Added Replacable Parts tech and Great War Infantry
Musketman now upgrades to Rifleman Solved more rare concurrency problems
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28ae533acc
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22 changed files with 427 additions and 387 deletions
2
.gitignore
vendored
2
.gitignore
vendored
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@ -127,3 +127,5 @@ gradle.properties
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SaveFiles/
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android/android-release.apk
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android/assets/GameSettings.json
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android/release/output.json
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android/release/android-release.apk
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@ -57,6 +57,7 @@ All the following are from [the Noun Project](https://thenounproject.com) licenc
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### Modern
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* [Helmet](https://thenounproject.com/term/helmet/25216/) By Daniel Turner for Great War Infantry
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* [Tank](https://thenounproject.com/term/tank/1287510/) By corpus delicti for Landship
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### Great People
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@ -2,8 +2,8 @@
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![](https://travis-ci.org/yairm210/UnCiv.svg?branch=master)
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[![LibGDX](https://img.shields.io/badge/libgdx-1.9.6-red.svg)](https://libgdx.badlogicgames.com/)
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[![Kotlin](https://img.shields.io/badge/kotlin-1.2.41-orange.svg)](http://kotlinlang.org/)
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[![LibGDX](https://img.shields.io/badge/libgdx-1.9.9-red.svg)](https://libgdx.badlogicgames.com/)
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[![Kotlin](https://img.shields.io/badge/kotlin-1.3.10-orange.svg)](http://kotlinlang.org/)
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## What is this?
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BIN
android/Images/TechIcons/Replacable Parts.png
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android/Images/TechIcons/Replacable Parts.png
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android/Images/UnitIcons/Great War Infantry.png
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android/Images/UnitIcons/Great War Infantry.png
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@ -363,6 +363,11 @@
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prerequisites:["Electricity"],
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baseDescription:"Does nothing since we have no sea tiles - In theory, allows construction of offshore platforms and submarines"
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},*/
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{
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name:"Replacable Parts",
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row:4,
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prerequisites:["Electricity","Steam Power"]
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},
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{
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name:"Radio",
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row:5,
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@ -385,7 +390,7 @@
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{
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name:"Plastics",
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row:3,
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prerequisites:["Biology"]
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prerequisites:["Biology","Replacable Parts"]
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},/*
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{
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name:"Electronics",
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@ -292,6 +292,8 @@
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strength:24,
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cost: 150,
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requiredTech:"Gunpowder",
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upgradesTo:"Rifleman,"
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obsoleteTech:"Rifling",
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hurryCostModifier:20
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},
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{
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@ -303,6 +305,8 @@
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strength:28,
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cost: 150,
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requiredTech:"Gunpowder",
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upgradesTo:"Rifleman,"
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obsoleteTech:"Rifling",
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hurryCostModifier:20
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},
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{
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@ -337,6 +341,8 @@
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strength:34,
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cost: 225,
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requiredTech:"Rifling",
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obsoleteTech:"Replacable Parts",
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upgradesTo:"Great War Infantry",
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hurryCostModifier:20
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},
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{
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@ -347,6 +353,7 @@
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cost: 225,
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requiredTech:"Military Science",
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requiredResource:"Horses",
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upgradesTo:"Landship",
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uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%" ],
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hurryCostModifier:20
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},
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@ -359,7 +366,8 @@
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range:3,
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cost: 320,
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requiredTech:"Dynamite",
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uniques:["Bonus vs City 200%","No defensive terrain bonus","Must set up to ranged attack","Limited Visibility","Indirect Fire"],
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uniques:["Bonus vs City 200%","No defensive terrain bonus",
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"Must set up to ranged attack","Limited Visibility","Indirect Fire"],
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hurryCostModifier:20
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},
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{
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@ -387,6 +395,15 @@
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uniques:["Can move after attacking","No defensive terrain bonus"],
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hurryCostModifier:20
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},
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{
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name:"Great War Infantry",
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unitType:"Melee",
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movement:2,
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strength:50,
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cost: 320,
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requiredTech:"Replacable Parts",
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hurryCostModifier:20
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},
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/* Great people */
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 14
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targetSdkVersion 26
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versionCode 169
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versionName "2.10.8"
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versionCode 170
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versionName "2.10.9"
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -62,7 +62,7 @@ class UnCivGame : Game() {
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fun setWorldScreen() {
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setScreen(worldScreen)
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Gdx.input.inputProcessor = worldScreen.stage
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worldScreen.update() // This can set the screen to the policy picker or tech picker screen, so the input processor must come before
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worldScreen.shouldUpdate=true // This can set the screen to the policy picker or tech picker screen, so the input processor must come before
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}
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override fun resume() {
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@ -34,7 +34,8 @@ class UnitAutomation{
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return SpecificUnitAutomation().automateWorkBoats(unit)
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}
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if(unit.name.startsWith("Great")){
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if(unit.name.startsWith("Great")
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&& unit.name in GreatPersonManager().statToGreatPersonMapping.values){ // So "Great War Infantry" isn't caught here
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return SpecificUnitAutomation().automateGreatPerson(unit)// I don't know what to do with you yet.
