Can now conquer cities! =D
This commit is contained in:
parent
7e2015572c
commit
17307f16f9
14 changed files with 220 additions and 127 deletions
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@ -58,9 +58,11 @@ class UnCivGame : Game() {
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gameInfo.civilizations.add(CivilizationInfo("Greece", Vector2(3f,5f), gameInfo)) // all the rest whatever
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barbarianCivilization.civName = "Barbarians"
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gameInfo.setTransients() // needs to be before placeBarbarianUnit because it depends on the tilemap having its gameinfo set
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(1..5).forEach { gameInfo.placeBarbarianUnit() }
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gameInfo.setTransients()
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worldScreen = WorldScreen()
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setWorldScreen()
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@ -137,6 +137,7 @@ class GameInfo {
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}
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val damageToAttacker = Battle(this).calculateDamageToAttacker(MapUnitCombatant(unit), MapUnitCombatant(unitToAttack))
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if(damageToAttacker < unit.health) { // don't attack if we'll die from the attack
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unit.headTowards(unitTileToAttack.position)
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Battle(this).attack(MapUnitCombatant(unit), MapUnitCombatant(unitToAttack))
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@ -1,6 +1,8 @@
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package com.unciv.logic.battle
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import com.unciv.logic.GameInfo
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.logic.map.UnitType
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import java.util.*
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import kotlin.collections.HashMap
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@ -67,13 +69,15 @@ class Battle(val gameInfo:GameInfo) {
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var damageToDefender = calculateDamageToDefender(attacker,defender)
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var damageToAttacker = calculateDamageToAttacker(attacker,defender)
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if (attacker.getCombatantType() == CombatantType.Ranged) {
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if(defender.getCombatantType() == CombatantType.Civilian){
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defender.takeDamage(100) // kill
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}
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else if (attacker.getCombatantType() == CombatantType.Ranged) {
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defender.takeDamage(damageToDefender) // straight up
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} else {
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//melee attack is complicated, because either side may defeat the other midway
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//so...for each round, we randomize who gets the attack in. Seems to be a good way to work for now.
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while (damageToDefender + damageToAttacker > 0) {
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if (Random().nextInt(damageToDefender + damageToAttacker) < damageToDefender) {
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damageToDefender--
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@ -87,7 +91,11 @@ class Battle(val gameInfo:GameInfo) {
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}
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}
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// After dust as settled
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postBattleAction(attacker,defender,attackedTile)
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}
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fun postBattleAction(attacker: ICombatant, defender: ICombatant, attackedTile:TileInfo){
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if (defender.getCivilization().isPlayerCivilization()) {
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val whatHappenedString =
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@ -100,10 +108,38 @@ class Battle(val gameInfo:GameInfo) {
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gameInfo.getPlayerCivilization().addNotification(notificationString, attackedTile.position)
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}
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if(defender.isDefeated()
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&& defender.getCombatantType() == CombatantType.City
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&& attacker.getCombatantType() == CombatantType.Melee){
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conquerCity((defender as CityCombatant).city, attacker)
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}
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if (defender.isDefeated() && attacker.getCombatantType() == CombatantType.Melee)
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(attacker as MapUnitCombatant).unit.moveToTile(attackedTile)
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if(attacker is MapUnitCombatant) attacker.unit.currentMovement = 0f
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}
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private fun conquerCity(city: CityInfo, attacker: ICombatant) {
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val enemyCiv = city.civInfo
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attacker.getCivilization().addNotification("We have conquered the city of ${city.name}!",city.cityLocation)
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enemyCiv.cities.remove(city)
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attacker.getCivilization().cities.add(city)
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city.civInfo = attacker.getCivilization()
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city.health = city.getMaxHealth() / 2 // I think that cities recover to half health?
