update
This commit is contained in:
commit
68cfe8de2b
15 changed files with 54 additions and 19 deletions
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@ -715,7 +715,8 @@
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culture:3,
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isWonder:true,
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uniques:["Defensive buildings in all cities are 25% more effective"],
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requiredTech:"Railroad"
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requiredTech:"Railroad",
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quote:"'The Law is a fortress on a hill that armies cannot take or floods wash away.' –- The Prophet Muhammed"
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},
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{
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name:"Neuschwanstein",
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@ -440,7 +440,7 @@
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startIntroPart2: "Grande cancelliere Bismarck, il popolo tedesco guarda a te per vivere nuovi giorni di gloria. Forte è la sua determinazione affinché tu, l'amato Cancelliere di Ferro, torni a guidare la nazione ancora una volta. Sceglierai di dominare con il suangue e l'acciaio o patrocinerai le arti e l'industria? Riuscirai a plasmare una civiltà in grado di superare la prova del tempo?"
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declaringWar:"Lascia che tu lo sappia: tu sei un nemico della Germania e come tale vai combattuto. Che Dio abbia pietà di te, perché io non ne avrò."
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attacked:"Ho sconfitto nemici dieci volte più potennti di te. Tu ne sarai solo un altro per gli storici!"
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attacked:"Ho sconfitto nemici dieci volte più potenti di te. Tu ne sarai solo un altro per gli storici!"
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defeated:"Eravamo gli augusti e i gloriosi... ma no, non importa. Hai vinto. Possa il tuo regno essere più pacifico di quanto fosse il mio."
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introduction:"Guten tag. Nel nome del grande popolo tedesco, vi diamo il benvenuto."
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@ -420,6 +420,7 @@
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}
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"Show autosaves":{
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Italian:"Mostra autosalvataggi"
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Simplified_Chinese:"显示自动存档"
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}
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@ -444,6 +445,7 @@
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}
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"Copy saved game to clipboard":{//this button exsits in "Load game",it means that we have a "saved game" file, so we can copy its data to clipboard.
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Italian:"Copia salvataggio su appunti"
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Simplified_Chinese:"复制游戏存档到剪贴板"
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}
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@ -575,5 +575,9 @@
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"[nation] agreed to stop settling cities near us!": {
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Italian:"[nation] ha promesso di smettere di fondare città vicino a noi!"
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},
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"[nation] refused to stop settling cities near us!": {
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Italian:"[nation] ha rifiutato di smettere di fondare città vicino a noi!"
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},
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}
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@ -1272,14 +1272,17 @@
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}
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"Bombard":{
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Italian:"Bombarda"
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Simplified_Chinese:"轰击"
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}
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"Captured!":{
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Italian:"Cattura!"
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Simplified_Chinese:"可被俘虏!"