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}
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@ -357,10 +358,8 @@ class SpecificUnitAutomation{
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if (unit.currentMovement > 0 && unit.currentTile == closestReachableResource) {
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val createImprovementAction = UnitActions().getUnitActions(unit, UnCivGame.Current.worldScreen)
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.firstOrNull { it.name.startsWith("Create") } // could be either fishing boats or oil well
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if (createImprovementAction != null) {
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createImprovementAction.action()
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return // unit is already gone, can't "explore"
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}
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if (createImprovementAction != null)
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return createImprovementAction.action() // unit is already gone, can't "explore"
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}
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}
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else UnitAutomation().explore(unit, unit.getDistanceToTiles())
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@ -402,10 +401,7 @@ class SpecificUnitAutomation{
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.firstOrNull { unit.movementAlgs().canReach(it) }
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if(bestCityLocation==null) // We got a badass over here, all tiles within 5 are taken? Screw it, random walk.
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{
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UnitAutomation().explore(unit, unit.getDistanceToTiles())
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return
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}
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return UnitAutomation().explore(unit, unit.getDistanceToTiles())
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if(bestCityLocation.getTilesInDistance(3).any { it.isCityCenter() })
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throw Exception("City within distance")
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@ -84,7 +84,7 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo) : PickerScreen()
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} else
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civTech.techsToResearch = techsToResearch
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game.setWorldScreen()
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game.worldScreen.update()
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game.worldScreen.shouldUpdate=true
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dispose()
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}
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@ -118,7 +118,7 @@ class MinimapHolder(val tileMapHolder: TileMapHolder): Table(){
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populationImage.onClick {
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settings.showWorkedTiles = !settings.showWorkedTiles
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populationImage.image.color.a = if(settings.showWorkedTiles) 1f else 0.5f
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worldScreen.update()
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worldScreen.shouldUpdate=true
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}
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toggleIconTable.add(populationImage).row()
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@ -128,7 +128,7 @@ class MinimapHolder(val tileMapHolder: TileMapHolder): Table(){
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resourceImage.onClick {
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settings.showResourcesAndImprovements = !settings.showResourcesAndImprovements
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resourceImage.image.color.a = if(settings.showResourcesAndImprovements) 1f else 0.5f
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worldScreen.update()
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worldScreen.shouldUpdate=true
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}
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toggleIconTable.add(resourceImage)
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toggleIconTable.pack()
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@ -102,7 +102,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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}
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worldScreen.bottomBar.unitTable.tileSelected(tileInfo)
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worldScreen.update()
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worldScreen.shouldUpdate=true
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}
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private fun addMoveHereButtonToTile(selectedUnit: MapUnit, tileInfo: TileInfo, tileGroup: WorldTileGroup) {
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@ -114,7 +114,8 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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val turnsToGetThere = selectedUnit.movementAlgs().getShortestPath(tileInfo).size
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val numberCircle = ImageGetter.getImage("OtherIcons/Circle").apply { width = size / 2; height = size / 2;color = Color.BLUE }
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moveHereButton.addActor(numberCircle)
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moveHereButton.addActor(Label(turnsToGetThere.toString(), CameraStageBaseScreen.skin).apply { center(numberCircle); setFontColor(Color.WHITE) })
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moveHereButton.addActor(Label(turnsToGetThere.toString(), CameraStageBaseScreen.skin)
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.apply { center(numberCircle); setFontColor(Color.WHITE) })
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val unitIcon = ImageGetter.getUnitImage(selectedUnit, size / 2)
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unitIcon.y = size - unitIcon.height
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@ -132,7 +133,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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// we don't update it directly because we're on a different thread; instead, we tell it to update itself
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worldScreen.shouldUpdate = true
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moveToOverlay!!.remove()
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moveToOverlay?.remove()
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moveToOverlay = null
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}
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}
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@ -220,7 +221,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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// Here it's the same, only the Y axis is inverted - when at 0 we're at the top, not bottom - so we invert it back.