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city.getTile().unit = null
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city.expansion.cultureStored = 0;
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city.expansion.reset()
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if(city.cityConstructions.isBuilt("Palace")){
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city.cityConstructions.builtBuildings.remove("Palace")
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if(enemyCiv.cities.isEmpty()) {
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gameInfo.getPlayerCivilization()
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.addNotification("The ${enemyCiv.civName} civilization has been destroyed!", null)
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}
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else{
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enemyCiv.cities.first().cityConstructions.builtBuildings.add("Palace") // relocate palace
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}
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}
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}
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}
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@ -4,7 +4,6 @@ import com.unciv.logic.city.CityInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.gamebasics.GameBasics
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import kotlin.math.max
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class CityCombatant(val city: CityInfo) : ICombatant {
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override fun getHealth(): Int = city.health
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@ -14,7 +13,8 @@ class CityCombatant(val city: CityInfo) : ICombatant {
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override fun isDefeated(): Boolean = city.health==1
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override fun takeDamage(damage: Int) {
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city.health = max(1, city.health - damage) // min health is 1
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city.health -= damage
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if(city.health<1) city.health=1 // min health is 1
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}
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override fun getCombatantType(): CombatantType = CombatantType.City
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@ -37,7 +37,9 @@ class CityCombatant(val city: CityInfo) : ICombatant {
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// 10% bonus foreach pop
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val strengthWithPop = (baseStrength + strengthFromTechs) * (1 + 0.1*city.population.population)
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return strengthWithPop.toInt()
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return strengthWithPop.toInt() * 100 // *100 because a city is always at 100% strength
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}
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}
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@ -3,5 +3,6 @@ package com.unciv.logic.battle
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enum class CombatantType{
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Melee,
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Ranged,
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Civilian,
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City
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}
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@ -25,13 +25,16 @@ class MapUnitCombatant(val unit: MapUnit) : ICombatant {
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return attackerStrength*unit.health
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}
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override fun getDefendingStrength(attacker: ICombatant): Int =
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unit.getBaseUnit().strength*unit.health
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override fun getDefendingStrength(attacker: ICombatant): Int {
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// too: if ranged units get ranged attacked, they use their ranged str to defend!
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return unit.getBaseUnit().strength*unit.health
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}
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override fun getCombatantType(): CombatantType {
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when(unit.getBaseUnit().unitType){
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UnitType.Melee -> return CombatantType.Melee
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UnitType.Ranged -> return CombatantType.Ranged
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UnitType.Civilian -> return CombatantType.Civilian
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else -> throw Exception("Should never get here!")
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}
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}
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@ -1,11 +1,18 @@
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package com.unciv.logic.city
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import com.badlogic.gdx.math.Vector2
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class CityExpansionManager {
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@Transient
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lateinit var cityInfo: CityInfo
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var cityTiles = ArrayList<Vector2>()
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var cultureStored: Int = 0
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private var tilesClaimed: Int = 0
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fun reset(){
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cityTiles = ArrayList(cityInfo.civInfo.gameInfo.tileMap
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.getTilesInDistance(cityInfo.cityLocation, 1).map { it.position })
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}
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// This one has conflicting sources -
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// http://civilization.wikia.com/wiki/Mathematics_of_Civilization_V says it's 20+(10(t-1))^1.1
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@ -13,31 +20,30 @@ class CityExpansionManager {
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// (per game XML files) at 6*(t+0.4813)^1.3
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// The second seems to be more based, so I'll go with that
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//Speciality of Angkor Wat
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val cultureToNextTile: Int
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get() {
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var cultureToNextTile = 6 * Math.pow(tilesClaimed + 1.4813, 1.3)
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fun getCultureToNextTile(): Int {
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val numTilesClaimed = cityTiles.size - 7
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var cultureToNextTile = 6 * Math.pow(numTilesClaimed + 1.4813, 1.3)
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if (cityInfo.civInfo.buildingUniques.contains("NewTileCostReduction")) cultureToNextTile *= 0.75
