Added tutorials for siege units and embarkation
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69e30ce212
commit
2db768f9ed
2 changed files with 32 additions and 6 deletions
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@ -290,4 +290,22 @@
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]
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]
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SiegeUnitTrained:[
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[
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"You have trained a siege unit!",
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"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.",
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"Once your siege unit is set up, it can attack from the current tile,",
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" but once moved to another tile, it will need to be set up again."
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]
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]
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CanEmbark:[
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[
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"Your land units can now embark!",
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"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.",
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"Once your siege unit is set up, it can attack from the current tile,",
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" but once moved to another tile, it will need to be set up again."
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]
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]
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}
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@ -12,6 +12,7 @@ import com.unciv.logic.GameSaver
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.DiplomaticStatus
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import com.unciv.models.gamebasics.tile.ResourceType
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.ui.pickerscreens.GreatPersonPickerScreen
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import com.unciv.ui.pickerscreens.PolicyPickerScreen
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import com.unciv.ui.pickerscreens.TechButton
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@ -236,7 +237,7 @@ class WorldScreen : CameraStageBaseScreen() {
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// but the main thread does other stuff, including showing tutorials which guess what? Changes the game data
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// BOOM! Exception!
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// That's why this needs to be after the game is saved.
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shouldUpdate=true
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shouldUpdateBecauseOfNewTurn=true
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nextTurnButton.setText("Next turn".tr())
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Gdx.input.inputProcessor = stage
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@ -255,14 +256,15 @@ class WorldScreen : CameraStageBaseScreen() {
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}
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}
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private var shouldUpdate=false
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private var shouldUpdateBecauseOfNewTurn=false
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override fun render(delta: Float) {
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if(shouldUpdate){ // This is so that updates happen in the MAIN THREAD, where there is a GL Context,
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if(shouldUpdateBecauseOfNewTurn){ // This is so that updates happen in the MAIN THREAD, where there is a GL Context,
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// otherwise images will not load properly!
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update()
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val shownTutorials = UnCivGame.Current.settings.tutorialsShown
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displayTutorials("NextTurn")
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if("BarbarianEncountered" !in UnCivGame.Current.settings.tutorialsShown
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if("BarbarianEncountered" !in shownTutorials
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&& civInfo.getViewableTiles().any { it.getUnits().any { unit -> unit.civInfo.isBarbarianCivilization() } })
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displayTutorials("BarbarianEncountered")
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if(civInfo.cities.size > 2) displayTutorials("SecondCity")
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@ -272,12 +274,18 @@ class WorldScreen : CameraStageBaseScreen() {
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val resources = civInfo.getCivResources()
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if(resources.keys.any { it.resourceType==ResourceType.Luxury }) displayTutorials("LuxuryResource")
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if(resources.keys.any { it.resourceType==ResourceType.Strategic}) displayTutorials("StrategicResource")
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if(civInfo.exploredTiles.asSequence().map { gameInfo.tileMap[it] }.any { it.isCityCenter() && it.getOwner()!=civInfo })
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if("EnemyCity" !in shownTutorials
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&& civInfo.exploredTiles.asSequence().map { gameInfo.tileMap[it] }
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.any { it.isCityCenter() && it.getOwner()!=civInfo })
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displayTutorials("EnemyCity")
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if("Enables construction of Spaceship parts" in civInfo.getBuildingUniques())
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displayTutorials("ApolloProgram")
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if(civInfo.getCivUnits().any { it.baseUnit.unitType == UnitType.Siege })
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displayTutorials("SiegeUnitTrained")
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if(civInfo.tech.getUniques().contains("Enables embarkation for land units"))
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displayTutorials("CanEmbark")
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shouldUpdate=false
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shouldUpdateBecauseOfNewTurn=false
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}
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super.render(delta)
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}
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