TileMap that was saved in memory changed to TileList, to give more freedom with how we save tiles - TileMap now generated on runtime

This commit is contained in:
Yair Morgenstern 2018-08-18 21:48:40 +03:00
parent 06091d640d
commit 4c5e6a8a39

View file

@ -8,28 +8,31 @@ import com.unciv.models.gamebasics.GameBasics
class TileMap {
@Transient
lateinit var gameInfo: GameInfo
@Transient lateinit var gameInfo: GameInfo
@Transient private var tileMap = HashMap<String, TileInfo>()
@Deprecated("as of 2.7.10")
private var tiles = HashMap<String, TileInfo>()
private var tileList = ArrayList<TileInfo>()
constructor() // for json parsing, we need to have a default constructor
val values: MutableCollection<TileInfo>
get() = tiles.values
val values: Collection<TileInfo>
get() = tileList
constructor(distance: Int) {
tiles = SeedRandomMapGenerator().generateMap(distance)
tileList.addAll(SeedRandomMapGenerator().generateMap(distance).values)
setTransients()
}
operator fun contains(vector: Vector2): Boolean {
return tiles.containsKey(vector.toString())
return tileMap.containsKey(vector.toString())
}
operator fun get(vector: Vector2): TileInfo {
return tiles[vector.toString()]!!
return tileMap[vector.toString()]!!
}
fun getTilesInDistance(origin: Vector2, distance: Int): List<TileInfo> {
@ -61,6 +64,11 @@ class TileMap {
}
fun setTransients() {
if(tiles.any()) //
tileList.addAll(tiles.values)
tileMap.putAll(tileList.associateBy { it.position.toString() })
for (tileInfo in values){
tileInfo.tileMap = this
if(tileInfo.militaryUnit!=null) tileInfo.militaryUnit!!.currentTile = tileInfo
@ -81,8 +89,7 @@ class TileMap {
fun clone(): TileMap {
val toReturn = TileMap()
toReturn.tiles.putAll(tiles.values.map { it.clone() }.associateBy{it.position.toString()})
setTransients()
toReturn.tileList.addAll(tileList.map { it.clone() })
return toReturn
}