Code cleanup - ruleset maps are now lowercased

This commit is contained in:
Yair Morgenstern 2019-12-26 22:00:49 +02:00
parent 4b15200487
commit 87830bf8b2
48 changed files with 198 additions and 198 deletions

View file

@ -168,13 +168,13 @@ class GameInfo {
fun placeBarbarianUnit(tileToPlace: TileInfo) {
// if we don't make this into a separate list then the retain() will happen on the Tech keys,
// which effectively removes those techs from the game and causes all sorts of problems
val allResearchedTechs = ruleSet.Technologies.keys.toMutableList()
val allResearchedTechs = ruleSet.technologies.keys.toMutableList()
for (civ in civilizations.filter { !it.isBarbarian() && !it.isDefeated() }) {
allResearchedTechs.retainAll(civ.tech.techsResearched)
}
val barbarianCiv = getBarbarianCivilization()
barbarianCiv.tech.techsResearched = allResearchedTechs.toHashSet()
val unitList = ruleSet.Units.values
val unitList = ruleSet.units.values
.filter { !it.unitType.isCivilian()}
.filter { it.isBuildable(barbarianCiv) }
@ -230,7 +230,7 @@ class GameInfo {
getCurrentPlayerCivilization().playerType=PlayerType.Human
if(getCurrentPlayerCivilization().difficulty!="Chieftain")
difficulty= getCurrentPlayerCivilization().difficulty
difficultyObject = ruleSet.Difficulties[difficulty]!!
difficultyObject = ruleSet.difficulties[difficulty]!!
// We have to remove all deprecated buildings from all cities BEFORE we update a single one, or run setTransients on the civs,
// because updating leads to getting the building uniques from the civ info,

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@ -41,7 +41,7 @@ class GameStarter{
for (tech in gameInfo.getDifficulty().aiFreeTechs)
civInfo.tech.addTechnology(tech)
for (tech in gameBasics.Technologies.values
for (tech in gameBasics.technologies.values
.filter { it.era() < newGameParameters.startingEra })
if (!civInfo.tech.isResearched(tech.name))
civInfo.tech.addTechnology(tech.name)
@ -57,7 +57,7 @@ class GameStarter{
private fun addCivilizations(newGameParameters: GameParameters, gameInfo: GameInfo, ruleset: Ruleset) {
val availableCivNames = Stack<String>()
availableCivNames.addAll(ruleset.Nations.filter { !it.value.isCityState() }.keys.shuffled())
availableCivNames.addAll(ruleset.nations.filter { !it.value.isCityState() }.keys.shuffled())
availableCivNames.removeAll(newGameParameters.players.map { it.chosenCiv })
availableCivNames.remove("Barbarians")
@ -83,7 +83,7 @@ class GameStarter{
val availableCityStatesNames = Stack<String>()
// since we shuffle and then order by, we end up with all the city states with starting tiles first in a random order,
// and then all the other city states in a random order! Because the sortedBy function is stable!
availableCityStatesNames.addAll(ruleset.Nations.filter { it.value.isCityState() }.keys
availableCityStatesNames.addAll(ruleset.nations.filter { it.value.isCityState() }.keys
.shuffled().sortedByDescending { it in cityStatesWithStartingLocations })
for (cityStateName in availableCityStatesNames.take(newGameParameters.numberOfCityStates)) {
@ -100,7 +100,7 @@ class GameStarter{
// For later starting eras, or for civs like Polynesia with a different Warrior, we need different starting units
fun getWarriorEquivalent(civ: CivilizationInfo): String {
val availableMilitaryUnits = gameInfo.ruleSet.Units.values.filter {
val availableMilitaryUnits = gameInfo.ruleSet.units.values.filter {
it.isBuildable(civ)
&& it.unitType.isLandUnit()
&& !it.unitType.isCivilian()

View file

@ -170,7 +170,7 @@ class NextTurnAutomation{
private fun chooseTechToResearch(civInfo: CivilizationInfo) {
if (civInfo.tech.techsToResearch.isEmpty()) {
val researchableTechs = civInfo.gameInfo.ruleSet.Technologies.values
val researchableTechs = civInfo.gameInfo.ruleSet.technologies.values
.filter { !civInfo.tech.isResearched(it.name) && civInfo.tech.canBeResearched(it.name) }
val techsGroups = researchableTechs.groupBy { it.cost }
val costs = techsGroups.keys.sorted()
@ -198,7 +198,7 @@ class NextTurnAutomation{
private fun adoptPolicy(civInfo: CivilizationInfo) {
while (civInfo.policies.canAdoptPolicy()) {
val adoptablePolicies = civInfo.gameInfo.ruleSet.PolicyBranches.values
val adoptablePolicies = civInfo.gameInfo.ruleSet.policyBranches.values
.flatMap { it.policies.union(listOf(it)) }
.filter { civInfo.policies.isAdoptable(it) }

View file

@ -291,7 +291,7 @@ class UnitAutomation{
private fun tryUpgradeUnit(unit: MapUnit, unitActions: List<UnitAction>): Boolean {
if (unit.baseUnit().upgradesTo != null) {
val upgradedUnit = unit.civInfo.gameInfo.ruleSet.Units[unit.baseUnit().upgradesTo!!]!!
val upgradedUnit = unit.civInfo.gameInfo.ruleSet.units[unit.baseUnit().upgradesTo!!]!!
if (upgradedUnit.isBuildable(unit.civInfo)) {
val upgradeAction = unitActions.firstOrNull { it.name.startsWith("Upgrade to") }
if (upgradeAction != null && upgradeAction.canAct) {

View file

@ -202,7 +202,7 @@ class WorkerAutomation(val unit: MapUnit) {
else -> throw Exception("No improvement found for "+tile.baseTerrain)
}
if (improvementString == null) return null
return unit.civInfo.gameInfo.ruleSet.TileImprovements[improvementString]!!
return unit.civInfo.gameInfo.ruleSet.tileImprovements[improvementString]!!
}
}

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@ -41,7 +41,7 @@ class CityCombatant(val city: CityInfo) : ICombatant {
if(cityTile.baseTerrain== Constants.hill) strength+=5
// as tech progresses so does city strength
val techsPercentKnown: Float = city.civInfo.tech.techsResearched.count().toFloat() /
getCivInfo().gameInfo.ruleSet.Technologies.count()
getCivInfo().gameInfo.ruleSet.technologies.count()
strength += (techsPercentKnown * 5.5).pow(2.8).toFloat()
// The way all of this adds up...

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@ -33,10 +33,10 @@ class CityConstructions {
return toReturn
}
internal fun getBuildableBuildings(): List<Building> = cityInfo.getRuleset().Buildings.values
internal fun getBuildableBuildings(): List<Building> = cityInfo.getRuleset().buildings.values
.filter { it.isBuildable(this) }
fun getConstructableUnits() = cityInfo.getRuleset().Units.values
fun getConstructableUnits() = cityInfo.getRuleset().units.values
.filter { it.isBuildable(this) }
fun getStats(): Stats {
@ -95,10 +95,10 @@ class CityConstructions {
internal fun getConstruction(constructionName: String): IConstruction {
val gameBasics = cityInfo.getRuleset()
if (gameBasics.Buildings.containsKey(constructionName))
return gameBasics.Buildings[constructionName]!!
else if (gameBasics.Units.containsKey(constructionName))
return gameBasics.Units[constructionName]!!
if (gameBasics.buildings.containsKey(constructionName))
return gameBasics.buildings[constructionName]!!
else if (gameBasics.units.containsKey(constructionName))
return gameBasics.units[constructionName]!!
else{
if(constructionName=="") return getConstruction("Nothing")
val special = SpecialConstruction.getSpecialConstructions().firstOrNull{it.name==constructionName}
@ -155,7 +155,7 @@ class CityConstructions {
//region state changing functions
fun setTransients(){
builtBuildingObjects = ArrayList(builtBuildings.map { cityInfo.getRuleset().Buildings[it]!! })
builtBuildingObjects = ArrayList(builtBuildings.map { cityInfo.getRuleset().buildings[it]!! })
}
fun addProductionPoints(productionToAdd: Int) {
@ -217,13 +217,13 @@ class CityConstructions {
}
fun addBuilding(buildingName:String){
val buildingObject = cityInfo.getRuleset().Buildings[buildingName]!!
val buildingObject = cityInfo.getRuleset().buildings[buildingName]!!
builtBuildingObjects = builtBuildingObjects.withItem(buildingObject)
builtBuildings.add(buildingName)
}
fun removeBuilding(buildingName:String){
val buildingObject = cityInfo.getRuleset().Buildings[buildingName]!!
val buildingObject = cityInfo.getRuleset().buildings[buildingName]!!
builtBuildingObjects = builtBuildingObjects.withoutItem(buildingObject)
builtBuildings.remove(buildingName)
}

