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- -- If New Cities start with AutoQueue Enabled?
- local StartsEnabled:boolean = true;
- function IsLocalPlayer(PlayerID:number)
- local LocalPlayer = Game.GetLocalPlayer();
- if (LocalPlayer == PlayerID) then
- return true;
- else
- return false;
- end
- end
- function CheckBuildQueue(PlayerID:number, CityID:number)
- -- Only the local player can use AutoQueue
- if (not IsLocalPlayer(PlayerID)) then
- return;
- end
- if ExposedMembers.AutoQueue.CityExists(CityID) then
- ExposedMembers.AutoQueue.CheckCity(PlayerID, CityID);
- end
- end
- function OnCityBuilt(PlayerID:number, CityID:number, CityX:number, CityY:number)
- -- Only the local player can use AutoQueue
- if (not IsLocalPlayer(PlayerID)) then
- return;
- end
- if StartsEnabled then
- table.insert(ExposedMembers.AutoQueue.Cities, CityID);
- ExposedMembers.AutoQueue.CheckCity(PlayerID, CityID);
- end
- end
- function OnCityInitialized(PlayerID:number, CityID:number)
- OnCityBuilt(PlayerID, CityID);
- end
- function OnCityProductionCompleted(PlayerID:number, CityID:number)
- CheckBuildQueue(PlayerID, CityID);
- end
- function OnCityProductionUpdate(PlayerID:number, CityID:number)
- CheckBuildQueue(PlayerID, CityID);
- end
- function OnCityProductionChanged(PlayerID:number, CityID:number)
- CheckBuildQueue(PlayerID, CityID);
- end
- function OnBuildingConstructed(PlayerID:number, CityID:number, eBuildingIndex:number, iPlotIndex:number, bOriginalConstruction:boolean)
- CheckBuildQueue(PlayerID, CityID);
- end
- function OnProjectCompleted(PlayerID:number, CityID:number, ProjectID:number)
- CheckBuildQueue(PlayerID, CityID);
- end
- function Initialize()
- if (not ExposedMembers.AutoQueue) then
- ExposedMembers.AutoQueue = {};
- end
- Events.CityProductionCompleted.Add(OnCityProductionCompleted);
- Events.CityProductionUpdated.Add(OnCityProductionUpdate);
- Events.CityProductionChanged.Add(OnCityProductionChanged);
- Events.CityInitialized.Add(OnCityInitialized);
- GameEvents.CityBuilt.Add(OnCityBuilt);
- GameEvents.BuildingConstructed.Add(OnBuildingConstructed);
- GameEvents.CityProjectCompleted.Add(OnProjectCompleted);
- end
- Initialize();
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