Duantao/liberate city (#1097)
* Allow to liberate city to its founder. * Workaround : Avoid exception on conquering city with infantry unit. * Liberate button actually works. * Fix trade resources check. * Postpone the 2nd part of postBattleActions until choice is made. * Add puppet option. * Puppet city cannot be controlled directly. * Add annex and puppet happiness/culture/science bonus. * Add courthouse. Icon is missing. * Icon for courthouse. * Update png.
This commit is contained in:
parent
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commit
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16 changed files with 735 additions and 564 deletions
BIN
android/Images/BuildingIcons/Courthouse.png
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android/Images/BuildingIcons/Courthouse.png
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@ -178,6 +178,14 @@
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requiredTech:"Mathematics",
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quote:"'I think that if ever a mortal heard the word of God it would be in a garden at the cool of the day.' - F. Frankfort Moore"
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},
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{
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name:"Courthouse",
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maintenance:4,
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hurryCostModifier:25,
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uniques:["Remove extra unhappiness from annexed cities",
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"Can only be built in annexed cities"],
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requiredTech:"Mathematics"
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},
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{
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name:"Colosseum",
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maintenance:1,
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@ -185,7 +185,9 @@ class ConstructionAutomation(val cityConstructions: CityConstructions){
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}
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private fun addHappinessBuildingChoice() {
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val happinessBuilding = buildableNotWonders.filter { it.isStatRelated(Stat.Happiness) }
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val happinessBuilding = buildableNotWonders
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.filter { it.isStatRelated(Stat.Happiness)
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|| it.uniques.contains("Remove extra unhappiness from annexed cities") }
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.minBy { it.cost }
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if (happinessBuilding != null) {
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var modifier = 1f
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@ -429,10 +429,7 @@ class NextTurnAutomation{
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private fun reassignWorkedTiles(civInfo: CivilizationInfo) {
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for (city in civInfo.cities) {
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city.workedTiles = hashSetOf()
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city.population.specialists.clear()
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for (i in 0..city.population.population)
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city.population.autoAssignPopulation()
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city.reassignWorkers()
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city.cityConstructions.chooseNextConstruction()
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if (city.health < city.getMaxHealth())
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@ -100,8 +100,11 @@ class Battle(val gameInfo:GameInfo) {
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&& defender is CityCombatant
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&& attacker.isMelee()){
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conquerCity(defender.city, attacker)
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} else
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postBattleActionsPart2(attacker, defender, attackedTile)
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}
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fun postBattleActionsPart2(attacker: ICombatant, defender: ICombatant, attackedTile:TileInfo) {
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// German unique - needs to be checked before we try to move to the enemy tile, since the encampment disappears after we move in
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if(defender.isDefeated() && defender.getCivInfo().isBarbarian()
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@ -204,69 +207,16 @@ class Battle(val gameInfo:GameInfo) {
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}
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private fun conquerCity(city: CityInfo, attacker: ICombatant) {
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val cityCiv = city.civInfo
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val attackerCiv = attacker.getCivInfo()
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attackerCiv.addNotification("We have conquered the city of [${city.name}]!", city.location, Color.RED)
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city.conquerer = attacker
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if (attacker.getCivInfo().isPlayerCivilization()) {
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attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.name))
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city.getCenterTile().apply {
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if(militaryUnit!=null) militaryUnit!!.destroy()
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if(civilianUnit!=null) captureCivilianUnit(attacker,MapUnitCombatant(civilianUnit!!))
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for(airUnit in airUnits.toList()) airUnit.destroy()
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} else {
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city.AnnexCity()
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}
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if (!attackerCiv.isMajorCiv()){
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city.destroyCity()
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}
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else {
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val currentPopulation = city.population.population
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val percentageOfCivPopulationInThatCity = currentPopulation*100f / cityCiv.cities.sumBy { it.population.population }
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val aggroGenerated = 10f+percentageOfCivPopulationInThatCity.roundToInt()
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cityCiv.getDiplomacyManager(attacker.getCivInfo())
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.addModifier(DiplomaticModifiers.CapturedOurCities, -aggroGenerated)
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for(thirdPartyCiv in attackerCiv.getKnownCivs().filter { it.isMajorCiv() }){
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val aggroGeneratedForOtherCivs = (aggroGenerated/10).roundToInt().toFloat()
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if(thirdPartyCiv.isAtWarWith(cityCiv)) // You annoyed our enemy?