View file

@ -139,7 +139,7 @@ class CityInfo {
}
for (building in cityConstructions.getBuiltBuildings().filter { it.requiredResource != null }) {
val resource = getRuleset().TileResources[building.requiredResource]!!
val resource = getRuleset().tileResources[building.requiredResource]!!
cityResources.add(resource, -1, "Buildings")
}
@ -166,7 +166,7 @@ class CityInfo {
// Even if the improvement exists (we conquered an enemy city or somesuch) or we have a city on it, we won't get the resource until the correct tech is researched
if (resource.improvement!=null){
val improvement = getRuleset().TileImprovements[resource.improvement!!]!!
val improvement = getRuleset().tileImprovements[resource.improvement!!]!!
if(improvement.techRequired!=null && !civInfo.tech.isResearched(improvement.techRequired!!)) return 0
}
@ -483,15 +483,15 @@ class CityInfo {
private fun tryUpdateRoadStatus(){
if(getCenterTile().roadStatus==RoadStatus.None
&& getRuleset().TileImprovements["Road"]!!.techRequired in civInfo.tech.techsResearched)
&& getRuleset().tileImprovements["Road"]!!.techRequired in civInfo.tech.techsResearched)
getCenterTile().roadStatus=RoadStatus.Road
else if(getCenterTile().roadStatus!=RoadStatus.Railroad
&& getRuleset().TileImprovements["Railroad"]!!.techRequired in civInfo.tech.techsResearched)
&& getRuleset().tileImprovements["Railroad"]!!.techRequired in civInfo.tech.techsResearched)
getCenterTile().roadStatus=RoadStatus.Railroad
}
fun getGoldForSellingBuilding(buildingName:String) = getRuleset().Buildings[buildingName]!!.cost / 10
fun getGoldForSellingBuilding(buildingName:String) = getRuleset().buildings[buildingName]!!.cost / 10
fun sellBuilding(buildingName:String){
cityConstructions.builtBuildings.remove(buildingName)

View file

@ -74,7 +74,7 @@ class CityStats {
private fun getStatPercentBonusesFromRailroad(): Stats {
val stats = Stats()
val techEnablingRailroad = cityInfo.getRuleset().TileImprovements["Railroad"]!!.techRequired!!
val techEnablingRailroad = cityInfo.getRuleset().tileImprovements["Railroad"]!!.techRequired!!
// If we conquered enemy cities connected by railroad, but we don't yet have that tech,
// we shouldn't get bonuses, it's as if the tracks aare layed out but we can't operate them.
if (cityInfo.civInfo.tech.isResearched(techEnablingRailroad)

View file

@ -210,7 +210,7 @@ class CivInfoTransientUpdater(val civInfo: CivilizationInfo){
for (dip in civInfo.diplomacy.values) newDetailedCivResources.add(dip.resourcesFromTrade())
for(resource in civInfo.getCivUnits().mapNotNull { it.baseUnit.requiredResource }
.map { civInfo.gameInfo.ruleSet.TileResources[it]!! })
.map { civInfo.gameInfo.ruleSet.tileResources[it]!! })
newDetailedCivResources.add(resource,-1,"Units")
civInfo.detailedCivResources = newDetailedCivResources
}

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@ -110,7 +110,7 @@ class CivilizationInfo {
//region pure functions
fun getDifficulty():Difficulty {
if (isPlayerCivilization()) return gameInfo.getDifficulty()
return gameInfo.ruleSet.Difficulties["Chieftain"]!!
return gameInfo.ruleSet.difficulties["Chieftain"]!!
}
fun getTranslatedNation(): Nation {
@ -174,7 +174,7 @@ class CivilizationInfo {
*/
fun getCivResourcesByName():HashMap<String,Int>{
val hashMap = HashMap<String,Int>()
for(resource in gameInfo.ruleSet.TileResources.keys) hashMap[resource]=0
for(resource in gameInfo.ruleSet.tileResources.keys) hashMap[resource]=0
for(entry in getCivResources())
hashMap[entry.resource.name] = entry.amount
return hashMap
@ -232,19 +232,19 @@ class CivilizationInfo {
fun getEquivalentBuilding(buildingName:String): Building {
val baseBuilding = gameInfo.ruleSet.Buildings[buildingName]!!.getBaseBuilding(gameInfo.ruleSet)
val baseBuilding = gameInfo.ruleSet.buildings[buildingName]!!.getBaseBuilding(gameInfo.ruleSet)
for(building in gameInfo.ruleSet.Buildings.values)
for(building in gameInfo.ruleSet.buildings.values)
if(building.replaces==baseBuilding.name && building.uniqueTo==civName)
return building
return baseBuilding
}
fun getEquivalentUnit(baseUnitName:String):BaseUnit {
for (unit in gameInfo.ruleSet.Units.values)
for (unit in gameInfo.ruleSet.units.values)
if (unit.replaces == baseUnitName && unit.uniqueTo == civName)
return unit
return gameInfo.ruleSet.Units[baseUnitName]!!
return gameInfo.ruleSet.units[baseUnitName]!!
}
fun meetCivilization(otherCiv: CivilizationInfo) {
@ -306,7 +306,7 @@ class CivilizationInfo {
* And if they civs on't yet know who they are then they don;t know if they're barbarians =\
* */
fun setNationTransient(){
nation = gameInfo.ruleSet.Nations[civName]!!
nation = gameInfo.ruleSet.nations[civName]!!
}
fun setTransients() {

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@ -40,7 +40,7 @@ data class LocationAction(var locations: ArrayList<Vector2> = ArrayList()) : Not
/** show tech screen */
class TechAction(val techName: String = "") : NotificationAction {
override fun execute(worldScreen: WorldScreen) {
val tech = worldScreen.gameInfo.ruleSet.Technologies[techName]
val tech = worldScreen.gameInfo.ruleSet.technologies[techName]
worldScreen.game.setScreen(TechPickerScreen(worldScreen.viewingCiv, tech))
}
}

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@ -53,7 +53,7 @@ class PolicyManager {
if (freePolicies == 0 && storedCulture < getCultureNeededForNextPolicy())
return false
val hasAdoptablePolicies = civInfo.gameInfo.ruleSet.PolicyBranches.values
val hasAdoptablePolicies = civInfo.gameInfo.ruleSet.policyBranches.values
.flatMap { it.policies.union(listOf(it)) }
.any { civInfo.policies.isAdoptable(it) }
return hasAdoptablePolicies
@ -100,7 +100,7 @@ class PolicyManager {
VictoryType.Cultural -> "Great Artist"
VictoryType.Scientific -> "Great Scientist"
VictoryType.Domination,VictoryType.Neutral ->
civInfo.gameInfo.ruleSet.Units.keys.filter { it.startsWith("Great") }.random()
civInfo.gameInfo.ruleSet.units.keys.filter { it.startsWith("Great") }.random()
}
civInfo.addGreatPerson(greatPerson)
}

View file

@ -51,7 +51,7 @@ class TechManager {
fun getRuleset() = civInfo.gameInfo.ruleSet
fun costOfTech(techName: String): Int {
var techCost = getRuleset().Technologies[techName]!!.cost.toFloat()
var techCost = getRuleset().technologies[techName]!!.cost.toFloat()
if (civInfo.isPlayerCivilization())
techCost *= civInfo.getDifficulty().researchCostModifier
techCost *= civInfo.gameInfo.gameParameters.gameSpeed.getModifier()
@ -74,7 +74,7 @@ class TechManager {
fun currentTechnology(): Technology? {
val currentTechnologyName = currentTechnologyName()
if (currentTechnologyName == null) return null
return getRuleset().Technologies[currentTechnologyName]
return getRuleset().technologies[currentTechnologyName]
}
fun currentTechnologyName(): String? {
@ -94,7 +94,7 @@ class TechManager {
fun isResearched(TechName: String): Boolean = techsResearched.contains(TechName)
fun canBeResearched(TechName: String): Boolean {
return getRuleset().Technologies[TechName]!!.prerequisites.all { isResearched(it) }
return getRuleset().technologies[TechName]!!.prerequisites.all { isResearched(it) }
}
fun getTechUniques() = researchedTechUniques
@ -115,7 +115,7 @@ class TechManager {
(isResearched(techToCheck.name) || prerequisites.contains(techToCheck)) )
continue //no need to add or check prerequisites
for (prerequisite in techToCheck.prerequisites)
checkPrerequisites.add(getRuleset().Technologies[prerequisite]!!)
checkPrerequisites.add(getRuleset().technologies[prerequisite]!!)
prerequisites.add(techToCheck)
}
@ -157,7 +157,7 @@ class TechManager {
// Apparently yes, we care about the absolute tech cost, not the actual calculated-for-this-player tech cost,
// so don't change to costOfTech()
return min(overflowscience, max(civInfo.statsForNextTurn.science.toInt() * 5,
getRuleset().Technologies[currentTechnologyName()]!!.cost))
getRuleset().technologies[currentTechnologyName()]!!.cost))
}
fun nextTurn(scienceForNewTurn: Int) {
@ -194,7 +194,7 @@ class TechManager {
techsResearched.add(techName)
// this is to avoid concurrent modification problems
val newTech = getRuleset().Technologies[techName]!!
val newTech = getRuleset().technologies[techName]!!
researchedTechnologies = researchedTechnologies.withItem(newTech)
for(unique in newTech.uniques)
researchedTechUniques = researchedTechUniques.withItem(unique)
@ -206,11 +206,11 @@ class TechManager {
val currentEra = civInfo.getEra()
if (previousEra < currentEra) {
civInfo.addNotification("You have entered the [$currentEra era]!", null, Color.GOLD)
getRuleset().PolicyBranches.values.filter { it.era == currentEra }
getRuleset().policyBranches.values.filter { it.era == currentEra }
.forEach { civInfo.addNotification("[" + it.name + "] policy branch unlocked!", null, Color.PURPLE) }
}
for(revealedResource in getRuleset().TileResources.values.filter{ techName == it.revealedBy }){
for(revealedResource in getRuleset().tileResources.values.filter{ techName == it.revealedBy }){
for (tileInfo in civInfo.gameInfo.tileMap.values
.filter { it.resource == revealedResource.name && civInfo == it.getOwner() }) {
@ -224,7 +224,7 @@ class TechManager {
}
}
val obsoleteUnits = getRuleset().Units.values.filter { it.obsoleteTech == techName }
val obsoleteUnits = getRuleset().units.values.filter { it.obsoleteTech == techName }
for (city in civInfo.cities)
if (city.cityConstructions.getCurrentConstruction() in obsoleteUnits) {
val currentConstructionUnit = city.cityConstructions.getCurrentConstruction() as BaseUnit
@ -260,7 +260,7 @@ class TechManager {
techsToResearch = newTechToReseach
}
researchedTechnologies.addAll(techsResearched.map { getRuleset().Technologies[it]!! })
researchedTechnologies.addAll(techsResearched.map { getRuleset().technologies[it]!! })
researchedTechUniques.addAll(researchedTechnologies.flatMap { it.uniques })
updateTransientBooleans()
}

