River adjacency functions and gold bonus for tiles adjacent to rivers
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8a43d5c5d6
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3032ba9c73
1 changed files with 81 additions and 63 deletions
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@ -24,9 +24,9 @@ open class TileInfo {
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@Transient var isWater = false
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@Transient var isOcean = false
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var militaryUnit:MapUnit?=null
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var civilianUnit:MapUnit?=null
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var airUnits=ArrayList<MapUnit>()
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var militaryUnit: MapUnit? = null
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var civilianUnit: MapUnit? = null
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var airUnits = ArrayList<MapUnit>()
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var position: Vector2 = Vector2.Zero
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lateinit var baseTerrain: String
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@ -50,18 +50,18 @@ open class TileInfo {
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fun clone(): TileInfo {
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val toReturn = TileInfo()
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if(militaryUnit!=null) toReturn.militaryUnit=militaryUnit!!.clone()
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if(civilianUnit!=null) toReturn.civilianUnit=civilianUnit!!.clone()
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for(airUnit in airUnits) toReturn.airUnits.add(airUnit.clone())
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toReturn.position=position.cpy()
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toReturn.baseTerrain=baseTerrain
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toReturn.terrainFeature=terrainFeature
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toReturn.naturalWonder=naturalWonder
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toReturn.resource=resource
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toReturn.improvement=improvement
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toReturn.improvementInProgress=improvementInProgress
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toReturn.roadStatus=roadStatus
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toReturn.turnsToImprovement=turnsToImprovement
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if (militaryUnit != null) toReturn.militaryUnit = militaryUnit!!.clone()
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if (civilianUnit != null) toReturn.civilianUnit = civilianUnit!!.clone()
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for (airUnit in airUnits) toReturn.airUnits.add(airUnit.clone())
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toReturn.position = position.cpy()
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toReturn.baseTerrain = baseTerrain
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toReturn.terrainFeature = terrainFeature
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toReturn.naturalWonder = naturalWonder
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toReturn.resource = resource
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toReturn.improvement = improvement
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toReturn.improvementInProgress = improvementInProgress
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toReturn.roadStatus = roadStatus
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toReturn.turnsToImprovement = turnsToImprovement
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return toReturn
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}
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@ -96,18 +96,18 @@ open class TileInfo {
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fun getCity(): CityInfo? = owningCity
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fun getLastTerrain(): Terrain = if (terrainFeature != null) getTerrainFeature()!! else if(naturalWonder != null) getNaturalWonder() else getBaseTerrain()
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fun getLastTerrain(): Terrain = if (terrainFeature != null) getTerrainFeature()!! else if (naturalWonder != null) getNaturalWonder() else getBaseTerrain()
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fun getTileResource(): TileResource =
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if (resource == null) throw Exception("No resource exists for this tile!")
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else ruleset.tileResources[resource!!]!!
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fun getNaturalWonder() : Terrain =
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fun getNaturalWonder(): Terrain =
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if (naturalWonder == null) throw Exception("No natural wonder exists for this tile!")
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else ruleset.terrains[naturalWonder!!]!!
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fun isCityCenter(): Boolean = getCity()?.location == position
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fun isNaturalWonder() : Boolean = naturalWonder != null
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fun isNaturalWonder(): Boolean = naturalWonder != null
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fun getTileImprovement(): TileImprovement? = if (improvement == null) null else ruleset.tileImprovements[improvement!!]
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@ -130,7 +130,7 @@ open class TileInfo {
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fun getOwner(): CivilizationInfo? {
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val containingCity = getCity()
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if(containingCity==null) return null
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if (containingCity == null) return null
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return containingCity.civInfo
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}
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@ -147,7 +147,7 @@ open class TileInfo {
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fun getTerrainFeature(): Terrain? =
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if (terrainFeature == null) null else ruleset.terrains[terrainFeature!!]