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if (cityInfo.civInfo.policies.isAdopted("Tradition")) cultureToNextTile *= 0.75
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return Math.round(cultureToNextTile).toInt()
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}
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private fun addNewTileWithCulture() {
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cultureStored -= cultureToNextTile
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cultureStored -= getCultureToNextTile()
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for (i in 2..3) {
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val tiles = cityInfo.civInfo.gameInfo.tileMap.getTilesInDistance(cityInfo.cityLocation, i).filter { it.owner == null }
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if (tiles.isEmpty()) continue
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val chosenTile = tiles.maxBy { cityInfo.rankTile(it) }
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chosenTile!!.owner = cityInfo.civInfo.civName
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tilesClaimed++
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cityTiles.add(chosenTile!!.position)
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chosenTile.owner = cityInfo.civInfo.civName
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return
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}
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}
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fun nextTurn(culture: Float) {
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cultureStored += culture.toInt()
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if (cultureStored >= cultureToNextTile) {
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if (cultureStored >= getCultureToNextTile()) {
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addNewTileWithCulture()
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cityInfo.civInfo.addNotification(cityInfo.name + " has expanded its borders!", cityInfo.cityLocation)
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}
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@ -23,6 +23,8 @@ class CityInfo {
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var expansion = CityExpansionManager()
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var cityStats = CityStats()
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internal val tileMap: TileMap
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get() = civInfo.gameInfo.tileMap
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@ -51,8 +53,7 @@ class CityInfo {
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val buildingUniques: List<String?>
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get() = cityConstructions.getBuiltBuildings().filter { it.unique!=null }.map { it.unique }
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val greatPersonPoints: Stats
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get() {
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fun getGreatPersonPoints(): Stats {
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var greatPersonPoints = population.getSpecialists().times(3f)
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for (building in cityConstructions.getBuiltBuildings())
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@ -88,9 +89,8 @@ class CityInfo {
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cityConstructions.currentConstruction = "Worker" // Default for first city only!
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}
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for (tileInfo in civInfo.gameInfo.tileMap.getTilesInDistance(cityLocation, 1)) {
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tileInfo.owner = civInfo.civName
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}
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expansion.reset()
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val tile = getTile()
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tile.workingCity = this.name
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@ -141,7 +141,7 @@ class CivilizationInfo {
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for (city in cities) {
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city.nextTurn()
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greatPeople.addGreatPersonPoints(city.greatPersonPoints)
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greatPeople.addGreatPersonPoints(city.getGreatPersonPoints())
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}
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val greatPerson = greatPeople.getNewGreatPerson()
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@ -21,6 +21,11 @@ class TileInfo {
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var improvement: String? = null
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var improvementInProgress: String? = null
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var owner: String? = null // owning civ name
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get() {
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val containingCity = tileMap.gameInfo.civilizations.flatMap { it.cities }.firstOrNull{it.expansion.cityTiles.contains(position)}
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if(containingCity==null) return null
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return containingCity.civInfo.civName
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}
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var workingCity: String? = null // Working City name
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var roadStatus = RoadStatus.None
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var explored = false
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@ -17,7 +17,8 @@ class UnitMovementAlgorithms(val tileMap: TileMap){
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for (tileToCheck in tilesToCheck)
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for (maybeUpdatedTile in tileToCheck.neighbors) {
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if(maybeUpdatedTile.owner != null && maybeUpdatedTile.owner != civInfo.civName && maybeUpdatedTile.isCityCenter)
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continue
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continue // Enemy city, can't move through it!
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// if(maybeUpdatedTile.unit!=null && maybeUpdatedTile.unit!!.civInfo != civInfo) continue // Enemy unit!
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var distanceBetweenTiles = maybeUpdatedTile.lastTerrain.movementCost.toFloat() // no road
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if (tileToCheck.roadStatus !== RoadStatus.None && maybeUpdatedTile.roadStatus !== RoadStatus.None) //Road
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@ -39,6 +40,11 @@ class UnitMovementAlgorithms(val tileMap: TileMap){
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tilesToCheck = updatedTiles
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}
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// now that we've used the tiles that have friendly units to "pass through" them,
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// we have to remove them from the final result since we can't actually get there.