View file

@ -191,10 +191,10 @@ class DiplomacyManager() {
for(trade in trades){
for(offer in trade.ourOffers)
if(offer.type== TradeType.Strategic_Resource || offer.type== TradeType.Luxury_Resource)
counter.add(civInfo.gameInfo.ruleSet.TileResources[offer.name]!!,-offer.amount,"Trade")
counter.add(civInfo.gameInfo.ruleSet.tileResources[offer.name]!!,-offer.amount,"Trade")
for(offer in trade.theirOffers)
if(offer.type== TradeType.Strategic_Resource || offer.type== TradeType.Luxury_Resource)
counter.add(civInfo.gameInfo.ruleSet.TileResources[offer.name]!!,offer.amount,"Trade")
counter.add(civInfo.gameInfo.ruleSet.tileResources[offer.name]!!,offer.amount,"Trade")
}
return counter
}

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@ -117,7 +117,7 @@ class MapGenerator {
fun divideIntoBiomes(map: TileMap, averageTilesPerArea: Int, waterPercent: Float, distance: Int, ruleset: Ruleset) {
val areas = ArrayList<Area>()
val terrains = ruleset.Terrains.values
val terrains = ruleset.terrains.values
.filter { it.type === TerrainType.Land && it.name != Constants.lakes && it.name != Constants.mountain }
for (tile in map.values.filter { it.baseTerrain == Constants.grassland }) tile.baseTerrain = "" // So we know it's not chosen
@ -194,7 +194,7 @@ class MapGenerator {
fun addRandomTerrainFeature(tileInfo: TileInfo, ruleset: Ruleset) {
if (tileInfo.getBaseTerrain().canHaveOverlay && Math.random() > 0.7f) {
val secondaryTerrains = ruleset.Terrains.values
val secondaryTerrains = ruleset.terrains.values
.filter { it.type === TerrainType.TerrainFeature && it.occursOn != null && it.occursOn.contains(tileInfo.baseTerrain) }
if (secondaryTerrains.any()) tileInfo.terrainFeature = secondaryTerrains.random().name
}
@ -229,7 +229,7 @@ class MapGenerator {
val numberToSpawn = round(mapRadius * 0.13133208f - 0.56128831f).toInt()
val toBeSpawned = ArrayList<Terrain>()
val allNaturalWonders = ruleset.Terrains.values
val allNaturalWonders = ruleset.terrains.values
.filter { it.type == TerrainType.NaturalWonder }.toMutableList()
while (allNaturalWonders.isNotEmpty() && toBeSpawned.size < numberToSpawn) {
@ -269,7 +269,7 @@ class MapGenerator {
of 2 mountains and a maximum of 4 hills and mountains; avoids oceans; becomes mountain
*/
private fun spawnBarringerCrater(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.barringerCrater]!!
val wonder = ruleset.terrains[Constants.barringerCrater]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.none { neighbor -> neighbor.getBaseTerrain().name == Constants.grassland }
@ -293,7 +293,7 @@ class MapGenerator {
can be adjacent to a maximum of 2 hills; becomes mountain
*/
private fun spawnMountFuji(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.mountFuji]!!
val wonder = ruleset.terrains[Constants.mountFuji]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.none { neighbor -> neighbor.getBaseTerrain().name == Constants.tundra }
@ -319,7 +319,7 @@ class MapGenerator {
cannot be adjacent to grass; can be adjacent to a maximum of 2 mountains; avoids oceans; becomes mountain
*/
private fun spawnGrandMesa(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.grandMesa]!!
val wonder = ruleset.terrains[Constants.grandMesa]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.count{ neighbor -> neighbor.getBaseTerrain().name == Constants.hill } >= 2
@ -344,7 +344,7 @@ class MapGenerator {
TODO: investigate Great Barrier Reef placement requirements
*/
private fun spawnGreatBarrierReef(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.greatBarrierReef]!!
val wonder = ruleset.terrains[Constants.greatBarrierReef]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.none{ neighbor -> neighbor.getBaseTerrain().name == Constants.tundra }
@ -379,7 +379,7 @@ class MapGenerator {
TODO: cannot be adjacent to ice
*/
private fun spawnKrakatoa(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.krakatoa]!!
val wonder = ruleset.terrains[Constants.krakatoa]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.any { neighbor -> neighbor.getBaseTerrain().name == Constants.coast }
@ -411,7 +411,7 @@ class MapGenerator {
TODO: investigate Rock of Gibraltar placement requirements
*/
private fun spawnRockOfGibraltar(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.rockOfGibraltar]!!
val wonder = ruleset.terrains[Constants.rockOfGibraltar]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.any { neighbor -> neighbor.getBaseTerrain().name == Constants.coast }
@ -445,7 +445,7 @@ class MapGenerator {
avoids oceans; becomes mountain
*/
private fun spawnOldFaithful(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.oldFaithful]!!
val wonder = ruleset.terrains[Constants.oldFaithful]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.count { neighbor -> neighbor.getBaseTerrain().name == Constants.mountain } <= 4
@ -470,7 +470,7 @@ class MapGenerator {
Cerro de Potosi: Must be adjacent to at least 1 hill; avoids oceans; becomes mountain
*/
private fun spawnCerroDePotosi(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.cerroDePotosi]!!
val wonder = ruleset.terrains[Constants.cerroDePotosi]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.any { neighbor -> neighbor.getBaseTerrain().name == Constants.hill }
@ -491,7 +491,7 @@ class MapGenerator {
El Dorado: Must be next to at least 1 jungle tile; avoids oceans; becomes flatland plains
*/
private fun spawnElDorado(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.elDorado]!!
val wonder = ruleset.terrains[Constants.elDorado]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name)
&& it.neighbors.any { neighbor -> neighbor.getLastTerrain().name == Constants.jungle }
@ -512,7 +512,7 @@ class MapGenerator {
Fountain of Youth: Avoids oceans; becomes flatland plains
*/
private fun spawnFountainOfYouth(mapToReturn: TileMap, ruleset: Ruleset) {
val wonder = ruleset.Terrains[Constants.fountainOfYouth]!!
val wonder = ruleset.terrains[Constants.fountainOfYouth]!!
val suitableLocations = mapToReturn.values.filter { it.resource == null && it.improvement == null
&& wonder.occursOn!!.contains(it.getLastTerrain().name) }
@ -529,7 +529,7 @@ class MapGenerator {
// Here, we need each specific resource to be spread over the map - it matters less if specific resources are near each other
private fun spreadStrategicResources(mapToReturn: TileMap, distance: Int, ruleset: Ruleset) {
val resourcesOfType = ruleset.TileResources.values.filter { it.resourceType == ResourceType.Strategic }
val resourcesOfType = ruleset.tileResources.values.filter { it.resourceType == ResourceType.Strategic }
for (resource in resourcesOfType) {
val suitableTiles = mapToReturn.values
.filter { it.resource == null && resource.terrainsCanBeFoundOn.contains(it.getLastTerrain().name) }
@ -545,7 +545,7 @@ class MapGenerator {
// Here, we need there to be some luxury/bonus resource - it matters less what
private fun spreadResource(mapToReturn: TileMap, distance: Int, resourceType: ResourceType, ruleset: Ruleset) {
val resourcesOfType = ruleset.TileResources.values.filter { it.resourceType == resourceType }
val resourcesOfType = ruleset.tileResources.values.filter { it.resourceType == resourceType }
val suitableTiles = mapToReturn.values
.filter { it.resource == null && resourcesOfType.any { r -> r.terrainsCanBeFoundOn.contains(it.getLastTerrain().name) } }

View file

@ -114,7 +114,7 @@ class MapUnit {
val uniques = ArrayList<String>()
val baseUnit = baseUnit()
uniques.addAll(baseUnit.uniques)
uniques.addAll(promotions.promotions.map { currentTile.tileMap.gameInfo.ruleSet.UnitPromotions[it]!!.effect })
uniques.addAll(promotions.promotions.map { currentTile.tileMap.gameInfo.ruleSet.unitPromotions[it]!!.effect })
tempUniques = uniques
if("Ignores terrain cost" in uniques) ignoresTerrainCost=true
@ -269,7 +269,7 @@ class MapUnit {
fun setTransients(ruleset: Ruleset) {
promotions.unit=this
mapUnitAction?.unit = this
baseUnit=ruleset.Units[name]!!
baseUnit=ruleset.units[name]!!
updateUniques()
}
@ -469,7 +469,7 @@ class MapUnit {
city.population.autoAssignPopulation()
civInfo.addNotification("We have found survivors in the ruins - population added to ["+city.name+"]",tile.position, Color.GREEN)
}
val researchableAncientEraTechs = tile.tileMap.gameInfo.ruleSet.Technologies.values
val researchableAncientEraTechs = tile.tileMap.gameInfo.ruleSet.technologies.values
.filter {
!civInfo.tech.isResearched(it.name)
&& civInfo.tech.canBeResearched(it.name)