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fun getWorkingCity():CityInfo? {
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fun getWorkingCity(): CityInfo? {
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val civInfo = getOwner()
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if (civInfo == null) return null
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return civInfo.cities.firstOrNull { it.workedTiles.contains(position) }
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@ -157,9 +157,9 @@ open class TileInfo {
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return getWorkingCity() != null
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}
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fun isLocked(): Boolean{
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fun isLocked(): Boolean {
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val workingCity = getWorkingCity()
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return workingCity!=null && workingCity.lockedTiles.contains(position)
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return workingCity != null && workingCity.lockedTiles.contains(position)
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}
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fun getTileStats(observingCiv: CivilizationInfo): Stats = getTileStats(getCity(), observingCiv)
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@ -167,7 +167,7 @@ open class TileInfo {
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fun getTileStats(city: CityInfo?, observingCiv: CivilizationInfo): Stats {
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var stats = getBaseTerrain().clone()
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if((baseTerrain== Constants.ocean||baseTerrain==Constants.coast) && city!=null
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if ((baseTerrain == Constants.ocean || baseTerrain == Constants.coast) && city != null
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&& city.containsBuildingUnique("+1 food from Ocean and Coast tiles"))
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stats.food += 1
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@ -206,7 +206,7 @@ open class TileInfo {
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val resourceBuilding = tileMap.gameInfo.ruleSet.buildings[resource.building!!]!!
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stats.add(resourceBuilding.resourceBonusStats!!) // resource-specific building (eg forge, stable) bonus
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}
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if (resource.resourceType==ResourceType.Strategic
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if (resource.resourceType == ResourceType.Strategic
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&& observingCiv.nation.unique == UniqueAbility.SIBERIAN_RICHES)
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stats.production += 1
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if (city != null) {
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@ -217,9 +217,9 @@ open class TileInfo {
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&& city.containsBuildingUnique("+2 Gold for each source of Marble and Stone"))
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stats.gold += 2
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if (isWater) {
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if(city.containsBuildingUnique("+1 production from all sea resources worked by the city"))
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if (city.containsBuildingUnique("+1 production from all sea resources worked by the city"))
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stats.production += 1
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if(city.containsBuildingUnique("+1 production and gold from all sea resources worked by the city")){
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if (city.containsBuildingUnique("+1 production and gold from all sea resources worked by the city")) {
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stats.production += 1
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stats.gold += 1
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}
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@ -231,7 +231,7 @@ open class TileInfo {
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if (improvement != null)
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stats.add(getImprovementStats(improvement, observingCiv, city))
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if(city!=null && isWater && city.containsBuildingUnique("+1 gold from worked water tiles in city"))
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if (city != null && isWater && city.containsBuildingUnique("+1 gold from worked water tiles in city"))
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stats.gold += 1
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if (isCityCenter()) {
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@ -242,6 +242,8 @@ open class TileInfo {
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if (stats.gold != 0f && observingCiv.goldenAges.isGoldenAge())
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stats.gold++
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if (isAdjacentToRiver()) stats.gold++
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if (stats.production < 0) stats.production = 0f
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return stats
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@ -297,72 +299,87 @@ open class TileInfo {
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}
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}
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fun hasImprovementInProgress() = improvementInProgress!=null
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fun hasImprovementInProgress() = improvementInProgress != null
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@delegate:Transient
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private val _isCoastalTile: Boolean by lazy { neighbors.any { it.baseTerrain==Constants.coast } }
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private val _isCoastalTile: Boolean by lazy { neighbors.any { it.baseTerrain == Constants.coast } }
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fun isCoastalTile() = _isCoastalTile
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fun hasViewableResource(civInfo: CivilizationInfo): Boolean =
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resource != null && (getTileResource().revealedBy == null || civInfo.tech.isResearched(getTileResource().revealedBy!!))
