Searched refs:getAvailablePopulation (Results 1 – 5 of 5) sorted by relevance
561 for(int j=0;j<N_BUILDINGS && !placed && sector->getAvailablePopulation() > MIN_POP;j++) { in doSectorAI()818 int pop = sector->getAvailablePopulation(); in doSectorAI()975 while(sector->getAvailablePopulation() > min_pop) { in doSectorAI()1011 int n_unarmed = sector->getAvailablePopulation() - min_pop; in doSectorAI()
1569 int n_spare = gamestate->getCurrentSector()->getAvailablePopulation(); in changeMiners()1595 int n_spare = gamePanel->gamestate->getCurrentSector()->getAvailablePopulation(); in buttonNDesignersClick()1622 int n_spare = gamePanel->gamestate->getCurrentSector()->getAvailablePopulation(); in buttonNManufacturersClick()1681 int n_spare = gamePanel->gamestate->getCurrentSector()->getAvailablePopulation(); in buttonNBuildersClick()1960 int n_spare = gamestate->getCurrentSector()->getAvailablePopulation(); in input()
535 int getAvailablePopulation() const;
1601 int n_spare = this->getAvailablePopulation(); in assembleArmy()1638 int n_spare = this->getAvailablePopulation(); in deployDefender()2654 int Sector::getAvailablePopulation() const { in getAvailablePopulation() function in Sector2855 int men = this->getAvailablePopulation(); in assembleAll()
3026 int n_spare = sector->getAvailablePopulation(); in assembleArmyUnarmed()