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// distanceToTiles.filterKeys { it.unit!=null }.forEach { distanceToTiles.remove(it.key) }
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return distanceToTiles
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}
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@ -34,7 +34,7 @@ class CityStatsTable(val cityScreen: CityScreen) : Table(){
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cityStatsValues["Gold"] = Math.round(stats.gold).toString() + ""
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cityStatsValues["Science"] = Math.round(stats.science).toString() + ""
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cityStatsValues["Culture"] = (Math.round(stats.culture).toString()
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+ " (" + city.expansion.cultureStored + "/" + city.expansion.cultureToNextTile + ")")
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+ " (" + city.expansion.cultureStored + "/" + city.expansion.getCultureToNextTile() + ")")
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cityStatsValues["Population"] = city.population.getFreePopulation().toString() + "/" + city.population.population
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for (key in cityStatsValues.keys) {
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@ -57,50 +57,10 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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return
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}
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if(terrainFeatureImage==null && tileInfo.terrainFeature!=null){
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terrainFeatureImage = ImageGetter.getImage("TerrainIcons/${tileInfo.terrainFeature}.png")
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addActor(terrainFeatureImage)
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terrainFeatureImage!!.run {
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setSize(30f,30f)
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setColor(1f,1f,1f,0.5f)
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setPosition(this@TileGroup.width /2-width/2,
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this@TileGroup.height/2-height/2)
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}
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}
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if(terrainFeatureImage!=null && tileInfo.terrainFeature==null){
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terrainFeatureImage!!.remove()
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terrainFeatureImage=null
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}
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val RGB= tileInfo.getBaseTerrain().RGB!!
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hexagon.color = Color(RGB[0]/255f,RGB[1]/255f,RGB[2]/255f,1f)
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if(!isViewable) hexagon.color = hexagon.color.lerp(Color.BLACK,0.6f)
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if (tileInfo.hasViewableResource(tileInfo.tileMap.gameInfo.getPlayerCivilization()) && resourceImage == null) { // Need to add the resource image!
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val fileName = "ResourceIcons/" + tileInfo.resource + "_(Civ5).png"
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resourceImage = ImageGetter.getImage(fileName)
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resourceImage!!.setSize(20f, 20f)
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resourceImage!!.setPosition(width/2 - resourceImage!!.width/2-20f,
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height/2 - resourceImage!!.height/2) // left
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addActor(resourceImage!!)
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}
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if (tileInfo.improvement != null && tileInfo.improvement != improvementType) {
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improvementImage = ImageGetter.getImage("ImprovementIcons/" + tileInfo.improvement!!.replace(' ', '_') + "_(Civ5).png")
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addActor(improvementImage)
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improvementImage!!.run {
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setSize(20f, 20f)
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setPosition(this@TileGroup.width/2 - width/2+20f,
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this@TileGroup.height/2 - height/2) // right
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}
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improvementType = tileInfo.improvement
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}
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updateTerrainFeatureImage()
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updateTileColor(isViewable)
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updateResourceImage()
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updateImprovementImage()
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if (populationImage != null) {
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if (tileInfo.workingCity != null)
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@ -109,6 +69,43 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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populationImage!!.color = Color.GRAY
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}
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updateRoadImages()
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updateBorderImages()
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}
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private fun updateBorderImages() {
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for (border in borderImages) border.remove() //clear
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borderImages = arrayListOf()
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if (tileInfo.owner != null) {
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for (neighbor in tileInfo.neighbors.filter { it.owner != tileInfo.owner }) {
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val image = ImageGetter.getImage(ImageGetter.WhiteDot)
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val relativeHexPosition = tileInfo.position.cpy().sub(neighbor.position)
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val relativeWorldPosition = HexMath.Hex2WorldCoords(relativeHexPosition)
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// This is some crazy voodoo magic so I'll explain.
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image.setSize(35f, 2f)
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image.moveBy(width / 2 - image.width / 2, // center
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height / 2 - image.height / 2)
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// in addTiles, we set the position of groups by relative world position *0.8*groupSize, filter groupSize = 50
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// Here, we want to have the borders start HALFWAY THERE and extend towards the tiles, so we give them a position of 0.8*25.