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}
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"defence vs ranged":{
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Italian:"difesa contro unità da tiro"
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Simplified_Chinese:"对方攻击类型为远程"
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}
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@ -23,6 +23,7 @@ class Constants{
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val unitActionSleep = "Sleep"
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val unitActionAutomation = "automation"
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val unitActionExplore = "Explore"
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val futureTech = "Future Tech"
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}
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}
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@ -231,7 +231,8 @@ class ConstructionAutomation(val cityConstructions: CityConstructions){
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}
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private fun addFoodBuildingChoice() {
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val foodBuilding = buildableNotWonders.filter { it.isStatRelated(Stat.Food) } // only stat related in unique
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val foodBuilding = buildableNotWonders.filter { it.isStatRelated(Stat.Food)
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|| it.getBaseBuilding().name == "Aqueduct" || it.getBaseBuilding().name == "Medical Lab"} // only stat related in unique
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.minBy { it.cost }
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if (foodBuilding != null) {
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var modifier = 1f
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@ -174,7 +174,7 @@ class NextTurnAutomation{
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val tech: Technology
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if (researchableTechs.isEmpty()) { // no non-researched techs available, go for future tech
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civInfo.tech.techsToResearch.add("Future Tech")
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civInfo.tech.techsToResearch.add(Constants.futureTech)
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return
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}
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@ -3,6 +3,8 @@ package com.unciv.logic.city
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import com.badlogic.gdx.graphics.Color
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import com.unciv.Constants
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import com.unciv.logic.automation.ConstructionAutomation
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import com.unciv.logic.civilization.AlertType
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import com.unciv.logic.civilization.PopupAlert
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import com.unciv.models.gamebasics.Building
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.tr
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@ -192,6 +194,7 @@ class CityConstructions {
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inProgressConstructions.remove(currentConstruction)
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if (construction is Building && construction.isWonder) {
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cityInfo.civInfo.popupAlerts.add(PopupAlert(AlertType.WonderBuilt, construction.name))
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for (civ in cityInfo.civInfo.gameInfo.civilizations) {
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if (civ.exploredTiles.contains(cityInfo.location))
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civ.addNotification("[$currentConstruction] has been built in [${cityInfo.name}]", cityInfo.location, Color.BROWN)
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@ -10,6 +10,7 @@ enum class AlertType{
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CitiesSettledNearOtherCiv,
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DemandToStopSettlingCitiesNear,
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CitySettledNearOtherCivDespiteOurPromise,
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WonderBuilt
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}
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class PopupAlert {
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@ -2,6 +2,7 @@ package com.unciv.logic.civilization
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import com.badlogic.gdx.graphics.Color
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import com.unciv.Constants
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import com.unciv.logic.map.RoadStatus
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.tech.Technology
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@ -43,11 +44,14 @@ class TechManager {
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var techCost = GameBasics.Technologies[techName]!!.cost.toFloat()
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techCost *= civInfo.getDifficulty().researchCostModifier
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techCost *= civInfo.gameInfo.gameParameters.gameSpeed.getModifier()
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techCost *= 1 + (civInfo.cities.size -1 ) * 0.02f // each city increases tech cost by 2%, as per https://civilization.fandom.com/wiki/Science_(Civ5)
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return techCost.toInt()
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}
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fun currentTechnology(): Technology? = currentTechnologyName()?.let {
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GameBasics.Technologies[it]
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fun currentTechnology(): Technology? {
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val currentTechnologyName = currentTechnologyName()
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if (currentTechnologyName == null) return null
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return GameBasics.Technologies[currentTechnologyName]
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}
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fun currentTechnologyName(): String? {
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@ -86,7 +90,7 @@ class TechManager {
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val techNameToCheck = checkPrerequisites.pop()
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// future tech can have been researched even when we're researching it,
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// so...if we skip it we'll end up with 0 techs in the "required techs", which will mean that we don't have annything to research. Yeah.
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if (techNameToCheck!="Future Tech" &&
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if (techNameToCheck!=Constants.futureTech &&
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(isResearched(techNameToCheck) || prerequisites.contains(techNameToCheck)) )
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continue //no need to add or check prerequisites
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val techToCheck = GameBasics.Technologies[techNameToCheck]
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@ -116,7 +120,7 @@ class TechManager {
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}
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fun addTechnology(techName:String) {
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if(techName!="Future Tech")
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if(techName!= Constants.futureTech)
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techsToResearch.remove(techName)
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val previousEra = civInfo.getEra()
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@ -38,6 +38,7 @@ class Building : NamedStats(), IConstruction{
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var xpForNewUnits=0
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var replaces:String?=null
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var uniqueTo:String?=null
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var quote:String?=null
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// Uniques
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private var providesFreeBuilding: String? = null
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@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.ui.Label
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import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane
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import com.unciv.Constants
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import com.unciv.UnCivGame
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.TechManager
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@ -121,11 +122,13 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo, centerOnTech: Tec
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private fun setButtonsInfo() {
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for (techName in techNameToButton.keys) {
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val techButton = techNameToButton[techName]!!
