@@ -97,10 +97,7 @@ class TechManager : IsPartOfGameInfoSerialization {
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fun getNumberOfTechsResearched (): Int = techsResearched.size
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- fun getOverflowScience (techName : String ): Int {
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- return if (overflowScience == 0 ) 0
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- else (getScienceModifier(techName) * overflowScience).toInt()
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- }
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+ fun getOverflowScience (): Int = overflowScience
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private fun getScienceModifier (techName : String ): Float { // https://forums.civfanatics.com/threads/the-mechanics-of-overflow-inflation.517970/
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val numberOfCivsResearchedThisTech = civInfo.getKnownCivs()
@@ -140,7 +137,7 @@ class TechManager : IsPartOfGameInfoSerialization {
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// Was once duplicated as fun scienceSpentOnTech(tech: String): Int
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fun remainingScienceToTech (techName : String ): Int {
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- val spareScience = if (canBeResearched(techName)) getOverflowScience(techName ) else 0
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+ val spareScience = if (canBeResearched(techName)) getOverflowScience() else 0
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return costOfTech(techName) - researchOfTech(techName) - spareScience
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}
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@@ -253,7 +250,7 @@ class TechManager : IsPartOfGameInfoSerialization {
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NotificationIcon .Science )
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}
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if (overflowScience != 0 ) {
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- finalScienceToAdd + = getOverflowScience(currentTechnologyName() !! )
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+ finalScienceToAdd + = getOverflowScience()
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overflowScience = 0
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}
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@@ -279,7 +276,7 @@ class TechManager : IsPartOfGameInfoSerialization {
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*/
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fun updateResearchProgress () {
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val currentTechnology = currentTechnologyName() ? : return
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- val realOverflow = getOverflowScience(currentTechnology )
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+ val realOverflow = getOverflowScience()
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val scienceSpent = researchOfTech(currentTechnology) + realOverflow
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if (scienceSpent >= costOfTech(currentTechnology)) {
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overflowScience = 0
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