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thirdPartyCiv.getDiplomacyManager(attackerCiv)
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.addModifier(DiplomaticModifiers.SharedEnemy, aggroGeneratedForOtherCivs) // Cool, keep at at! =D
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else thirdPartyCiv.getDiplomacyManager(attackerCiv)
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.addModifier(DiplomaticModifiers.WarMongerer, -aggroGeneratedForOtherCivs) // Uncool bro.
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}
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if(currentPopulation>1) city.population.population -= 1 + currentPopulation/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
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city.population.unassignExtraPopulation()
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city.health = city.getMaxHealth() / 2 // I think that cities recover to half health when conquered?
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if(!attacker.getCivInfo().policies.isAdopted("Police State")) {
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city.expansion.cultureStored = 0
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city.expansion.reset()
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}
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city.moveToCiv(attacker.getCivInfo())
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city.resistanceCounter = city.population.population
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city.workedTiles = hashSetOf() //reassign 1st working tile
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city.population.specialists.clear()
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for (i in 0..city.population.population)
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city.population.autoAssignPopulation()
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city.cityStats.update()
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}
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if(city.cityConstructions.isBuilt("Palace")){
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city.cityConstructions.removeBuilding("Palace")
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if(cityCiv.isDefeated()) {
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cityCiv.destroy()
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attacker.getCivInfo().popupAlerts.add(PopupAlert(AlertType.Defeated,cityCiv.civName))
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}
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else if(cityCiv.cities.isNotEmpty()){
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cityCiv.cities.first().cityConstructions.addBuilding("Palace") // relocate palace
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}
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}
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(attacker as MapUnitCombatant).unit.movement.moveToTile(city.getCenterTile())
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}
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fun getMapCombatantOfTile(tile:TileInfo): ICombatant? {
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@ -3,8 +3,13 @@ package com.unciv.logic.city
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.math.Vector2
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import com.unciv.Constants
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import com.unciv.UnCivGame
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import com.unciv.logic.battle.*
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import com.unciv.logic.civilization.AlertType
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.PopupAlert
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import com.unciv.logic.civilization.diplomacy.DiplomacyFlags
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import com.unciv.logic.civilization.diplomacy.DiplomaticModifiers
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import com.unciv.logic.map.RoadStatus
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import com.unciv.logic.map.TileInfo
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import com.unciv.logic.map.TileMap
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@ -13,7 +18,9 @@ import com.unciv.models.gamebasics.tile.ResourceSupplyList
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import com.unciv.models.gamebasics.tile.ResourceType
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import com.unciv.models.stats.Stats
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import com.unciv.ui.utils.withoutItem
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import kotlin.math.max
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import kotlin.math.min
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import kotlin.math.roundToInt
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class CityInfo {
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@Transient lateinit var civInfo: CivilizationInfo
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@ -38,6 +45,8 @@ class CityInfo {
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var isBeingRazed = false
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var attackedThisTurn = false
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var hasSoldBuildingThisTurn = false
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var conquerer : ICombatant? = null
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var isPuppet = false
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constructor() // for json parsing, we need to have a default constructor
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constructor(civInfo: CivilizationInfo, cityLocation: Vector2) { // new city!
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@ -99,6 +108,9 @@ class CityInfo {
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toReturn.isBeingRazed=isBeingRazed
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toReturn.attackedThisTurn = attackedThisTurn
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toReturn.resistanceCounter = resistanceCounter
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toReturn.foundingCiv = foundingCiv
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toReturn.conquerer = conquerer
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toReturn.isPuppet = isPuppet
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return toReturn
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}
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@ -210,6 +222,17 @@ class CityInfo {
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tryUpdateRoadStatus()
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attackedThisTurn = false
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if (resistanceCounter > 0) resistanceCounter--
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if (isPuppet) {
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reassignWorkers()
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}
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}
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fun reassignWorkers() {
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workedTiles = hashSetOf()
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population.specialists.clear()
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for (i in 0..population.population)
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population.autoAssignPopulation()
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}
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fun endTurn() {
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@ -254,6 +277,136 @@ class CityInfo {
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getCenterTile().improvement="City ruins"
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}
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fun AnnexCity() {
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if (conquerer == null) return
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val attackerCiv = conquerer!!.getCivInfo()
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val defenderCiv = civInfo
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getCenterTile().apply {
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if(militaryUnit!=null) militaryUnit!!.destroy()
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if(civilianUnit!=null) Battle(civInfo.gameInfo).captureCivilianUnit(conquerer!!, MapUnitCombatant(civilianUnit!!))
