Organizing and Simplifying the MidLoop (at least for the res and labor caps section)#1579
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The1stBurb wants to merge 18 commits into
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Organizing and Simplifying the MidLoop (at least for the res and labor caps section)#1579The1stBurb wants to merge 18 commits into
The1stBurb wants to merge 18 commits into
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…ns to be in a knowVal function like univercity has anyways changed a few vars to be shorter in the same code BUG: fixed biolab's knowledge cap gain on the structure popup specifically when with high_pop and frost elemental. wasn't adjusted for high pop
also organized a lot of midloop and i am going through the organized stuff and simplifying it - This includes removing repeated math calculations (like calculate the value for the cap icnrease and the breakdown seperatley) and shortened variables (like using space_home = actions.space.spc_home, then calling space_home.garage instead of actions.space.spc_home.garage multiple times)
mostly changing global.race.species to s_name (them same)
ok so i got distracted *ahem* discord people *ahem* and simplified the city and space initStruct blocks! (in warlord)
may have started bank
…ompost, soul_well, smokehouse), rock_quarry, lumber_yard, graveyard Changed *Val() funcs to be *Cap() to reflect their nature *Val() now means resource.*.amount - may be addition or just eq *Cap() now means caps['*'] *Disp() now means any value / cap that has any special math to determine display value - You may encounter a *DispC or *DispV, (cap or val) which means a buildling displays both the cap and value with special math, so it needs to handle both
adding a simple function that can do all the things for you! (in the middle of adding it)
so basically i made it so that it now uses caps:{resName(count}{return count * maths for res}} and can be smart and you only have to list each location
but it may only work for the city techs
um yea it is very smaller and works better
…ndGlob to just have vars for it also pointing out we dont need to recalc if its from action.caps
BUG -> tooltip of apartment had a 2x Money Cap if extravagant governor. This was removed.
…ng them throught the BHStorage function removing unnecesary planet action code that is run in midLoop (got to foundry)
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BUG: fixed biolab's knowledge cap gain on the structure popup specifically when with genes high_pop and frost elemental. wasn't adjusted for high pop with
highPopAdjust()