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// BUT, we don't actually want it all the way out there, because we want to display the borders of 2 different civs!
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// So we set it to 0.75
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image.moveBy(-relativeWorldPosition.x * 0.75f * 25f, -relativeWorldPosition.y * 0.75f * 25f)
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image.color = tileInfo.getOwner()!!.getCivilization().getColor()
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image.setOrigin(image.width / 2, image.height / 2) // This is so that the rotation is calculated from the middle of the road and not the edge
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image.rotation = (90 + 180 / Math.PI * Math.atan2(relativeWorldPosition.y.toDouble(), relativeWorldPosition.x.toDouble())).toFloat()
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addActor(image)
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borderImages.add(image)
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}
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}
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}
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private fun updateRoadImages() {
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if (tileInfo.roadStatus !== RoadStatus.None) {
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for (neighbor in tileInfo.neighbors) {
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if (neighbor.roadStatus === RoadStatus.None) continue
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@ -137,37 +134,54 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
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roadImages[neighbor.position.toString()]!!.color = Color.BROWN // road
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}
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}
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// Borders
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if(tileInfo.owner!=null){
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for (border in borderImages) border.remove()
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for (neighbor in tileInfo.neighbors.filter { it.owner!=tileInfo.owner }){
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val image = ImageGetter.getImage(ImageGetter.WhiteDot)
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val relativeHexPosition = tileInfo.position.cpy().sub(neighbor.position)
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val relativeWorldPosition = HexMath.Hex2WorldCoords(relativeHexPosition)
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// This is some crazy voodoo magic so I'll explain.
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image.setSize(35f, 2f)
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image.moveBy(width/2-image.width/2, // center
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height/2-image.height/2)
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// in addTiles, we set the position of groups by relative world position *0.8*groupSize, filter groupSize = 50
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// Here, we want to have the borders start HALFWAY THERE and extend towards the tiles, so we give them a position of 0.8*25.
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||||
// BUT, we don't actually want it all the way out there, because we want to display the borders of 2 different civs!
|
||||
// So we set it to 0.75
|
||||
image.moveBy(-relativeWorldPosition.x * 0.75f * 25f, -relativeWorldPosition.y * 0.75f * 25f)
|
||||
|
||||
image.color = tileInfo.getOwner()!!.getCivilization().getColor()
|
||||
image.setOrigin(image.width/2, image.height/2) // This is so that the rotation is calculated from the middle of the road and not the edge
|
||||
image.rotation = (90 + 180 / Math.PI * Math.atan2(relativeWorldPosition.y.toDouble(), relativeWorldPosition.x.toDouble())).toFloat()
|
||||
addActor(image)
|
||||
borderImages.add(image)
|
||||
}
|
||||
|
||||
private fun updateTileColor(isViewable: Boolean) {
|
||||
val RGB = tileInfo.getBaseTerrain().RGB!!
|
||||
hexagon.color = Color(RGB[0] / 255f, RGB[1] / 255f, RGB[2] / 255f, 1f)
|
||||
if (!isViewable) hexagon.color = hexagon.color.lerp(Color.BLACK, 0.6f)
|
||||
}
|
||||
|
||||
private fun updateTerrainFeatureImage() {
|
||||
if (terrainFeatureImage == null && tileInfo.terrainFeature != null) {
|
||||
terrainFeatureImage = ImageGetter.getImage("TerrainIcons/${tileInfo.terrainFeature}.png")
|
||||
addActor(terrainFeatureImage)
|
||||
terrainFeatureImage!!.run {
|
||||
setSize(30f, 30f)
|
||||
setColor(1f, 1f, 1f, 0.5f)
|
||||
setPosition(this@TileGroup.width / 2 - width / 2,
|
||||
this@TileGroup.height / 2 - height / 2)
|
||||
}
|
||||
}
|
||||
|
||||
if (terrainFeatureImage != null && tileInfo.terrainFeature == null) {
|
||||
terrainFeatureImage!!.remove()
|
||||
terrainFeatureImage = null
|
||||
}
|
||||
}
|
||||
|
||||
private fun updateImprovementImage() {
|
||||
if (tileInfo.improvement != null && tileInfo.improvement != improvementType) {
|
||||
improvementImage = ImageGetter.getImage("ImprovementIcons/" + tileInfo.improvement!!.replace(' ', '_') + "_(Civ5).png")
|
||||
addActor(improvementImage)
|
||||
improvementImage!!.run {
|
||||
setSize(20f, 20f)
|
||||
|
||||
setPosition(this@TileGroup.width / 2 - width / 2 + 20f,
|
||||
this@TileGroup.height / 2 - height / 2) // right
|
||||
}
|
||||
improvementType = tileInfo.improvement
|
||||
}
|
||||
}
|
||||
|
||||
private fun updateResourceImage() {
|
||||
if (tileInfo.hasViewableResource(tileInfo.tileMap.gameInfo.getPlayerCivilization()) && resourceImage == null) { // Need to add the resource image!