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for(airUnit in airUnits.toList()) airUnit.destroy()
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}
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if (!attackerCiv.isMajorCiv()){
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destroyCity()
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}
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else {
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val currentPopulation = population.population
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val percentageOfCivPopulationInThatCity = currentPopulation*100f / civInfo.cities.sumBy { it.population.population }
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val aggroGenerated = 10f+percentageOfCivPopulationInThatCity.roundToInt()
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civInfo.getDiplomacyManager(attackerCiv)
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.addModifier(DiplomaticModifiers.CapturedOurCities, -aggroGenerated)
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for(thirdPartyCiv in attackerCiv.getKnownCivs().filter { it.isMajorCiv() }){
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val aggroGeneratedForOtherCivs = (aggroGenerated/10).roundToInt().toFloat()
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if(thirdPartyCiv.isAtWarWith(civInfo)) // You annoyed our enemy?
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thirdPartyCiv.getDiplomacyManager(attackerCiv)
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.addModifier(DiplomaticModifiers.SharedEnemy, aggroGeneratedForOtherCivs) // Cool, keep at at! =D
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else thirdPartyCiv.getDiplomacyManager(attackerCiv)
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.addModifier(DiplomaticModifiers.WarMongerer, -aggroGeneratedForOtherCivs) // Uncool bro.
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}
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if(currentPopulation>1) population.population -= 1 + currentPopulation/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
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population.unassignExtraPopulation()
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health = getMaxHealth() / 2 // I think that cities recover to half health when conquered?
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if(!attackerCiv.policies.isAdopted("Police State")) {
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expansion.cultureStored = 0
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expansion.reset()
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}
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moveToCiv(attackerCiv)
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resistanceCounter = population.population
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workedTiles = hashSetOf() //reassign 1st working tile
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population.specialists.clear()
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for (i in 0..population.population)
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population.autoAssignPopulation()
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cityStats.update()
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}
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if(cityConstructions.isBuilt("Palace")){
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cityConstructions.removeBuilding("Palace")
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if(defenderCiv.isDefeated()) {
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defenderCiv.destroy()
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attackerCiv.popupAlerts.add(PopupAlert(AlertType.Defeated,defenderCiv.civName))
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}
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else if(defenderCiv.cities.isNotEmpty()){
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defenderCiv.cities.first().cityConstructions.addBuilding("Palace") // relocate palace
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}
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}
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Battle(civInfo.gameInfo).postBattleActionsPart2(conquerer as MapUnitCombatant, CityCombatant(this), ccenterTile)
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conquerer = null
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UnCivGame.Current.worldScreen.shouldUpdate=true
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}
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fun RazeCity() {
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AnnexCity()
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isBeingRazed = true
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}
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fun PuppetCity() {
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AnnexCity()
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isPuppet = true
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resistanceCounter = 0
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}
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fun LiberateCity() {
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if (foundingCiv == "") {
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AnnexCity()
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return
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}
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val attackerCiv = conquerer!!.getCivInfo()
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val defenderCiv = civInfo
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val foundingCiv = civInfo.gameInfo.civilizations.first { it.civName == foundingCiv }
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getCenterTile().apply {
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if(militaryUnit!=null) militaryUnit!!.destroy()
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if(civilianUnit!=null) civilianUnit!!.destroy()
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for(airUnit in airUnits.toList()) airUnit.destroy()
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}
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val currentPopulation = population.population
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val percentageOfCivPopulationInThatCity = currentPopulation*100f / (foundingCiv.cities.sumBy { it.population.population } + currentPopulation)
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val aggroGenerated = 10f+percentageOfCivPopulationInThatCity.roundToInt()
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foundingCiv.getDiplomacyManager(attackerCiv)
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.addModifier(DiplomaticModifiers.CapturedOurCities, aggroGenerated)
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for(thirdPartyCiv in attackerCiv.getKnownCivs().filter { it.isMajorCiv() }){
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val aggroGeneratedForOtherCivs = (aggroGenerated/10).roundToInt().toFloat()
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thirdPartyCiv.getDiplomacyManager(attackerCiv)
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.addModifier(DiplomaticModifiers.WarMongerer, aggroGeneratedForOtherCivs) // Cool, keep at at! =D
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}
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population.unassignExtraPopulation()
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health = getMaxHealth() // I think that cities recover to half health when conquered?