View file

@ -15,6 +15,6 @@ enum class RoadStatus {
Railroad;
/** returns null for [None] */
fun improvement(ruleset: Ruleset) = ruleset.TileImprovements[this.name]
fun improvement(ruleset: Ruleset) = ruleset.tileImprovements[this.name]
}

View file

@ -87,16 +87,16 @@ open class TileInfo {
fun getTileResource(): TileResource =
if (resource == null) throw Exception("No resource exists for this tile!")
else ruleset.TileResources[resource!!]!!
else ruleset.tileResources[resource!!]!!
fun getNaturalWonder() : Terrain =
if (naturalWonder == null) throw Exception("No natural wonder exists for this tile!")
else ruleset.Terrains[naturalWonder!!]!!
else ruleset.terrains[naturalWonder!!]!!
fun isCityCenter(): Boolean = getCity()?.location == position
fun isNaturalWonder() : Boolean = naturalWonder != null
fun getTileImprovement(): TileImprovement? = if (improvement == null) null else ruleset.TileImprovements[improvement!!]
fun getTileImprovement(): TileImprovement? = if (improvement == null) null else ruleset.tileImprovements[improvement!!]
// This is for performance - since we access the neighbors of a tile ALL THE TIME,
@ -125,7 +125,7 @@ open class TileInfo {
}
fun getTerrainFeature(): Terrain? {
return if (terrainFeature == null) null else ruleset.Terrains[terrainFeature!!]
return if (terrainFeature == null) null else ruleset.terrains[terrainFeature!!]
}
fun isWorked(): Boolean {
@ -176,7 +176,7 @@ open class TileInfo {
val resource = getTileResource()
stats.add(getTileResource()) // resource base
if (resource.building != null && city != null && city.cityConstructions.isBuilt(resource.building!!)) {
val resourceBuilding = tileMap.gameInfo.ruleSet.Buildings[resource.building!!]!!
val resourceBuilding = tileMap.gameInfo.ruleSet.buildings[resource.building!!]!!
stats.add(resourceBuilding.resourceBonusStats!!) // resource-specific building (eg forge, stable) bonus
}
if(resource.resourceType==ResourceType.Strategic
@ -328,7 +328,7 @@ open class TileInfo {
//region state-changing functions
fun setTransients(){
baseTerrainObject = ruleset.Terrains[baseTerrain]!! // This is a HACK.
baseTerrainObject = ruleset.terrains[baseTerrain]!! // This is a HACK.
isWater = getBaseTerrain().type==TerrainType.Water
isLand = getBaseTerrain().type==TerrainType.Land
isOcean = baseTerrain == Constants.ocean

View file

@ -65,7 +65,7 @@ class TileMap {
}
fun placeUnitNearTile(position: Vector2, unitName: String, civInfo: CivilizationInfo): MapUnit? {
val unit = gameInfo.ruleSet.Units[unitName]!!.getMapUnit(gameInfo.ruleSet)
val unit = gameInfo.ruleSet.units[unitName]!!.getMapUnit(gameInfo.ruleSet)
fun isTileMovePotential(tileInfo:TileInfo): Boolean {
if(unit.type.isWaterUnit()) return tileInfo.isWater || tileInfo.isCityCenter()

View file

@ -36,7 +36,7 @@ class UnitPromotions{
}
fun getAvailablePromotions(): List<Promotion> {
return unit.civInfo.gameInfo.ruleSet.UnitPromotions.values
return unit.civInfo.gameInfo.ruleSet.unitPromotions.values
.filter { unit.type.toString() in it.unitTypes && it.name !in promotions }
.filter { it.prerequisites.isEmpty() || it.prerequisites.any { p->p in promotions } }
}

View file

@ -117,7 +117,7 @@ class TradeEvaluation{
}
TradeType.Technology ->
return (sqrt(civInfo.gameInfo.ruleSet.Technologies[offer.name]!!.cost.toDouble())
return (sqrt(civInfo.gameInfo.ruleSet.technologies[offer.name]!!.cost.toDouble())
* civInfo.gameInfo.gameParameters.gameSpeed.getModifier()).toInt()*20
TradeType.Introduction -> return 250
TradeType.WarDeclaration -> {
@ -167,7 +167,7 @@ class TradeEvaluation{
TradeType.Strategic_Resource -> {
if(!civInfo.isAtWar()) return 50*offer.amount
val canUseForUnits = civInfo.gameInfo.ruleSet.Units.values
val canUseForUnits = civInfo.gameInfo.ruleSet.units.values
.any { it.requiredResource==offer.name && it.isBuildable(civInfo) }
if(!canUseForUnits) return 50*offer.amount
@ -188,7 +188,7 @@ class TradeEvaluation{
}
return totalCost
}
TradeType.Technology -> return sqrt(civInfo.gameInfo.ruleSet.Technologies[offer.name]!!.cost.toDouble()).toInt()*20
TradeType.Technology -> return sqrt(civInfo.gameInfo.ruleSet.technologies[offer.name]!!.cost.toDouble()).toInt()*20
TradeType.Introduction -> return 250
TradeType.WarDeclaration -> {
val civToDeclareWarOn = civInfo.gameInfo.getCivilization(offer.name)

View file

@ -53,7 +53,7 @@ class Building : NamedStats(), IConstruction{
for(stat in getStatPercentageBonuses(null).toHashMap())
if(stat.value!=0f) infoList+="+${stat.value.toInt()}% ${stat.key.toString().tr()}"
val improvedResources = ruleset.TileResources.values.filter { it.building==name }.map { it.name.tr() }
val improvedResources = ruleset.tileResources.values.filter { it.building==name }.map { it.name.tr() }
if(improvedResources.isNotEmpty()){
// buildings that improve resources
infoList += improvedResources.joinToString()+ " {provide} ".tr()+ resourceBonusStats.toString()
@ -103,7 +103,7 @@ class Building : NamedStats(), IConstruction{
if (gpp.culture != 0f) stringBuilder.appendln("+" + gpp.culture.toInt() + " "+"[Great Artist] points".tr())
}
if (resourceBonusStats != null) {
val resources = ruleset.TileResources.values.filter { name == it.building }.joinToString { it.name.tr() }
val resources = ruleset.tileResources.values.filter { name == it.building }.joinToString { it.name.tr() }
stringBuilder.appendln("$resources {provide} $resourceBonusStats".tr())
}
@ -251,7 +251,7 @@ class Building : NamedStats(), IConstruction{
val civInfo = construction.cityInfo.civInfo
if (uniqueTo!=null && uniqueTo!=civInfo.civName) return "Unique to $uniqueTo"
if (civInfo.gameInfo.ruleSet.Buildings.values.any { it.uniqueTo==civInfo.civName && it.replaces==name }) return "Our unique building replaces this"
if (civInfo.gameInfo.ruleSet.buildings.values.any { it.uniqueTo==civInfo.civName && it.replaces==name }) return "Our unique building replaces this"
if (requiredTech != null && !civInfo.tech.isResearched(requiredTech!!)) return "$requiredTech not researched"
// Regular wonders
@ -329,7 +329,7 @@ class Building : NamedStats(), IConstruction{
if (providesFreeBuilding != null && !construction.containsBuildingOrEquivalent(providesFreeBuilding!!)) {
var buildingToAdd = providesFreeBuilding!!
for(building in civInfo.gameInfo.ruleSet.Buildings.values)
for(building in civInfo.gameInfo.ruleSet.buildings.values)
if(building.replaces == buildingToAdd && building.uniqueTo==civInfo.civName)
buildingToAdd = building.name
@ -351,7 +351,7 @@ class Building : NamedStats(), IConstruction{
if ("Free Social Policy" in uniques) civInfo.policies.freePolicies++
if ("Free Great Person" in uniques) {
if (civInfo.isPlayerCivilization()) civInfo.greatPeople.freeGreatPeople++
else civInfo.addGreatPerson(civInfo.gameInfo.ruleSet.Units.keys.filter { it.startsWith("Great") }.random())
else civInfo.addGreatPerson(civInfo.gameInfo.ruleSet.units.keys.filter { it.startsWith("Great") }.random())
}
if ("+1 population in each city" in uniques) {
for(city in civInfo.cities){
@ -375,6 +375,6 @@ class Building : NamedStats(), IConstruction{
fun getBaseBuilding(ruleset: Ruleset): Building {
if(replaces==null) return this
else return ruleset.Buildings[replaces!!]!!
else return ruleset.buildings[replaces!!]!!
}
}

