampen the growth of policy costs based on number of cities?
int CvPolicyEntry::GetNumCitiesPolicyCostDiscount() const
{
return m_iNumCitiesPolicyCostDiscount;
}
/// Increase in city range strike due to garrison
int CvPolicyEntry::GetGarrisonedCityRangeStrikeModifier() const
{
return m_iGarrisonedCityRangeStrikeModifier;
}
/// Cost of purchasing units reduced?
int CvPolicyEntry::GetUnitPurchaseCostModifier() const
{
return m_iUnitPurchaseCostModifier;
}
/// How much more Gold do we make from Trade Routes
int CvPolicyEntry::GetTradeRouteGoldModifier() const
{
return m_iTradeRouteGoldModifier;
}
/// Upkeep cost
int CvPolicyEntry::GetGoldPerUnit() const
{
return m_iGoldPerUnit;
}
/// Military unit upkeep cost
int CvPolicyEntry::GetGoldPerMilitaryUnit() const
{
return m_iGoldPerMilitaryUnit;
}
/// City strength modifier (e.g. 100 = double strength)
int CvPolicyEntry::GetCityStrengthMod() const
{
return m_iCityStrengthMod;
}
/// City growth food modifier (e.g. 100 = double growth rate)
int CvPolicyEntry::GetCityGrowthMod() const
{
return m_iCityGrowthMod;
}
/// Capital growth food modifier (e.g. 50 = +50% growth)
int CvPolicyEntry::GetCapitalGrowthMod() const
{
return m_iCapitalGrowthMod;
}
/// Settler production modifier (e.g. 50 = +50% production)
int CvPolicyEntry::GetSettlerProductionModifier() const
{
return m_iSettlerProductionModifier;
}
/// Capital Settler production modifier (e.g. 50 = +50% production)
int CvPolicyEntry::GetCapitalSettlerProductionModifier() const
{
return m_iCapitalSettlerProductionModifier;
}
/// Amount of extra population newly-founded Cities receive
int CvPolicyEntry::GetNewCityExtraPopulation() const
{
return m_iNewCityExtraPopulation;
}
/// Amount of free food newly-founded Cities receive
int CvPolicyEntry::GetFreeFoodBox() const
{
return m_iFreeFoodBox;
}
/// Route upkeep cost Modifier (e.g. 50 = 150% normal cost)
int CvPolicyEntry::GetRouteGoldMaintenanceMod() const
{
return m_iRouteGoldMaintenanceMod;
}
/// Building upkeep cost Modifier (e.g. 50 = 150% normal cost)
int CvPolicyEntry::GetBuildingGoldMaintenanceMod() const
{
return m_iBuildingGoldMaintenanceMod;
}
/// Unit upkeep cost Modifier (e.g. 50 = 150% normal cost)
int CvPolicyEntry::GetUnitGoldMaintenanceMod() const
{
return m_iUnitGoldMaintenanceMod;
}
/// Military unit supply cost Modifier (e.g. 50 = 150% normal cost)
int CvPolicyEntry::GetUnitSupplyMod() const
{
return m_iUnitSupplyMod;
}
/// Military unit happiness bonus
int CvPolicyEntry::GetHappyPerMilitaryUnit() const
{
return m_iHappyPerMilitaryUnit;
}
/// Free specialist in each site
int CvPolicyEntry::GetFreeSpecialist() const
{
return m_iFreeSpecialist;
}
/// Technology prerequisite
int CvPolicyEntry::GetTechPrereq() const
{
return m_iTechPrereq;
}
/// Number of units that may be conscripted
int CvPolicyEntry::GetMaxConscript() const
{
return m_iMaxConscript;
}
/// Modifier to experience
int CvPolicyEntry::GetExpModifier() const
{
return m_iExpModifier;
}
/// Modifier to experience gained within cultural borders
int CvPolicyEntry::GetExpInBorderModifier() const
{
return m_iExpInBorderModifier;
}
/// Friendship modifier for completing Minor Civ Quests (50 = 150% of normal friendship amount)
int CvPolicyEntry::GetMinorQuestFriendshipMod() const
{
return m_iMinorQuestFriendshipMod;
}
/// Friendship modifier for Gold gifts to Minors (50 = 150% of normal friendship amount)
int CvPolicyEntry::GetMinorGoldFriendshipMod() const
{
return m_iMinorGoldFriendshipMod;
}
/// Minimum Friendship with all Minors
int CvPolicyEntry::GetMinorFriendshipMinimum() const
{
return m_iMinorFriendshipMinimum;
}
/// Friendship decay mod with Minors (-50 = 50% normal decay)
int CvPolicyEntry::GetMinorFriendshipDecayMod() const
{
return m_iMinorFriendshipDecayMod;
}
/// OTHER PLAYERS' Friendship decay mod with Minors (50 = 150% normal decay)
int CvPolicyEntry::GetOtherPlayersMinorFriendshipDecayMod() const