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moveToCiv(foundingCiv)
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workedTiles = hashSetOf() //reassign 1st working tile
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population.specialists.clear()
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for (i in 0..population.population)
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population.autoAssignPopulation()
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cityStats.update()
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if(foundingCiv.cities.size == 1) {
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cityConstructions.addBuilding("Palace")
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}
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Battle(civInfo.gameInfo).postBattleActionsPart2(conquerer as MapUnitCombatant, CityCombatant(this), ccenterTile)
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conquerer = null
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UnCivGame.Current.worldScreen.shouldUpdate=true
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}
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fun hasExtraAnnexUnhappiness() : Boolean {
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if (civInfo.civName == foundingCiv || foundingCiv == "" || isPuppet) return false
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return !containsBuildingUnique("Remove extra unhappiness from annexed cities")
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}
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fun moveToCiv(newCivInfo: CivilizationInfo){
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civInfo.cities = civInfo.cities.toMutableList().apply { remove(this@CityInfo) }
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newCivInfo.cities = newCivInfo.cities.toMutableList().apply { add(this@CityInfo) }
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@ -165,6 +165,14 @@ class CityStats {
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return stats
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}
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private fun getStatPercentBonusesFromPuppetCity(): Stats {
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val stats = Stats()
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if (cityInfo.isPuppet) {
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stats.science -= 25f
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stats.culture -= 25f
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}
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return stats
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}
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fun getGrowthBonusFromPolicies(): Float {
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var bonus = 0f
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@ -186,6 +194,7 @@ class CityStats {
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unhappinessModifier *= civInfo.gameInfo.getDifficulty().aiUnhappinessModifier
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var unhappinessFromCity = -3f
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if (cityInfo.hasExtraAnnexUnhappiness()) unhappinessFromCity -= 2f //annexed city
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if (civInfo.nation.unique == "Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.")
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unhappinessFromCity *= 2f//doubled for the Indian
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@ -194,6 +203,11 @@ class CityStats {
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var unhappinessFromCitizens = cityInfo.population.population.toFloat()
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if (civInfo.policies.isAdopted("Democracy"))
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unhappinessFromCitizens -= cityInfo.population.getNumberOfSpecialists() * 0.5f
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if (cityInfo.isPuppet)
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unhappinessFromCitizens *= 1.5f
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else if (cityInfo.hasExtraAnnexUnhappiness())
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unhappinessFromCitizens *= 2f
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if (civInfo.containsBuildingUnique("Unhappiness from population decreased by 10%"))
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unhappinessFromCitizens *= 0.9f
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if (civInfo.policies.isAdopted("Meritocracy"))
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@ -373,6 +387,7 @@ class CityStats {
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newStatPercentBonusList["Computers"]=getStatPercentBonusesFromComputers()
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newStatPercentBonusList["Difficulty"]=getStatPercentBonusesFromDifficulty()
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newStatPercentBonusList["National ability"]=getStatPercentBonusesFromNationUnique()
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newStatPercentBonusList["Puppet City"]=getStatPercentBonusesFromPuppetCity()
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if(UnCivGame.Current.superchargedForDebug) {
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val stats = Stats()
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@ -240,6 +240,11 @@ class Building : NamedStats(), IConstruction{
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&& !construction.cityInfo.getCenterTile().neighbors.any { it.baseTerrain==Constants.coast })
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return "Can only be built in coastal cities"
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if("Can only be built in annexed cities" in uniques
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&& (construction.cityInfo.isPuppet || construction.cityInfo.foundingCiv == ""
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|| construction.cityInfo.civInfo.civName == construction.cityInfo.foundingCiv))
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return "Can only be built in annexed cities"
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val civInfo = construction.cityInfo.civInfo
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if (uniqueTo!=null && uniqueTo!=civInfo.civName) return "Unique to $uniqueTo"
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if (GameBasics.Buildings.values.any { it.uniqueTo==civInfo.civName && it.replaces==name }) return "Our unique building replaces this"
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@ -176,7 +176,10 @@ class CityInfoTable(private val cityScreen: CityScreen) : Table(CameraStageBaseS
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if(specificStatValue==0f) continue
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statValuesTable.add(entry.key.toLabel())
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val decimal = DecimalFormat("0.#").format(specificStatValue)
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if (specificStatValue > 0)
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statValuesTable.add("+$decimal%".toLabel()).row()
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else
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statValuesTable.add("$decimal%".toLabel()).row()
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}
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if(stat==Stat.Food){
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statValuesTable.add("Food eaten".toLabel())
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@ -223,7 +226,7 @@ class CityInfoTable(private val cityScreen: CityScreen) : Table(CameraStageBaseS
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// these two are conflictingly named compared to above...
