Can now specify a mod as a 'base ruleset', and the regular base ruleset will not be added
This means that you can 'start from scratch' and build whatever you want - example "Scenario" in unciv-mod-example repo Obviously we'll have to change around a lot of things or this to work well, but it's a start
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3 changed files with 54 additions and 51 deletions
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@ -53,11 +53,11 @@ class MapUnit {
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var action: String? // work, automation, fortifying, I dunno what.
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// getter and setter for compatibility: make sure string-based actions still work
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get() {
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val mapUnitActionVal=mapUnitAction
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if(mapUnitActionVal is StringAction)
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val mapUnitActionVal = mapUnitAction
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if (mapUnitActionVal is StringAction)
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return mapUnitActionVal.action
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// any other unit action does count as a unit action, thus is not null. The actual logic is not based on an action string, but realized by extending MapUnitAction
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if(mapUnitActionVal!=null)
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if (mapUnitActionVal != null)
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return ""
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return null // unit has no action
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@ -81,14 +81,14 @@ class MapUnit {
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//region pure functions
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fun clone(): MapUnit {
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val toReturn = MapUnit()
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toReturn.owner=owner
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toReturn.name=name
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toReturn.currentMovement=currentMovement
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toReturn.health=health
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toReturn.action=action
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toReturn.attacksThisTurn=attacksThisTurn
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toReturn.promotions=promotions.clone()
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toReturn.isTransported=isTransported
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toReturn.owner = owner
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toReturn.name = name
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toReturn.currentMovement = currentMovement
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toReturn.health = health
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toReturn.action = action
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toReturn.attacksThisTurn = attacksThisTurn
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toReturn.promotions = promotions.clone()
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toReturn.isTransported = isTransported
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return toReturn
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}
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@ -227,7 +227,7 @@ class MapUnit {
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}
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fun isInvisible(): Boolean {
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if(hasUnique("Invisible to others"))
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if (hasUnique("Invisible to others"))
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return true
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return false
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}
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@ -324,15 +324,15 @@ class MapUnit {
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}
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fun doPreTurnAction() {
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if(action==null) return
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if (action == null) return
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val currentTile = getTile()
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if (currentMovement == 0f) return // We've already done stuff this turn, and can't do any more stuff
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val enemyUnitsInWalkingDistance = movement.getDistanceToTiles().keys
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.filter { it.militaryUnit!=null && civInfo.isAtWarWith(it.militaryUnit!!.civInfo)}
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if(enemyUnitsInWalkingDistance.isNotEmpty()) {
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if (mapUnitAction?.shouldStopOnEnemyInSight()==true)
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mapUnitAction=null
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.filter { it.militaryUnit != null && civInfo.isAtWarWith(it.militaryUnit!!.civInfo) }
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if (enemyUnitsInWalkingDistance.isNotEmpty()) {
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if (mapUnitAction?.shouldStopOnEnemyInSight() == true)
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mapUnitAction = null
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return // Don't you dare move.
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}
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@ -342,18 +342,18 @@ class MapUnit {
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val destination = action!!.replace("moveTo ", "").split(",").dropLastWhile { it.isEmpty() }.toTypedArray()
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val destinationVector = Vector2(Integer.parseInt(destination[0]).toFloat(), Integer.parseInt(destination[1]).toFloat())
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val destinationTile = currentTile.tileMap[destinationVector]
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if(!movement.canReach(destinationTile)) return // That tile that we were moving towards is now unreachable
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if (!movement.canReach(destinationTile)) return // That tile that we were moving towards is now unreachable
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val gotTo = movement.headTowards(destinationTile)
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if(gotTo==currentTile) // We didn't move at all
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if (gotTo == currentTile) // We didn't move at all
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return
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if (gotTo.position == destinationVector) action = null
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if (currentMovement >0) doPreTurnAction()
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if (currentMovement > 0) doPreTurnAction()
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return
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}
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if (action == Constants.unitActionAutomation) WorkerAutomation(this).automateWorkerAction()
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if(action == Constants.unitActionExplore) UnitAutomation.automatedExplore(this)
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if (action == Constants.unitActionExplore) UnitAutomation.automatedExplore(this)
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}
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private fun doPostTurnAction() {
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@ -370,22 +370,22 @@ class MapUnit {
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}
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private fun workOnImprovement() {
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val tile=getTile()
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val tile = getTile()
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tile.turnsToImprovement -= 1
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if (tile.turnsToImprovement != 0) return
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if(civInfo.isCurrentPlayer())
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if (civInfo.isCurrentPlayer())
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UncivGame.Current.settings.addCompletedTutorialTask("Construct an improvement")
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when {
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tile.improvementInProgress!!.startsWith("Remove") -> {
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val tileImprovement = tile.getTileImprovement()
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if(tileImprovement!=null
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if (tileImprovement != null
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&& tileImprovement.terrainsCanBeBuiltOn.contains(tile.terrainFeature)
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&& !tileImprovement.terrainsCanBeBuiltOn.contains(tile.baseTerrain)) {
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tile.improvement = null // We removed a terrain (e.g. Forest) and the improvement (e.g. Lumber mill) requires it!
