Aircraft carrier is added (#1731)
* Implemented aircraft carrier by @ltrcao in PR #1723 * New icon for the Carrier unit
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11 changed files with 96 additions and 16 deletions
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android/Images/UnitIcons/Carrier.png
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android/Images/UnitIcons/Carrier.png
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@ -856,6 +856,16 @@
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"hurryCostModifier": 20,
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"attackSound": "shot"
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},
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{
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"name": "Carrier",
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"unitType": "WaterAircraftCarrier",
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"movement": 5,
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"strength": 40,
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"cost": 375,
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"requiredTech": "Electronics",
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"uniques": ["Can carry 2 aircraft"],
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"hurryCostModifier": 20
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},
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{
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"name": "Triplane",
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"unitType": "Fighter",
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@ -3050,6 +3050,8 @@ Ambush I =
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# Requires translation!
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Ambush II =
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# Requires translation!
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Can carry 2 aircraft = Can carry 2 aircraft
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# Requires translation!
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Haka War Dance =
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# Requires translation!
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-10% combat strength for adjacent enemy units =
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@ -1657,6 +1657,7 @@ Reduces damage taken from interception by 50% =
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Bonus when intercepting [amount]% =
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Ambush I =
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Ambush II =
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Can carry 2 aircraft =
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Haka War Dance =
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-10% combat strength for adjacent enemy units =
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Rejuvenation =
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@ -190,6 +190,8 @@ class SpecificUnitAutomation{
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if(enemyAirUnitsInRange.isNotEmpty()) return // we need to be on standby in case they attack
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if(battleHelper.tryAttackNearbyEnemy(unit)) return
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// TODO Implement consideration for landing on aircraft carrier
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val immediatelyReachableCities = tilesInRange
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.filter { it.isCityCenter() && it.getOwner()==unit.civInfo && unit.movement.canMoveTo(it)}
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@ -226,6 +228,8 @@ class SpecificUnitAutomation{
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val tilesInRange = unit.currentTile.getTilesInDistance(unit.getRange())
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// TODO Implement consideration for landing on aircraft carrier
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val immediatelyReachableCities = tilesInRange
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.filter { it.isCityCenter() && it.getOwner() == unit.civInfo && unit.movement.canMoveTo(it) }
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@ -63,6 +63,7 @@ class MapUnit {
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var attacksThisTurn = 0
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var promotions = UnitPromotions()
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var due: Boolean = true
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var isUnitInCity: Boolean = true
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companion object {
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private const val ANCIENT_RUIN_MAP_REVEAL_OFFSET = 4
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@ -80,6 +81,7 @@ class MapUnit {
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toReturn.action=action
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toReturn.attacksThisTurn=attacksThisTurn
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toReturn.promotions=promotions.clone()
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toReturn.isUnitInCity=isUnitInCity
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return toReturn
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}
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@ -461,6 +463,7 @@ class MapUnit {
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type.isCivilian() -> tile.civilianUnit=this
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else -> tile.militaryUnit=this
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}
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isUnitInCity = tile.isCityCenter() // prevent carriers from sailing away with air units explicitly assigned to city
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moveThroughTile(tile)
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}
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@ -237,9 +237,20 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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if(unit.isFortified() || unit.action==Constants.unitActionSetUp || unit.action==Constants.unitActionSleep)
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unit.action=null // unfortify/setup after moving
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// If this unit is a carrier, keep record of its air payload whereabouts.
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var origin = unit.getTile()
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unit.removeFromTile()
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unit.putInTile(destination)
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if(unit.type.isAircraftCarrierUnit() || unit.type.isMissileCarrierUnit()){ // bring along the payloads
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for(airUnit in origin.airUnits.filter { !it.isUnitInCity }){
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airUnit.removeFromTile()
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airUnit.putInTile(destination)
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airUnit.isUnitInCity = false // don't leave behind payloads in the city if carrier happens to dock
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}
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}
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// Move through all intermediate tiles to get ancient ruins, barb encampments
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// and to view tiles along the way
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// We only activate the moveThroughTile AFTER the putInTile because of a really weird bug -
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@ -260,7 +271,19 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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*/
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fun canMoveTo(tile: TileInfo): Boolean {
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if(unit.type.isAirUnit())
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return tile.airUnits.size<6 && tile.isCityCenter() && tile.getCity()?.civInfo==unit.civInfo
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if(tile.isCityCenter())
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return tile.airUnits.size<6 && tile.getCity()?.civInfo==unit.civInfo
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else if(tile.militaryUnit!=null) {
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val unitAtDestination = tile.militaryUnit!!