|
||||
val fileName = "ResourceIcons/" + tileInfo.resource + "_(Civ5).png"
|
||||
resourceImage = ImageGetter.getImage(fileName)
|
||||
resourceImage!!.setSize(20f, 20f)
|
||||
resourceImage!!.setPosition(width / 2 - resourceImage!!.width / 2 - 20f,
|
||||
height / 2 - resourceImage!!.height / 2) // left
|
||||
addActor(resourceImage!!)
|
||||
}
|
||||
}
|
||||
}
|
|
@ -108,21 +108,38 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
|
|||
row().pad(5f)
|
||||
val attackButton = TextButton("Attack", skin)
|
||||
|
||||
val attackerDistanceToTiles = attacker.unit.getDistanceToTiles()
|
||||
|
||||
if(attacker.getCombatantType() == CombatantType.Melee){
|
||||
val tilesCanAttackFrom = attackerDistanceToTiles.filter {
|
||||
attacker.unit.currentMovement - it.value > 0 // once we reach it we'll still have energy to attack
|
||||
&& it.key.unit==null
|
||||
&& it.key.neighbors.contains(defender.getTile()) }
|
||||
|
||||
if(tilesCanAttackFrom.isEmpty()) attackButton.disable()
|
||||
else {
|
||||
val tileToMoveTo = tilesCanAttackFrom.minBy { it.value }!!.key // travel least distance
|
||||
attackButton.addClickListener {
|
||||
if(attacker.getCombatantType() == CombatantType.Melee)
|
||||
attacker.unit.headTowards(defender.getTile().position)
|
||||
attacker.unit.moveToTile(tileToMoveTo)
|
||||
battle.attack(attacker,defender)
|
||||
worldScreen.update()
|
||||
}
|
||||
|
||||
val attackerCanReachDefender:Boolean
|
||||
if (attacker.getCombatantType() == CombatantType.Ranged) {
|
||||
val tilesInRange = UnCivGame.Current.gameInfo.tileMap.getTilesInDistance(attacker.getTile().position, 2)
|
||||
attackerCanReachDefender = tilesInRange.contains(defender.getTile())
|
||||
}
|
||||
else attackerCanReachDefender = attacker.unit.getDistanceToTiles().containsKey(defender.getTile())
|
||||
}
|
||||
|
||||
if(attacker.unit.currentMovement==0f || !attackerCanReachDefender) attackButton.disable()
|
||||
else { // ranged
|
||||
val tilesInRange = UnCivGame.Current.gameInfo.tileMap.getTilesInDistance(attacker.getTile().position, 2)
|
||||
val attackerCanReachDefender = tilesInRange.contains(defender.getTile())
|
||||
if(!attackerCanReachDefender) attackButton.disable()
|
||||
else {
|
||||
attackButton.addClickListener {
|
||||
battle.attack(attacker, defender)
|
||||
worldScreen.update()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(attacker.unit.currentMovement==0f) attackButton.disable()
|
||||
add(attackButton).colspan(2)
|
||||
|
||||
pack()
|
||||
|
|
Loading…
Reference in a new issue