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when {
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civTech.isResearched(techName) && techName!="Future Tech" -> techButton.color = researchedTechColor
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tempTechsToResearch.isNotEmpty() && tempTechsToResearch.first() == techName -> techButton.color = currentTechColor
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tempTechsToResearch.contains(techName) -> techButton.color = queuedTechColor
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else -> techButton.color = Color.BLACK
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techButton.color = when {
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civTech.isResearched(techName) && techName != Constants.futureTech -> researchedTechColor
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// if we're here to pick a free tech, show the current tech like the rest of the researchables so it'll be obvious what we can pick
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tempTechsToResearch.firstOrNull() == techName && !isFreeTechPick -> currentTechColor
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researchableTechs.contains(techName) && !civTech.isResearched(techName) -> researchableTechColor
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tempTechsToResearch.contains(techName) -> queuedTechColor
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else -> Color.BLACK
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}
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//the tech that can be selected to research immediately should be always researchableTechColor, it's very good when we pick a free tech.
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if (researchableTechs.contains(techName)&&!civTech.isResearched(techName)) techButton.color = researchableTechColor
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@ -140,7 +143,7 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo, centerOnTech: Tec
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text += " (" + tempTechsToResearch.indexOf(techName) + ")"
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}
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if (!civTech.isResearched(techName) || techName=="Future Tech")
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if (!civTech.isResearched(techName) || techName== Constants.futureTech)
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text += "\r\n" + turnsToTech[techName] + " {turns}".tr()
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techButton.text.setText(text)
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@ -166,7 +169,7 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo, centerOnTech: Tec
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return
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}
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if (civTech.isResearched(tech.name) && tech.name != "Future Tech") {
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if (civTech.isResearched(tech.name) && tech.name != Constants.futureTech) {
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rightSideButton.setText("Pick a tech".tr())
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rightSideButton.disable()
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setButtonsInfo()
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@ -5,10 +5,9 @@ import com.badlogic.gdx.scenes.scene2d.ui.TextButton
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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.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.tr
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import com.unciv.ui.utils.addSeparator
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import com.unciv.ui.utils.onClick
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import com.unciv.ui.utils.toLabel
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import com.unciv.ui.utils.*
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import com.unciv.ui.worldscreen.optionstable.PopupTable
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class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): PopupTable(worldScreen){
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@ -95,6 +94,18 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
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addGoodSizedLabel("We noticed your new city near our borders, despite your promise. This will have....implications.").row()
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add(getCloseButton("Very well."))
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}
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AlertType.WonderBuilt -> {
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val wonder = GameBasics.Buildings[popupAlert.value]!!
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addGoodSizedLabel(wonder.name)
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addSeparator()
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val centerTable = Table()
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val wonderText = if(wonder.quote!=null) wonder.quote!! else ""
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centerTable.add(wonderText.toLabel().apply { setWrap(true) }).width(worldScreen.stage.width/3)
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centerTable.add(ImageGetter.getConstructionImage(wonder.name).surroundWithCircle(100f)).pad(20f)
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centerTable.add(wonder.getShortDescription().toLabel().apply { setWrap(true) }).width(worldScreen.stage.width/3)
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add(centerTable).row()
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add(getCloseButton("Close"))
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}
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}
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open()
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worldScreen.alertPopupIsOpen = true
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@ -246,7 +246,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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val researchableTechs = GameBasics.Technologies.values.filter { !civInfo.tech.isResearched(it.name) && civInfo.tech.canBeResearched(it.name) }
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if (civInfo.tech.currentTechnology() == null && researchableTechs.isEmpty())
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civInfo.tech.techsToResearch.add("Future Tech")
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civInfo.tech.techsToResearch.add(Constants.futureTech)
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if (civInfo.tech.currentTechnology() == null) {
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val buttonPic = Table()
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