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val assignedSpecialists = currentSpecialists[stat]!!.toInt()
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val maxSpecialists = statToMaximumSpecialist.value.toInt()
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if (assignedSpecialists > 0) {
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if (assignedSpecialists > 0 && !cityInfo.isPuppet) {
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val unassignButton = TextButton("-", skin)
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unassignButton.label.setFontSize(24)
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unassignButton.onClick {
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@ -241,7 +244,7 @@ class CityInfoTable(private val cityScreen: CityScreen) : Table(CameraStageBaseS
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specialistIconTable.add(icon).size(30f)
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}
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specialistPickerTable.add(specialistIconTable)
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if (assignedSpecialists < maxSpecialists) {
|
||||
if (assignedSpecialists < maxSpecialists && !cityInfo.isPuppet) {
|
||||
val assignButton = TextButton("+", skin)
|
||||
assignButton.label.setFontSize(24)
|
||||
assignButton.onClick {
|
||||
|
|
|
@ -79,7 +79,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
|
|||
cityPickerTable.centerX(stage)
|
||||
|
||||
constructionsTable.update()
|
||||
updateRazeCityButton()
|
||||
updateAnnexAndRazeCityButton()
|
||||
tileTable.update(selectedTile)
|
||||
tileTable.setPosition(stage.width-5, 5f,Align.bottomRight)
|
||||
updateTileGroups()
|
||||
|
@ -161,10 +161,21 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
|
|||
return table.addBorder(2f, beige)
|
||||
}
|
||||
|
||||
private fun updateRazeCityButton() {
|
||||
private fun updateAnnexAndRazeCityButton() {
|
||||
razeCityButtonHolder.clear()
|
||||
|
||||
if(!city.isBeingRazed) {
|
||||
if(city.isPuppet) {
|
||||
val annexCityButton = TextButton("Annex city".tr(), skin)
|
||||
annexCityButton.labelCell.pad(10f)
|
||||
annexCityButton.onClick {
|
||||
city.isPuppet=false
|
||||
city.isBeingRazed=false
|
||||
city.resistanceCounter = city.population.population
|
||||
update()
|
||||
}
|
||||
razeCityButtonHolder.add(annexCityButton).colspan(cityPickerTable.columns)
|
||||
}
|
||||
else if(!city.isBeingRazed) {
|
||||
val razeCityButton = TextButton("Raze city".tr(), skin)
|
||||
razeCityButton.labelCell.pad(10f)
|
||||
razeCityButton.onClick { city.isBeingRazed=true; update() }
|
||||
|
@ -197,6 +208,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
|
|||
val tileInfo = tileGroup.tileInfo
|
||||
|
||||
tileGroup.onClick {
|
||||
if (!city.isPuppet) {
|
||||
selectedTile = tileInfo
|
||||
if (tileGroup.isWorkable && UnCivGame.Current.worldScreen.isPlayersTurn) {
|
||||
if (!tileInfo.isWorked() && city.population.getFreePopulation() > 0)
|
||||
|
@ -206,6 +218,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
|
|||
}
|
||||
update()
|
||||
}
|
||||
}
|
||||
|
||||
tileGroups.add(tileGroup)
|
||||
|
||||
|
|
|
@ -53,7 +53,7 @@ class CityScreenTileTable(val city: CityInfo): Table(){
|
|||
city.expansion.buyTile(selectedTile)
|
||||
UnCivGame.Current.screen = CityScreen(city)
|
||||
}
|
||||
if(goldCostOfTile>city.civInfo.gold || !UnCivGame.Current.worldScreen.isPlayersTurn)
|
||||
if(goldCostOfTile>city.civInfo.gold || city.isPuppet || !UnCivGame.Current.worldScreen.isPlayersTurn)
|
||||
buyTileButton.disable()
|
||||
|
||||
innerTable.add(buyTileButton)
|
||||
|
|
|
@ -50,12 +50,14 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
|
|||
|
||||
if(rejectionReason=="" && UnCivGame.Current.worldScreen.isPlayersTurn) { // no rejection reason means we can build it!