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if (tile.resource!=null) civInfo.updateDetailedCivResources() // unlikely, but maybe a mod makes a resource improvement dependent on a terrain feature
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if (tile.resource != null) civInfo.updateDetailedCivResources() // unlikely, but maybe a mod makes a resource improvement dependent on a terrain feature
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}
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if(tile.improvementInProgress=="Remove Road" || tile.improvementInProgress=="Remove Railroad")
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if (tile.improvementInProgress == "Remove Road" || tile.improvementInProgress == "Remove Railroad")
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tile.roadStatus = RoadStatus.None
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else tile.terrainFeature = null
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}
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@ -393,7 +393,7 @@ class MapUnit {
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tile.improvementInProgress == "Railroad" -> tile.roadStatus = RoadStatus.Railroad
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else -> {
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tile.improvement = tile.improvementInProgress
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if (tile.resource!=null) civInfo.updateDetailedCivResources()
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if (tile.resource != null) civInfo.updateDetailedCivResources()
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}
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}
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tile.improvementInProgress = null
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@ -499,9 +499,9 @@ class MapUnit {
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// addPromotion requires currentTile to be valid because it accesses ruleset through it
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currentTile = tile
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if(!hasUnique("All healing effects doubled") && type.isLandUnit() && type.isMilitary())
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{
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val gainDoubleHealPromotion = tile.neighbors.any{it.containsUnique("Grants Rejuvenation (all healing effects doubled) to adjacent military land units for the rest of the game")}
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if(!hasUnique("All healing effects doubled") && type.isLandUnit() && type.isMilitary()) {
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val gainDoubleHealPromotion = tile.neighbors
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.any { it.containsUnique("Grants Rejuvenation (all healing effects doubled) to adjacent military land units for the rest of the game") }
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if (gainDoubleHealPromotion)
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promotions.addPromotion("Rejuvenation", true)
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}
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@ -607,23 +607,24 @@ class MapUnit {
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.filter { Random.nextFloat() < ANCIENT_RUIN_MAP_REVEAL_CHANCE }
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.map { it.position }
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civInfo.exploredTiles.addAll(tilesToReveal)
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civInfo.updateViewableTiles()
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civInfo.addNotification("We have found a crudely-drawn map in the ruins!", tile.position, Color.RED)
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}
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(actions.random(tileBasedRandom))()
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}
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fun assignOwner(civInfo:CivilizationInfo, updateCivInfo:Boolean=true){
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owner=civInfo.civName
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this.civInfo=civInfo
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civInfo.addUnit(this,updateCivInfo)
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fun assignOwner(civInfo:CivilizationInfo, updateCivInfo:Boolean=true) {
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owner = civInfo.civName
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this.civInfo = civInfo
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civInfo.addUnit(this, updateCivInfo)
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}
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fun canIntercept(attackedTile: TileInfo): Boolean {
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if(attacksThisTurn>1) return false
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if(interceptChance()==0) return false
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if(attacksThisTurn>0 && !hasUnique("1 extra Interception may be made per turn")) return false
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if(currentTile.aerialDistanceTo(attackedTile) > baseUnit.interceptRange) return false
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if (attacksThisTurn > 1) return false
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if (interceptChance() == 0) return false
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if (attacksThisTurn > 0 && !hasUnique("1 extra Interception may be made per turn")) return false
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if (currentTile.aerialDistanceTo(attackedTile) > baseUnit.interceptRange) return false
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return true
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}
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@ -649,13 +650,13 @@ class MapUnit {
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}
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fun canTransport(mapUnit: MapUnit): Boolean {
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if(!isTransportTypeOf(mapUnit)) return false
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if(owner!=mapUnit.owner) return false
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if (!isTransportTypeOf(mapUnit)) return false
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if (owner != mapUnit.owner) return false
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var unitCapacity = 2
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unitCapacity += getUniques().count { it == "Can carry 1 extra air unit" }
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if(currentTile.airUnits.filter { it.isTransported }.size>=unitCapacity) return false
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if (currentTile.airUnits.filter { it.isTransported }.size >= unitCapacity) return false
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return true
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}
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@ -15,6 +15,7 @@ import com.unciv.models.stats.INamed
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import kotlin.collections.set
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class ModOptions {
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var isBaseRuleset = false
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var techsToRemove = HashSet<String>()
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var buildingsToRemove = HashSet<String>()
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var unitsToRemove = HashSet<String>()
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@ -194,12 +195,13 @@ object RulesetCache :HashMap<String,Ruleset>() {
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fun getComplexRuleset(mods: LinkedHashSet<String>): Ruleset {
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val newRuleset = Ruleset()
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newRuleset.add(getBaseRuleset())
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for (mod in mods)
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if (containsKey(mod)) {
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newRuleset.add(this[mod]!!)
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newRuleset.mods += mod
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}
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val loadedMods = mods.filter { containsKey(it) }.map { this[it]!! }
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if (loadedMods.none { it.modOptions.isBaseRuleset })
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newRuleset.add(getBaseRuleset())
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for (mod in loadedMods.sortedByDescending { it.modOptions.isBaseRuleset }) {
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newRuleset.add(mod)
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newRuleset.mods += mod.name
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}
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newRuleset.updateBuildingCosts() // only after we've added all the mods can we calculate the building costs
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return newRuleset
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