View file

@ -97,9 +97,9 @@ class Nation : INamed {
}
private fun addUniqueBuildingsText(textList: ArrayList<String>, ruleset: Ruleset) {
for (building in ruleset.Buildings.values
for (building in ruleset.buildings.values
.filter { it.uniqueTo == name }) {
val originalBuilding = ruleset.Buildings[building.replaces!!]!!
val originalBuilding = ruleset.buildings[building.replaces!!]!!
textList += building.name.tr() + " - {replaces} " + originalBuilding.name.tr()
val originalBuildingStatMap = originalBuilding.toHashMap()
@ -122,9 +122,9 @@ class Nation : INamed {
}
private fun addUniqueUnitsText(textList: ArrayList<String>, ruleset: Ruleset) {
for (unit in ruleset.Units.values
for (unit in ruleset.units.values
.filter { it.uniqueTo == name }) {
val originalUnit = ruleset.Units[unit.replaces!!]!!
val originalUnit = ruleset.units[unit.replaces!!]!!
textList += unit.name.tr() + " - {replaces} " + originalUnit.name.tr()
if (unit.cost != originalUnit.cost)
@ -144,14 +144,14 @@ class Nation : INamed {
for (unique in originalUnit.uniques.filterNot { it in unit.uniques })
textList += " " + "Lost ability".tr() + "(vs " + originalUnit.name.tr() + "): " + Translations.translateBonusOrPenalty(unique)
for (promotion in unit.promotions.filter { it !in originalUnit.promotions })
textList += " " + promotion.tr() + " (" + Translations.translateBonusOrPenalty(ruleset.UnitPromotions[promotion]!!.effect) + ")"
textList += " " + promotion.tr() + " (" + Translations.translateBonusOrPenalty(ruleset.unitPromotions[promotion]!!.effect) + ")"
textList += ""
}
}
private fun addUniqueImprovementsText(textList: ArrayList<String>, ruleset: Ruleset) {
for (improvement in ruleset.TileImprovements.values
for (improvement in ruleset.tileImprovements.values
.filter { it.uniqueTo == name }) {
textList += improvement.name.tr()

View file

@ -13,16 +13,17 @@ import com.unciv.models.stats.INamed
import kotlin.collections.set
class Ruleset {
val Buildings = LinkedHashMap<String, Building>()
val Terrains = LinkedHashMap<String, Terrain>()
val TileResources = LinkedHashMap<String, TileResource>()
val TileImprovements = LinkedHashMap<String, TileImprovement>()
val Technologies = LinkedHashMap<String, Technology>()
val Units = LinkedHashMap<String, BaseUnit>()
val UnitPromotions = LinkedHashMap<String, Promotion>()
val Nations = LinkedHashMap<String, Nation>()
val PolicyBranches = LinkedHashMap<String, PolicyBranch>()
val Difficulties = LinkedHashMap<String, Difficulty>()
val mods = ArrayList<String>()
val buildings = LinkedHashMap<String, Building>()
val terrains = LinkedHashMap<String, Terrain>()
val tileResources = LinkedHashMap<String, TileResource>()
val tileImprovements = LinkedHashMap<String, TileImprovement>()
val technologies = LinkedHashMap<String, Technology>()
val units = LinkedHashMap<String, BaseUnit>()
val unitPromotions = LinkedHashMap<String, Promotion>()
val nations = LinkedHashMap<String, Nation>()
val policyBranches = LinkedHashMap<String, PolicyBranch>()
val difficulties = LinkedHashMap<String, Difficulty>()
fun <T> getFromJson(tClass: Class<T>, filePath:String): T {
val jsonText = Gdx.files.internal(filePath).readString(Charsets.UTF_8.name())
@ -38,17 +39,17 @@ class Ruleset {
fun clone(): Ruleset{
val newRuleset = Ruleset(false)
newRuleset.Buildings.putAll(Buildings)
newRuleset.Difficulties.putAll(Difficulties)
newRuleset.Nations .putAll(Nations)
newRuleset.PolicyBranches.putAll(PolicyBranches)
newRuleset.Technologies.putAll(Technologies)
newRuleset.Buildings.putAll(Buildings)
newRuleset.Terrains.putAll(Terrains)
newRuleset.TileImprovements.putAll(TileImprovements)
newRuleset.TileResources.putAll(TileResources)
newRuleset.UnitPromotions.putAll(UnitPromotions)
newRuleset.Units.putAll(Units)
newRuleset.buildings.putAll(buildings)
newRuleset.difficulties.putAll(difficulties)
newRuleset.nations .putAll(nations)
newRuleset.policyBranches.putAll(policyBranches)
newRuleset.technologies.putAll(technologies)
newRuleset.buildings.putAll(buildings)
newRuleset.terrains.putAll(terrains)
newRuleset.tileImprovements.putAll(tileImprovements)
newRuleset.tileResources.putAll(tileResources)
newRuleset.unitPromotions.putAll(unitPromotions)
newRuleset.units.putAll(units)
return newRuleset
}
@ -64,26 +65,26 @@ class Ruleset {
for (tech in techColumn.techs) {
if (tech.cost==0) tech.cost = techColumn.techCost
tech.column = techColumn
Technologies[tech.name] = tech
technologies[tech.name] = tech
}
}
Buildings += createHashmap(getFromJson(Array<Building>::class.java, "$folderPath/Buildings.json"))
for (building in Buildings.values) {
buildings += createHashmap(getFromJson(Array<Building>::class.java, "$folderPath/Buildings.json"))
for (building in buildings.values) {
if (building.requiredTech == null) continue
val column = Technologies[building.requiredTech!!]!!.column
val column = technologies[building.requiredTech!!]!!.column
if (building.cost == 0)
building.cost = if (building.isWonder || building.isNationalWonder) column!!.wonderCost else column!!.buildingCost
}
Terrains += createHashmap(getFromJson(Array<Terrain>::class.java, "$folderPath/Terrains.json"))
TileResources += createHashmap(getFromJson(Array<TileResource>::class.java, "$folderPath/TileResources.json"))
TileImprovements += createHashmap(getFromJson(Array<TileImprovement>::class.java, "$folderPath/TileImprovements.json"))
Units += createHashmap(getFromJson(Array<BaseUnit>::class.java, "$folderPath/Units.json"))
UnitPromotions += createHashmap(getFromJson(Array<Promotion>::class.java, "$folderPath/UnitPromotions.json"))
terrains += createHashmap(getFromJson(Array<Terrain>::class.java, "$folderPath/Terrains.json"))
tileResources += createHashmap(getFromJson(Array<TileResource>::class.java, "$folderPath/TileResources.json"))
tileImprovements += createHashmap(getFromJson(Array<TileImprovement>::class.java, "$folderPath/TileImprovements.json"))
units += createHashmap(getFromJson(Array<BaseUnit>::class.java, "$folderPath/Units.json"))
unitPromotions += createHashmap(getFromJson(Array<Promotion>::class.java, "$folderPath/UnitPromotions.json"))
PolicyBranches += createHashmap(getFromJson(Array<PolicyBranch>::class.java, "$folderPath/Policies.json"))
for (branch in PolicyBranches.values) {
policyBranches += createHashmap(getFromJson(Array<PolicyBranch>::class.java, "$folderPath/Policies.json"))
for (branch in policyBranches.values) {
branch.requires = ArrayList()
branch.branch = branch
for (policy in branch.policies) {
@ -93,10 +94,10 @@ class Ruleset {
branch.policies.last().name = branch.name + " Complete"
}
Nations += createHashmap(getFromJson(Array<Nation>::class.java, "$folderPath/Nations/Nations.json"))
for(nation in Nations.values) nation.setTransients()
nations += createHashmap(getFromJson(Array<Nation>::class.java, "$folderPath/Nations/Nations.json"))
for(nation in nations.values) nation.setTransients()
Difficulties += createHashmap(getFromJson(Array<Difficulty>::class.java, "$folderPath/Difficulties.json"))
difficulties += createHashmap(getFromJson(Array<Difficulty>::class.java, "$folderPath/Difficulties.json"))
val gameBasicsLoadTime = System.currentTimeMillis() - gameBasicsStartTime
println("Loading game basics - "+gameBasicsLoadTime+"ms")

View file

@ -24,7 +24,7 @@ class Technology {
val lineList = ArrayList<String>() // more readable than StringBuilder, with same performance for our use-case
for (unique in uniques) lineList += unique.tr()
val improvedImprovements = ruleset.TileImprovements.values
val improvedImprovements = ruleset.tileImprovements.values
.filter { it.improvingTech == name }.groupBy { it.improvingTechStats.toString() }
for (improvement in improvedImprovements) {
val impimpString = improvement.value.joinToString { it.name.tr() } +
@ -56,10 +56,10 @@ class Technology {
lineList += " * " + wonder.name.tr() + " (" + wonder.getShortDescription(ruleset) + ")"
}
val revealedResource = ruleset.TileResources.values.filter { it.revealedBy == name }.map { it.name }.firstOrNull() // can only be one
val revealedResource = ruleset.tileResources.values.filter { it.revealedBy == name }.map { it.name }.firstOrNull() // can only be one
if (revealedResource != null) lineList += "Reveals [$revealedResource] on the map".tr()
val tileImprovements = ruleset.TileImprovements.values.filter { it.techRequired == name }
val tileImprovements = ruleset.tileImprovements.values.filter { it.techRequired == name }
if (tileImprovements.isNotEmpty())
lineList += "{Tile improvements enabled}: " + tileImprovements.joinToString { it.name.tr() }
@ -67,7 +67,7 @@ class Technology {
}
fun getEnabledBuildings(civInfo: CivilizationInfo): List<Building> {
var enabledBuildings = civInfo.gameInfo.ruleSet.Buildings.values.filter {
var enabledBuildings = civInfo.gameInfo.ruleSet.buildings.values.filter {
it.requiredTech == name &&
(it.uniqueTo == null || it.uniqueTo == civInfo.civName)
}
@ -81,7 +81,7 @@ class Technology {
}
fun getEnabledUnits(civInfo:CivilizationInfo): List<BaseUnit> {
var enabledUnits = civInfo.gameInfo.ruleSet.Units.values.filter {
var enabledUnits = civInfo.gameInfo.ruleSet.units.values.filter {
it.requiredTech == name &&
(it.uniqueTo == null || it.uniqueTo == civInfo.civName)
}