|
||||
pickProductionButton.onClick {
|
||||
if (!cityScreen.city.isPuppet) {
|
||||
lastConstruction = cityScreen.city.cityConstructions.currentConstruction
|
||||
cityScreen.city.cityConstructions.currentConstruction = construction
|
||||
cityScreen.city.cityConstructions.currentConstructionIsUserSet = true
|
||||
cityScreen.city.cityStats.update()
|
||||
cityScreen.update()
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
|
@ -147,7 +149,7 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
|
|||
|
||||
row()
|
||||
val purchaseConstructionButton: TextButton
|
||||
if (construction.canBePurchased()) {
|
||||
if (construction.canBePurchased() && !city.isPuppet) {
|
||||
val constructionGoldCost = construction.getGoldCost(city.civInfo)
|
||||
purchaseConstructionButton = TextButton("Buy for [$constructionGoldCost] gold".tr(), CameraStageBaseScreen.skin)
|
||||
purchaseConstructionButton.onClick("coin") {
|
||||
|
|
|
@ -59,11 +59,26 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
|
|||
}
|
||||
}
|
||||
AlertType.CityConquered -> {
|
||||
val city = worldScreen.gameInfo.civilizations.flatMap { it->it.cities }.first { it.name == popupAlert.value}
|
||||
addGoodSizedLabel("What would you like to do with the city?").row()
|
||||
add(getCloseButton("Annex")).row()
|
||||
if (city.foundingCiv != ""
|
||||
&& city.civInfo.civName != city.foundingCiv
|
||||
&& city.conquerer!!.getCivInfo().civName != city.foundingCiv) {
|
||||
add(TextButton("Liberate".tr(), skin).onClick {
|
||||
city.LiberateCity()
|
||||
close()
|
||||
}).row()
|
||||
}
|
||||
add(TextButton("Annex".tr(), skin).onClick {
|
||||
city.AnnexCity()
|
||||
close()
|
||||
}).row()
|
||||
add(TextButton("Puppet City".tr(), skin).onClick {
|
||||
city.PuppetCity()
|
||||
close()
|
||||
}).row()
|
||||
add(TextButton("Raze".tr(), skin).onClick {
|
||||
worldScreen.viewingCiv.cities.first { it.name==popupAlert.value }.isBeingRazed=true
|
||||
worldScreen.shouldUpdate=true
|
||||
city.RazeCity()
|
||||
close()
|
||||
})
|
||||
}
|
||||
|
|
|
@ -41,6 +41,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
|
|||
* [Roman Helmet](https://thenounproject.com/search/?q=legion&i=440134) By parkjisun for Legion
|
||||
* [Horse](https://thenounproject.com/search/?q=Horse&i=1373793) By AFY Studio for Horseman
|
||||
* [Horse Head](https://thenounproject.com/search/?q=Cavalry&i=374037) By Juan Pablo Bravo for Companion Cavalry
|
||||
* [Judge](https://thenounproject.com/search/?q=judge&i=1076388) By Krisztián Mátyás for Courthouse
|
||||
|
||||
### Medieval Era
|
||||
|
||||
|
|
Loading…
Reference in a new issue