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var unitCapacity = if (unitAtDestination.getUniques().contains("Can carry 2 aircraft")) 2 else 0
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// unitCapacity += unitAtDestination.getUniques().count { it == "Can carry 1 extra air unit" }
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return ((unitAtDestination.type.isAircraftCarrierUnit() && !unit.type.isMissileUnit()) ||
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(unitAtDestination.type.isMissileCarrierUnit() && unit.type.isMissileUnit()))
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&& unitAtDestination.owner==unit.owner && tile.airUnits.size < unitCapacity
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} else
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return false
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if(!canPassThrough(tile))
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return false
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@ -14,6 +14,8 @@ enum class UnitType{
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WaterMelee,
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WaterRanged,
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WaterSubmarine,
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WaterAircraftCarrier,
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WaterMissileCarrier,
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Fighter,
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Bomber,
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@ -60,6 +62,8 @@ enum class UnitType{
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|| this==WaterRanged
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|| this==WaterMelee
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|| this==WaterCivilian
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|| this==WaterAircraftCarrier
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|| this==WaterMissileCarrier
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}
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fun isAirUnit():Boolean{
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@ -71,4 +75,12 @@ enum class UnitType{
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fun isMissileUnit():Boolean{
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return this == Missile
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}
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fun isAircraftCarrierUnit():Boolean{
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return this == WaterAircraftCarrier
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}
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fun isMissileCarrierUnit():Boolean{
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return this == WaterMissileCarrier
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}
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}
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@ -3,11 +3,11 @@ package com.unciv.ui.tilegroups
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Actor
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import com.badlogic.gdx.scenes.scene2d.ui.Image
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.utils.Align
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import com.unciv.UncivGame
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import com.unciv.logic.map.MapUnit
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import com.unciv.ui.utils.ImageGetter
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import com.unciv.ui.utils.UnitGroup
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import com.unciv.ui.utils.center
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import com.unciv.ui.utils.*
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/** Helper class for TileGroup, which was getting too full */
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class TileGroupIcons(val tileGroup: TileGroup){
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@ -58,6 +58,23 @@ class TileGroupIcons(val tileGroup: TileGroup){
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newImage.center(tileGroup)
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newImage.y += yFromCenter
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// Display number of carried air units
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if ((unit.type.isAircraftCarrierUnit() || unit.type.isMissileCarrierUnit())
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&& !unit.getTile().airUnits.isEmpty() && !unit.getTile().isCityCenter()) {
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val holder = Table()
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val secondarycolor = unit.civInfo.nation.getInnerColor()
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val airUnitTable = Table().apply { defaults().pad(5f) }
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airUnitTable.background = ImageGetter.getRoundedEdgeTableBackground(unit.civInfo.nation.getOuterColor())
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val aircraftImage = ImageGetter.getImage("OtherIcons/Aircraft")
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aircraftImage.color = secondarycolor
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airUnitTable.add(aircraftImage).size(15f)
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airUnitTable.add(unit.getTile().airUnits.size.toString().toLabel(secondarycolor, 14))
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holder.add(airUnitTable).row()
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holder.setOrigin(Align.center)
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holder.center(tileGroup)
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newImage.addActor(holder)
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}
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// Instead of fading out the entire unit with its background, we just fade out its central icon,
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// that way it remains much more visible on the map
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if (!unit.isIdle() && unit.civInfo == UncivGame.Current.worldScreen.viewingCiv)
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@ -125,20 +125,27 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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if(moveHereDto!=null)
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table.add(getMoveHereButton(moveHereDto))
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var unitList = ArrayList<MapUnit>()
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if (tileInfo.isCityCenter() && tileInfo.getOwner()==worldScreen.viewingCiv) {
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for (unit in tileInfo.getCity()!!.getCenterTile().getUnits()) {
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val unitGroup = UnitGroup(unit, 60f).surroundWithCircle(80f)
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unitGroup.circle.color = Color.GRAY.cpy().apply { a = 0.5f }
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if (unit.currentMovement == 0f) unitGroup.color.a = 0.5f
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unitGroup.touchable = Touchable.enabled
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unitGroup.onClick {
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worldScreen.bottomUnitTable.selectedUnit = unit
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worldScreen.bottomUnitTable.selectedCity = null
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worldScreen.shouldUpdate = true
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unitActionOverlay?.remove()
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}
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table.add(unitGroup)
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unitList.addAll(tileInfo.getCity()!!.getCenterTile().getUnits())
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} else if (tileInfo.militaryUnit!=null &&
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(tileInfo.militaryUnit!!.type.isAircraftCarrierUnit() || tileInfo.militaryUnit!!.type.isMissileCarrierUnit()) &&
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tileInfo.militaryUnit!!.civInfo==worldScreen.viewingCiv && !tileInfo.airUnits.isEmpty()) {
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unitList.addAll(tileInfo.getUnits())
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}
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for (unit in unitList) {
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val unitGroup = UnitGroup(unit, 60f).surroundWithCircle(80f)
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unitGroup.circle.color = Color.GRAY.cpy().apply { a = 0.5f }
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if (unit.currentMovement == 0f) unitGroup.color.a = 0.5f
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unitGroup.touchable = Touchable.enabled
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unitGroup.onClick {
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worldScreen.bottomUnitTable.selectedUnit = unit
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worldScreen.bottomUnitTable.selectedCity = null
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worldScreen.shouldUpdate = true
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unitActionOverlay?.remove()
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}
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table.add(unitGroup)
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}
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addOverlayOnTileGroup(tileInfo, table)
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@ -99,6 +99,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
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* [Modern Armor](https://thenounproject.com/search/?q=tank&i=218) By Public Domain Nouns for Modern Armor
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* [Manhattan Project](https://thenounproject.com/search/?q=Nuclear%20Bomb&i=2041074) By corpus delicti, GR
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* [Nuclear Missile](https://thenounproject.com/marialuisa.iborra/collection/missiles-bombs/?i=1022574) By Lluisa Iborra, ES
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* Icon for Carrier made by [JackRainy](https://github.com/JackRainy), based on [Aircraft Carrier](https://thenounproject.com/icolabs/collection/flat-icons-transport/?i=2332914) By IcoLabs, BR
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### Great People
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