View file

@ -13,7 +13,7 @@ class Terrain : NamedStats() {
if (occursOn != null) {
sb.appendln("Occurs on [${occursOn.joinToString(", ")}]".tr())
}
val resourcesFound = ruleset.TileResources.values.filter { it.terrainsCanBeFoundOn.contains(name) }
val resourcesFound = ruleset.tileResources.values.filter { it.terrainsCanBeFoundOn.contains(name) }
if (resourcesFound.isNotEmpty()) {
sb.appendln("May contain [${resourcesFound.joinToString(", ") { it.name.tr() }}]".tr())
}

View file

@ -41,7 +41,7 @@ class TileImprovement : NamedStats() {
stringBuilder.appendln("Can be built on ".tr() + terrainsCanBeBuiltOnString.joinToString(", "))//language can be changed when setting changes.
}
val statsToResourceNames = HashMap<String, ArrayList<String>>()
for (tr: TileResource in ruleset.TileResources.values.filter { it.improvement == name }) {
for (tr: TileResource in ruleset.tileResources.values.filter { it.improvement == name }) {
val statsString = tr.improvementStats.toString()
if (!statsToResourceNames.containsKey(statsString))
statsToResourceNames[statsString] = ArrayList()

View file

@ -131,7 +131,7 @@ class BaseUnit : INamed, IConstruction {
if (requiredTech!=null && !civInfo.tech.isResearched(requiredTech!!)) return "$requiredTech not researched"
if (obsoleteTech!=null && civInfo.tech.isResearched(obsoleteTech!!)) return "Obsolete by $obsoleteTech"
if (uniqueTo!=null && uniqueTo!=civInfo.civName) return "Unique to $uniqueTo"
if (civInfo.gameInfo.ruleSet.Units.values.any { it.uniqueTo==civInfo.civName && it.replaces==name }) return "Our unique unit replaces this"
if (civInfo.gameInfo.ruleSet.units.values.any { it.uniqueTo==civInfo.civName && it.replaces==name }) return "Our unique unit replaces this"
if (!UncivGame.Current.settings.nuclearWeaponEnabled
&& (name == "Manhattan Project" || uniques.contains("Requires Manhattan Project"))) return "Disabled by setting"
if (uniques.contains("Requires Manhattan Project") && !civInfo.containsBuildingUnique("Enables nuclear weapon"))

View file

@ -61,29 +61,29 @@ class CivilopediaScreen(ruleset: Ruleset) : CameraStageBaseScreen() {
description.setWrap(true)
categoryToEntries["Buildings"] = ruleset.Buildings.values
categoryToEntries["Buildings"] = ruleset.buildings.values
.map { CivilopediaEntry(it.name,it.getDescription(false, null,ruleset),
ImageGetter.getConstructionImage(it.name)) }
categoryToEntries["Resources"] = ruleset.TileResources.values
categoryToEntries["Resources"] = ruleset.tileResources.values
.map { CivilopediaEntry(it.name,it.getDescription(),
ImageGetter.getResourceImage(it.name,50f)) }
categoryToEntries["Terrains"] = ruleset.Terrains.values
categoryToEntries["Terrains"] = ruleset.terrains.values
.map { CivilopediaEntry(it.name,it.getDescription(ruleset)) }
categoryToEntries["Tile Improvements"] = ruleset.TileImprovements.values
categoryToEntries["Tile Improvements"] = ruleset.tileImprovements.values
.map { CivilopediaEntry(it.name,it.getDescription(ruleset),
ImageGetter.getImprovementIcon(it.name,50f)) }
categoryToEntries["Units"] = ruleset.Units.values
categoryToEntries["Units"] = ruleset.units.values
.map { CivilopediaEntry(it.name,it.getDescription(false),
ImageGetter.getConstructionImage(it.name)) }
categoryToEntries["Nations"] = ruleset.Nations.values
categoryToEntries["Nations"] = ruleset.nations.values
.filter { it.isMajorCiv() }
.map { CivilopediaEntry(it.name,it.getUniqueString(ruleset),
ImageGetter.getNationIndicator(it,50f)) }
categoryToEntries["Technologies"] = ruleset.Technologies.values
categoryToEntries["Technologies"] = ruleset.technologies.values
.map { CivilopediaEntry(it.name,it.getDescription(ruleset),
ImageGetter.getTechIconGroup(it.name,50f)) }
categoryToEntries["Promotions"] = ruleset.UnitPromotions.values
.map { CivilopediaEntry(it.name,it.getDescription(ruleset.UnitPromotions.values, true),
categoryToEntries["Promotions"] = ruleset.unitPromotions.values
.map { CivilopediaEntry(it.name,it.getDescription(ruleset.unitPromotions.values, true),
Table().apply { add(ImageGetter.getPromotionIcon(it.name)) }) }
categoryToEntries["Tutorials"] = tutorialMiner.getCivilopediaTutorials(UncivGame.Current.settings.language)

View file

@ -133,7 +133,7 @@ class VictoryScreen : PickerScreen() {
fun culturalVictoryColumn():Table{
val t=Table()
t.defaults().pad(5f)
for(branch in playerCivInfo.gameInfo.ruleSet.PolicyBranches.values) {
for(branch in playerCivInfo.gameInfo.ruleSet.policyBranches.values) {
val finisher = branch.policies.last().name
t.add(getMilestone(finisher, playerCivInfo.policies.isAdopted(finisher))).row()
}

View file

@ -94,7 +94,7 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
constructionPickerTable.background = ImageGetter.getBackground(Color.BLACK)
val units = ArrayList<Table>()
for (unit in city.getRuleset().Units.values.filter { it.shouldBeDisplayed(cityConstructions) }) {
for (unit in city.getRuleset().units.values.filter { it.shouldBeDisplayed(cityConstructions) }) {
val turnsToUnit = cityConstructions.turnsToConstruction(unit.name)
units += getProductionButton(unit.name,
unit.name.tr() + "\r\n" + turnsToUnit + (if(turnsToUnit>1) " {turns}".tr() else " {turn}".tr()),
@ -107,7 +107,7 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
val buildableNationalWonders = ArrayList<Table>()
val buildableBuildings = ArrayList<Table>()
for (building in city.getRuleset().Buildings.values) {
for (building in city.getRuleset().buildings.values) {
if (!building.shouldBeDisplayed(cityConstructions) && building.name != cityConstructions.currentConstruction) continue
val turnsToBuilding = cityConstructions.turnsToConstruction(building.name)
val productionTextButton = getProductionButton(building.name,

View file

@ -74,7 +74,7 @@ class TileEditorOptionsTable(val mapEditorScreen: MapEditorScreen): Table(Camera
}
}).row()
for(improvement in ruleSet.TileImprovements.values){
for(improvement in ruleSet.tileImprovements.values){
if(improvement.name.startsWith("Remove")) continue
val improvementImage = getHex(Color.WHITE,ImageGetter.getImprovementIcon(improvement.name,40f))
improvementImage.onClick {
@ -88,7 +88,7 @@ class TileEditorOptionsTable(val mapEditorScreen: MapEditorScreen): Table(Camera
editorPickTable.add(ScrollPane(improvementsTable)).height(mapEditorScreen.stage.height*0.7f)
val nationsTable = Table()
for(nation in ruleSet.Nations.values){
for(nation in ruleSet.nations.values){
val nationImage = getHex(Color.WHITE,ImageGetter.getNationIndicator(nation,40f))
nationImage.onClick {
clearSelection()
@ -151,7 +151,7 @@ class TileEditorOptionsTable(val mapEditorScreen: MapEditorScreen): Table(Camera
}
})
for (resource in ruleSet.TileResources.values) {
for (resource in ruleSet.tileResources.values) {
val resourceHex = getHex(Color.WHITE, ImageGetter.getResourceImage(resource.name, 40f))
resourceHex.onClick {
clearSelection()
@ -160,7 +160,7 @@ class TileEditorOptionsTable(val mapEditorScreen: MapEditorScreen): Table(Camera
tileInfo.ruleset = mapEditorScreen.ruleSet
val terrain = resource.terrainsCanBeFoundOn.first()
val terrainObject = ruleSet.Terrains[terrain]!!
val terrainObject = ruleSet.terrains[terrain]!!
if (terrainObject.type == TerrainType.TerrainFeature) {
tileInfo.baseTerrain = when {
terrainObject.occursOn == null -> terrainObject.occursOn!!.first()
@ -179,7 +179,7 @@ class TileEditorOptionsTable(val mapEditorScreen: MapEditorScreen): Table(Camera
}
private fun addTerrainOptions(terrainFeaturesTable: Table, baseTerrainTable: Table) {
for (terrain in ruleSet.Terrains.values) {
for (terrain in ruleSet.terrains.values) {
val tileInfo = TileInfo()
tileInfo.ruleset = mapEditorScreen.ruleSet
if (terrain.type == TerrainType.TerrainFeature) {