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scrollY = maxY - (tileGroup.y + tileGroup.width / 2 - worldScreen.stage.height / 2)
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updateVisualScroll()
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worldScreen.update()
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worldScreen.shouldUpdate=true
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}
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@ -86,8 +86,10 @@ class WorldScreen : CameraStageBaseScreen() {
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createNextTurnButton() // needs civ table to be positioned
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}
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fun update() {
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// This is private so that we will set the shouldUpdate to true instead.
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// That way, not only do we save a lot of unneccesary updates, we also ensure that all updates are called from the main GL thread
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// and we don't get any silly concurrency problems!
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private fun update() {
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// many of the display functions will be called with the game clone and not the actual game,
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// because that's guaranteed to stay the exact same and so we won't get any concurrent modification exceptions
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@ -137,7 +137,7 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
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attackButton.onClick {
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attacker.unit.moveToTile(attackableEnemy.tileToAttackFrom)
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battle.attack(attacker, defender)
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worldScreen.update()
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worldScreen.shouldUpdate=true
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}
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}
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@ -89,6 +89,6 @@ class WorldScreenDisplayOptionsTable() : PopupTable(){
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pack() // Needed to show the background.
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center(UnCivGame.Current.worldScreen.stage)
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UnCivGame.Current.worldScreen.update()
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UnCivGame.Current.worldScreen.shouldUpdate=true
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}
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}
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@ -41,7 +41,7 @@ class IdleUnitButton (internal val unitTable: UnitTable,
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tileToSelect = tilesWithIdleUnits[index]
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}
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tileMapHolder.setCenterPosition(tileToSelect.position)
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unitTable.worldScreen.update()
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unitTable.worldScreen.shouldUpdate=true
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}
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}
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@ -185,7 +185,7 @@ class UnitActions {
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actionList += UnitAction("Disband unit",unit.currentMovement != 0f
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) {
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YesNoPopupTable("Do you really want to disband this unit?".tr(),
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{unit.destroy(); worldScreen.update()} )
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{unit.destroy(); worldScreen.shouldUpdate=true} )
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}
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return actionList
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@ -14,7 +14,9 @@ class UnitActionsTable(val worldScreen: WorldScreen) : Table(){
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fun getIconForUnitAction(unitAction:String): Actor {
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if(unitAction.startsWith("Upgrade to")){
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val unitToUpgradeTo = Regex("""Upgrade to \[(\S*)\]""").find(unitAction)!!.groups[1]!!.value
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// Regexplaination: start with a [, take as many non-] chars as you can, until you reach a ].
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// What you find between the first [ and the first ] that comes after it, will be group no. 1
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val unitToUpgradeTo = Regex("""Upgrade to \[([^\]]*)\]""").find(unitAction)!!.groups[1]!!.value
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return ImageGetter.getUnitIcon(unitToUpgradeTo)
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}
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when(unitAction){
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actionButton.add(Label(unitAction.name.tr(),CameraStageBaseScreen.skin)
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.setFontColor(Color.WHITE)).pad(5f)
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actionButton.pack()
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actionButton.onClick({ unitAction.action(); UnCivGame.Current.worldScreen.update() })
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actionButton.onClick { unitAction.action(); UnCivGame.Current.worldScreen.shouldUpdate=true }
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if (!unitAction.canAct) actionButton.disable()
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return actionButton
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}
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