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fun getViewableTilesList(distance:Int): List<TileInfo> =
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fun getViewableTilesList(distance: Int): List<TileInfo> =
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tileMap.getViewableTiles(position, distance)
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fun getTilesInDistance(distance: Int): Sequence<TileInfo> =
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tileMap.getTilesInDistance(position,distance)
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tileMap.getTilesInDistance(position, distance)
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fun getTilesInDistanceRange(range: IntRange): Sequence<TileInfo> =
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tileMap.getTilesInDistanceRange(position, range)
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fun getTilesAtDistance(distance:Int): Sequence<TileInfo> =
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fun getTilesAtDistance(distance: Int): Sequence<TileInfo> =
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tileMap.getTilesAtDistance(position, distance)
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fun getDefensiveBonus(): Float {
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var bonus = getBaseTerrain().defenceBonus
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if(terrainFeature!=null) bonus += getTerrainFeature()!!.defenceBonus
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if (terrainFeature != null) bonus += getTerrainFeature()!!.defenceBonus
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return bonus
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}
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fun aerialDistanceTo(otherTile:TileInfo): Int {
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val xDelta = position.x-otherTile.position.x
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val yDelta = position.y-otherTile.position.y
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return listOf(abs(xDelta),abs(yDelta), abs(xDelta-yDelta)).max()!!.toInt()
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fun aerialDistanceTo(otherTile: TileInfo): Int {
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val xDelta = position.x - otherTile.position.x
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val yDelta = position.y - otherTile.position.y
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return listOf(abs(xDelta), abs(yDelta), abs(xDelta - yDelta)).max()!!.toInt()
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}
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fun isRoughTerrain() = getBaseTerrain().rough || getTerrainFeature()?.rough == true
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override fun toString():String { // for debugging, it helps to see what you're doing
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override fun toString(): String { // for debugging, it helps to see what you're doing
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return toString(null)
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}
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fun isConnectedByRiver(otherTile:TileInfo): Boolean {
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if(otherTile !in neighbors) throw Exception("Should never call this function on a non-neighbor!")
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val xDifference = this.position.x - otherTile.position.x
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val yDifference = this.position.y - otherTile.position.y
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return when {
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xDifference == 1f && yDifference == 1f -> hasBottomRiver // we're directly above it
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xDifference == 1f -> hasBottomRightRiver // we're to the top-left of it
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yDifference == 1f -> hasBottomLeftRiver // we're to the top-right of it
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else -> otherTile.isConnectedByRiver(this) // we're below it, check the other tile
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}
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}
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fun isAdjacentToRiver() = neighbors.any { isConnectedByRiver(it) }
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fun toString(viewingCiv: CivilizationInfo?): String {
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val lineList = ArrayList<String>() // more readable than StringBuilder, with same performance for our use-case
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val isViewableToPlayer = viewingCiv==null || UncivGame.Current.viewEntireMapForDebug
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val isViewableToPlayer = viewingCiv == null || UncivGame.Current.viewEntireMapForDebug
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|| viewingCiv.viewableTiles.contains(this)
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if (isCityCenter()) {
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val city = getCity()!!