View file

@ -8,11 +8,11 @@ import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener
import com.badlogic.gdx.utils.Array
import com.unciv.logic.MapSaver
import com.unciv.models.metadata.GameSpeed
import com.unciv.models.ruleset.Ruleset
import com.unciv.models.ruleset.VictoryType
import com.unciv.models.ruleset.tech.TechEra
import com.unciv.models.translations.tr
import com.unciv.models.metadata.GameSpeed
import com.unciv.ui.utils.CameraStageBaseScreen
import com.unciv.ui.utils.toLabel
@ -144,7 +144,7 @@ class NewGameScreenOptionsTable(val newGameScreen: NewGameScreen, val onMultipla
val cityStatesSelectBox = SelectBox<Int>(CameraStageBaseScreen.skin)
val cityStatesArray = Array<Int>()
(0..ruleset.Nations.filter { it.value.isCityState() }.size).forEach { cityStatesArray.add(it) }
(0..ruleset.nations.filter { it.value.isCityState() }.size).forEach { cityStatesArray.add(it) }
cityStatesSelectBox.items = cityStatesArray
cityStatesSelectBox.selected = newGameParameters.numberOfCityStates
add(cityStatesSelectBox).pad(10f).row()
@ -157,7 +157,7 @@ class NewGameScreenOptionsTable(val newGameScreen: NewGameScreen, val onMultipla
private fun addDifficultySelectBox() {
add("{Difficulty}:".tr())
val difficultySelectBox = TranslatedSelectBox(ruleset.Difficulties.keys, newGameParameters.difficulty, CameraStageBaseScreen.skin)
val difficultySelectBox = TranslatedSelectBox(ruleset.difficulties.keys, newGameParameters.difficulty, CameraStageBaseScreen.skin)
difficultySelectBox.addListener(object : ChangeListener() {
override fun changed(event: ChangeEvent?, actor: Actor?) {
newGameParameters.difficulty = difficultySelectBox.selected.value
@ -221,9 +221,8 @@ class NewGameScreenOptionsTable(val newGameScreen: NewGameScreen, val onMultipla
fun addModCheckboxes() {
add("{Victory conditions}:".tr()).colspan(2).row()
add("{Mods}:".tr()).colspan(2).row()
// Create a checkbox for each VictoryType existing
val modCheckboxTable = Table().apply { defaults().pad(10f) }
val mods = Gdx.files.local("mods")

View file

@ -33,7 +33,7 @@ class PlayerPickerTable(val newGameScreen: NewGameScreen, val newGameParameters:
val gameBasics = newGameScreen.ruleSet // when we add mods, this will need to change
for (player in newGameParameters.players)
playerListTable.add(getPlayerTable(player,gameBasics)).pad(10f).row()
if(newGameParameters.players.count() < gameBasics.Nations.values.count { it.isMajorCiv() }) {
if(newGameParameters.players.count() < gameBasics.nations.values.count { it.isMajorCiv() }) {
playerListTable.add("+".toLabel(Color.BLACK,30).apply { this.setAlignment(Align.center) }
.surroundWithCircle(50f).onClick { newGameParameters.players.add(Player()); update() })
}
@ -107,7 +107,7 @@ class PlayerPickerTable(val newGameScreen: NewGameScreen, val newGameParameters:
val nationImage = if (player.chosenCiv == "Random") "?".toLabel(Color.BLACK,30)
.apply { this.setAlignment(Align.center) }
.surroundWithCircle(50f)
else ImageGetter.getNationIndicator(newGameScreen.ruleSet.Nations[player.chosenCiv]!!, 50f)
else ImageGetter.getNationIndicator(newGameScreen.ruleSet.nations[player.chosenCiv]!!, 50f)
nationTable.add(nationImage)
nationTable.add(player.chosenCiv.toLabel()).pad(20f)
nationTable.touchable = Touchable.enabled
@ -137,7 +137,7 @@ class PlayerPickerTable(val newGameScreen: NewGameScreen, val newGameParameters:
nationListTable.add(randomPlayerTable).pad(10f).width(nationsPopupWidth).row()
for (nation in newGameScreen.ruleSet.Nations.values.filter { !it.isCityState() && it.name != "Barbarians" }) {
for (nation in newGameScreen.ruleSet.nations.values.filter { !it.isCityState() && it.name != "Barbarians" }) {
if (player.chosenCiv != nation.name && newGameParameters.players.any { it.chosenCiv == nation.name })
continue

View file

@ -16,7 +16,7 @@ class GreatPersonPickerScreen(val civInfo:CivilizationInfo) : PickerScreen() {
init {
closeButton.isVisible=false
rightSideButton.setText("Choose a free great person".tr())
for (unit in civInfo.gameInfo.ruleSet.Units.values
for (unit in civInfo.gameInfo.ruleSet.units.values
.filter { it.name in GreatPersonManager().statToGreatPersonMapping.values || it.name == "Great General"})
{
val button = Button(skin)

View file

@ -38,7 +38,7 @@ class ImprovementPickerScreen(tileInfo: TileInfo, onAccept: ()->Unit) : PickerSc
val regularImprovements = VerticalGroup()
regularImprovements.space(10f)
for (improvement in tileInfo.tileMap.gameInfo.ruleSet.TileImprovements.values) {
for (improvement in tileInfo.tileMap.gameInfo.ruleSet.tileImprovements.values) {
if (!tileInfo.canBuildImprovement(improvement, currentPlayerCiv)) continue
if(improvement.name == tileInfo.improvement) continue
if(improvement.name==tileInfo.improvementInProgress) continue

View file

@ -53,7 +53,7 @@ class PolicyPickerScreen(val worldScreen: WorldScreen, civInfo: CivilizationInfo
topTable.row().pad(30f)
for (branch in viewingCiv.gameInfo.ruleSet.PolicyBranches.values) {
for (branch in viewingCiv.gameInfo.ruleSet.policyBranches.values) {
if (branch.name == "Commerce") topTable.addSeparator()
val branchGroup = Table()
branchGroup.row().pad(20f)

View file

@ -41,7 +41,7 @@ class PromotionPickerScreen(val unit: MapUnit) : PickerScreen() {
availablePromotionsGroup.space(10f)
val unitType = unit.type
val promotionsForUnitType = unit.civInfo.gameInfo.ruleSet.UnitPromotions.values.filter {
val promotionsForUnitType = unit.civInfo.gameInfo.ruleSet.unitPromotions.values.filter {
it.unitTypes.contains(unitType.toString())
|| unit.promotions.promotions.contains(it.name) }
val unitAvailablePromotions = unit.promotions.getAvailablePromotions()

View file

@ -44,7 +44,7 @@ class TechButton(techName:String, val techManager: TechManager, isWorldScreen: B
val civName = techManager.civInfo.civName
val gameBasics = techManager.civInfo.gameInfo.ruleSet
val tech = gameBasics.Technologies[techName]!!
val tech = gameBasics.technologies[techName]!!
for (unit in tech.getEnabledUnits(techManager.civInfo))
techEnabledIcons.add(ImageGetter.getConstructionImage(unit.name).surroundWithCircle(30f))
@ -52,7 +52,7 @@ class TechButton(techName:String, val techManager: TechManager, isWorldScreen: B
for (building in tech.getEnabledBuildings(techManager.civInfo))
techEnabledIcons.add(ImageGetter.getConstructionImage(building.name).surroundWithCircle(30f))
for (improvement in gameBasics.TileImprovements.values
for (improvement in gameBasics.tileImprovements.values
.filter { it.techRequired == techName || it.improvingTech == techName }
.filter { it.uniqueTo==null || it.uniqueTo==civName }) {
if (improvement.name.startsWith("Remove"))
@ -60,7 +60,7 @@ class TechButton(techName:String, val techManager: TechManager, isWorldScreen: B
else techEnabledIcons.add(ImageGetter.getImprovementIcon(improvement.name, 30f))
}
for (resource in gameBasics.TileResources.values.filter { it.revealedBy == techName })
for (resource in gameBasics.tileResources.values.filter { it.revealedBy == techName })
techEnabledIcons.add(ImageGetter.getResourceImage(resource.name, 30f))
for (unique in tech.uniques)

View file

@ -24,7 +24,7 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo, centerOnTech: Tec
private var lines=ArrayList<Image>()
// All these are to counter performance problems when updating buttons for all techs.
private var researchableTechs = civInfo.gameInfo.ruleSet.Technologies.keys
private var researchableTechs = civInfo.gameInfo.ruleSet.technologies.keys
.filter { civTech.canBeResearched(it) }.toHashSet()
private val currentTechColor = colorFromRGB(7,46,43)
@ -33,7 +33,7 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo, centerOnTech: Tec
private val queuedTechColor = colorFromRGB(39,114,154)
private val turnsToTech = civInfo.gameInfo.ruleSet.Technologies.values.associateBy ({ it.name },{civTech.turnsToTech(it.name)})
private val turnsToTech = civInfo.gameInfo.ruleSet.technologies.values.associateBy ({ it.name },{civTech.turnsToTech(it.name)})
constructor(freeTechPick: Boolean, civInfo: CivilizationInfo) : this(civInfo) {
isFreeTechPick = freeTechPick
@ -75,10 +75,10 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo, centerOnTech: Tec
}
private fun createTechTable() {
val columns = civInfo.gameInfo.ruleSet.Technologies.values.map { it.column!!.columnNumber}.max()!! +1
val columns = civInfo.gameInfo.ruleSet.technologies.values.map { it.column!!.columnNumber}.max()!! +1
val techMatrix = Array<Array<Technology?>>(columns) { arrayOfNulls(10) } // Divided into columns, then rows
for (technology in civInfo.gameInfo.ruleSet.Technologies.values) {
for (technology in civInfo.gameInfo.ruleSet.technologies.values) {
techMatrix[technology.column!!.columnNumber][technology.row - 1] = technology
}
@ -145,7 +145,7 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo, centerOnTech: Tec
for (line in lines) line.remove()
lines.clear()
for (tech in civInfo.gameInfo.ruleSet.Technologies.values) {
for (tech in civInfo.gameInfo.ruleSet.technologies.values) {
val techButton = techNameToButton[tech.name]!!
for (prerequisite in tech.prerequisites) {
val prerequisiteButton = techNameToButton[prerequisite]!!

