@@ -6094,7 +6094,8 @@ void change_factory_type_in_province(sys::state& state, dcon::province_id p, dco
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}
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void resolve_constructions (sys::state& state) {
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- // Regiment construction
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+ // US1. Regiment construction
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+ // US1AC7.
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for (auto c : state.world .in_province_land_construction ) {
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auto pop = state.world .province_land_construction_get_pop (c);
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auto province = state.world .pop_get_province_from_pop_location (pop);
@@ -6104,7 +6105,7 @@ void resolve_constructions(sys::state& state) {
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auto & current_purchased = c.get_purchased_goods ();
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auto construction_time = state.military_definitions .unit_base_definitions [c.get_type ()].build_time ;
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- // All goods costs must be built
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+ // US1AC4. All goods costs must be built
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bool ready_for_deployment = true ;
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if (!(c.get_nation ().get_is_player_controlled () && state.cheat_data .instant_army )) {
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for (uint32_t j = 0 ; j < commodity_set::set_size && ready_for_deployment; ++j) {
@@ -6118,7 +6119,7 @@ void resolve_constructions(sys::state& state) {
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}
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}
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- // But no faster than construction_time
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+ // US1AC5. But no faster than construction_time
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if (!state.cheat_data .instant_army ) {
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if (state.current_date < c.get_start_date () + construction_time) {
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ready_for_deployment = false ;
@@ -6151,7 +6152,8 @@ void resolve_constructions(sys::state& state) {
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}
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}
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- // Ships construction
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+ // US2 Ships construction
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+ // US2AC7
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province::for_each_land_province (state, [&](dcon::province_id p) {
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auto rng = state.world .province_get_province_naval_construction (p);
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if (rng.begin () != rng.end ()) {
@@ -6164,6 +6166,7 @@ void resolve_constructions(sys::state& state) {
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auto & current_purchased = c.get_purchased_goods ();
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auto construction_time = state.military_definitions .unit_base_definitions [c.get_type ()].build_time ;
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+ // US2AC4.
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bool ready_for_deployment = true ;
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if (!(c.get_nation ().get_is_player_controlled () && state.cheat_data .instant_navy )) {
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for (uint32_t i = 0 ; i < commodity_set::set_size && ready_for_deployment; ++i) {
@@ -6177,7 +6180,7 @@ void resolve_constructions(sys::state& state) {
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}
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}
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- // But no faster than construction_time
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+ // US2AC5. But no faster than construction_time
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if (!state.cheat_data .instant_army ) {
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if (state.current_date < c.get_start_date () + construction_time) {
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ready_for_deployment = false ;
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