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var cityString = city.name.tr()
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if(isViewableToPlayer) cityString += " ("+city.health+")"
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if (isViewableToPlayer) cityString += " (" + city.health + ")"
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lineList += cityString
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if(UncivGame.Current.viewEntireMapForDebug || city.civInfo == viewingCiv)
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if (UncivGame.Current.viewEntireMapForDebug || city.civInfo == viewingCiv)
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lineList += city.cityConstructions.getProductionForTileInfo()
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}
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lineList += baseTerrain.tr()
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if (terrainFeature != null) lineList += terrainFeature!!.tr()
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if (resource!=null && (viewingCiv==null || hasViewableResource(viewingCiv))) lineList += resource!!.tr()
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if (resource != null && (viewingCiv == null || hasViewableResource(viewingCiv))) lineList += resource!!.tr()
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if (naturalWonder != null) lineList += naturalWonder!!.tr()
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if (roadStatus !== RoadStatus.None && !isCityCenter()) lineList += roadStatus.toString().tr()
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if (improvement != null) lineList += improvement!!.tr()
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if (improvementInProgress != null && isViewableToPlayer)
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lineList += "{$improvementInProgress}\r\n{in} $turnsToImprovement {turns}".tr() // todo change to [] translation notation
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if (civilianUnit != null && isViewableToPlayer)
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lineList += civilianUnit!!.name.tr()+" - "+civilianUnit!!.civInfo.civName.tr()
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if(militaryUnit!=null && isViewableToPlayer){
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lineList += civilianUnit!!.name.tr() + " - " + civilianUnit!!.civInfo.civName.tr()
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if (militaryUnit != null && isViewableToPlayer) {
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var milUnitString = militaryUnit!!.name.tr()
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if(militaryUnit!!.health<100) milUnitString += "(" + militaryUnit!!.health + ")"
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milUnitString += " - "+militaryUnit!!.civInfo.civName.tr()
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if (militaryUnit!!.health < 100) milUnitString += "(" + militaryUnit!!.health + ")"
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milUnitString += " - " + militaryUnit!!.civInfo.civName.tr()
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lineList += milUnitString
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}
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var defenceBonus = getDefensiveBonus()
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@ -374,12 +391,12 @@ open class TileInfo {
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else -> 0.0f
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}
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}
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if(defenceBonus != 0.0f){
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var defencePercentString = (defenceBonus*100).toInt().toString()+"%"
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if(!defencePercentString.startsWith("-")) defencePercentString = "+$defencePercentString"
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if (defenceBonus != 0.0f) {
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var defencePercentString = (defenceBonus * 100).toInt().toString() + "%"
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if (!defencePercentString.startsWith("-")) defencePercentString = "+$defencePercentString"
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lineList += "[$defencePercentString] to unit defence".tr()
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}
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if(getBaseTerrain().impassable) lineList += Constants.impassable.tr()
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if (getBaseTerrain().impassable) lineList += Constants.impassable.tr()
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return lineList.joinToString("\n")
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}
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@ -387,23 +404,23 @@ open class TileInfo {
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//endregion
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//region state-changing functions
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fun setTransients(){
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fun setTransients() {
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setTerrainTransients()
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setUnitTransients(true)
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}
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fun setTerrainTransients(){
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fun setTerrainTransients() {
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baseTerrainObject = ruleset.terrains[baseTerrain]!! // This is a HACK.
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isWater = getBaseTerrain().type==TerrainType.Water
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isLand = getBaseTerrain().type==TerrainType.Land
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isWater = getBaseTerrain().type == TerrainType.Water
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isLand = getBaseTerrain().type == TerrainType.Land
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isOcean = baseTerrain == Constants.ocean
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}
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fun setUnitTransients(unitCivTransients: Boolean) {
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for (unit in getUnits()) {
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unit.currentTile = this
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if(unitCivTransients)
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unit.assignOwner(tileMap.gameInfo.getCivilization(unit.owner),false)
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if (unitCivTransients)
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unit.assignOwner(tileMap.gameInfo.getCivilization(unit.owner), false)
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unit.setTransients(ruleset)
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}
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}
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@ -412,15 +429,16 @@ open class TileInfo {
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improvementInProgress = improvement.name
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turnsToImprovement = improvement.getTurnsToBuild(civInfo)
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}
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fun stopWorkingOnImprovement() {
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improvementInProgress = null
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turnsToImprovement = 0
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}
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fun hasEnemySubmarine(viewingCiv:CivilizationInfo): Boolean {
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fun hasEnemySubmarine(viewingCiv: CivilizationInfo): Boolean {
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val unitsInTile = getUnits()
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if (unitsInTile.none()) return false
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if (unitsInTile.first().civInfo!=viewingCiv &&
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if (unitsInTile.first().civInfo != viewingCiv &&
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unitsInTile.firstOrNull { it.isInvisible() } != null) {
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return true
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}
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