View file

@ -112,13 +112,13 @@ object ImageGetter {
return getImage("OtherIcons/Stop")
if(improvementName.startsWith("StartingLocation ")){
val nationName = improvementName.removePrefix("StartingLocation ")
val nation = getRuleSet().Nations[nationName]!!
val nation = getRuleSet().nations[nationName]!!
return getNationIndicator(nation,size)
}
val iconGroup = getImage("ImprovementIcons/$improvementName").surroundWithCircle(size)
val improvement = getRuleSet().TileImprovements[improvementName]!!
val improvement = getRuleSet().tileImprovements[improvementName]!!
when {
improvement.food>0 -> iconGroup.circle.color= foodCircleColor
improvement.production>0 -> iconGroup.circle.color= productionCircleColor
@ -131,8 +131,8 @@ object ImageGetter {
}
fun getConstructionImage(construction: String): Image {
if(getRuleSet().Buildings.containsKey(construction)) return getImage("BuildingIcons/$construction")
if(getRuleSet().Units.containsKey(construction)) return getUnitIcon(construction)
if(getRuleSet().buildings.containsKey(construction)) return getImage("BuildingIcons/$construction")
if(getRuleSet().units.containsKey(construction)) return getUnitIcon(construction)
if(construction=="Nothing") return getImage("OtherIcons/Stop")
return getStatIcon(construction)
}
@ -180,7 +180,7 @@ object ImageGetter {
fun getResourceImage(resourceName: String, size:Float): Actor {
val iconGroup = getImage("ResourceIcons/$resourceName").surroundWithCircle(size)
val resource = getRuleSet().TileResources[resourceName]!!
val resource = getRuleSet().tileResources[resourceName]!!
when {
resource.food>0 -> iconGroup.circle.color= foodCircleColor
resource.production>0 -> iconGroup.circle.color= productionCircleColor
@ -204,7 +204,7 @@ object ImageGetter {
fun getTechIconGroup(techName: String, circleSize: Float): Group {
var techIconColor = Color.WHITE
when (getRuleSet().Technologies[techName]!!.era().name) {
when (getRuleSet().technologies[techName]!!.era().name) {
"Ancient" -> techIconColor = colorFromRGB(255, 87, 35)
"Classical" -> techIconColor = colorFromRGB(233, 31, 99)
"Medieval" -> techIconColor = colorFromRGB(157, 39, 176)

View file

@ -149,7 +149,7 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
add(getCloseButton("Very well."))
}
AlertType.WonderBuilt -> {
val wonder = worldScreen.gameInfo.ruleSet.Buildings[popupAlert.value]!!
val wonder = worldScreen.gameInfo.ruleSet.buildings[popupAlert.value]!!
addGoodSizedLabel(wonder.name)
addSeparator()
val centerTable = Table()
@ -162,7 +162,7 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
}
AlertType.TechResearched -> {
val gameBasics = worldScreen.gameInfo.ruleSet
val tech = gameBasics.Technologies[popupAlert.value]!!
val tech = gameBasics.technologies[popupAlert.value]!!
addGoodSizedLabel(tech.name)
addSeparator()
val centerTable = Table()

View file

@ -296,7 +296,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
techButtonHolder.isVisible = viewingCiv.cities.isNotEmpty()
techButtonHolder.clearChildren()
val researchableTechs = viewingCiv.gameInfo.ruleSet.Technologies.values.filter { !viewingCiv.tech.isResearched(it.name) && viewingCiv.tech.canBeResearched(it.name) }
val researchableTechs = viewingCiv.gameInfo.ruleSet.technologies.values.filter { !viewingCiv.tech.isResearched(it.name) && viewingCiv.tech.canBeResearched(it.name) }
if (viewingCiv.tech.currentTechnology() == null && researchableTechs.isEmpty())
viewingCiv.tech.techsToResearch.add(Constants.futureTech)

View file

@ -57,7 +57,7 @@ class WorldScreenTopBar(val worldScreen: WorldScreen) : Table() {
private fun getResourceTable(): Table {
val resourceTable = Table()
resourceTable.defaults().pad(5f)
val revealedStrategicResources = worldScreen.gameInfo.ruleSet.TileResources.values
val revealedStrategicResources = worldScreen.gameInfo.ruleSet.tileResources.values
.filter { it.resourceType == ResourceType.Strategic } // && currentPlayerCivInfo.tech.isResearched(it.revealedBy!!) }
for (resource in revealedStrategicResources) {
val resourceImage = ImageGetter.getResourceImage(resource.name,20f)
@ -105,7 +105,7 @@ class WorldScreenTopBar(val worldScreen: WorldScreen) : Table() {
internal fun update(civInfo: CivilizationInfo) {
val revealedStrategicResources = civInfo.gameInfo.ruleSet.TileResources.values
val revealedStrategicResources = civInfo.gameInfo.ruleSet.tileResources.values
.filter { it.resourceType == ResourceType.Strategic }
val civResources = civInfo.getCivResources()
for (resource in revealedStrategicResources) {

View file

@ -142,7 +142,7 @@ class UnitActions {
actionList += UnitAction("Construct improvement",
unit.currentMovement > 0
&& !tile.isCityCenter()
&& unit.civInfo.gameInfo.ruleSet.TileImprovements.values.any { tile.canBuildImprovement(it, unit.civInfo) },
&& unit.civInfo.gameInfo.ruleSet.tileImprovements.values.any { tile.canBuildImprovement(it, unit.civInfo) },
currentAction = unit.currentTile.hasImprovementInProgress()
) { worldScreen.game.setScreen(ImprovementPickerScreen(tile) { unitTable.selectedUnit = null }) }
@ -172,7 +172,7 @@ class UnitActions {
&& tile.isWater // because fishing boats can enter cities, and if there's oil in the city... ;)
&& tile.improvement==null
&& tile.getTileResource().improvement == improvement
&& unit.civInfo.tech.isResearched(unit.civInfo.gameInfo.ruleSet.TileImprovements[improvement]!!.techRequired!!)
&& unit.civInfo.tech.isResearched(unit.civInfo.gameInfo.ruleSet.tileImprovements[improvement]!!.techRequired!!)
)
actionList += UnitAction("Create [$improvement]", unit.currentMovement >0) {
tile.improvement = improvement

View file

@ -20,7 +20,7 @@ class BasicTests {
@Test
fun loadRuleset() {
Assert.assertTrue("This test will only pass when the jsons can be loaded",
Ruleset(true).Buildings.size > 0)
Ruleset(true).buildings.size > 0)
}
@Test
@ -34,7 +34,7 @@ class BasicTests {
// and we try to work on its upgrade, we'll get an exception - see techManager
@Test
fun allObsoletingUnitsHaveUpgrades() {
val units: Collection<BaseUnit> = Ruleset(true).Units.values
val units: Collection<BaseUnit> = Ruleset(true).units.values
var allObsoletingUnitsHaveUpgrades = true
for (unit in units) {
if (unit.obsoleteTech != null && unit.upgradesTo == null) {

View file

@ -30,7 +30,7 @@ class TranslationTests {
@Test
fun allUnitsHaveTranslation() {
val allUnitsHaveTranslation = allStringAreTranslated(ruleSet.Units.keys)
val allUnitsHaveTranslation = allStringAreTranslated(ruleSet.units.keys)
Assert.assertTrue("This test will only pass when there is a translation for all units",
allUnitsHaveTranslation)
}
@ -38,7 +38,7 @@ class TranslationTests {
@Test
fun allUnitUniquesHaveTranslation() {
val strings: MutableSet<String> = HashSet()
for (unit in ruleSet.Units.values) for (unique in unit.uniques) if (!unique.startsWith("Bonus")
for (unit in ruleSet.units.values) for (unique in unit.uniques) if (!unique.startsWith("Bonus")
&& !unique.startsWith("Penalty")
&& !unique.contains("[")) // templates
strings.add(unique)
@ -48,7 +48,7 @@ class TranslationTests {
@Test
fun allBuildingsHaveTranslation() {
val allBuildingsHaveTranslation = allStringAreTranslated(ruleSet.Buildings.keys)
val allBuildingsHaveTranslation = allStringAreTranslated(ruleSet.buildings.keys)
Assert.assertTrue("This test will only pass when there is a translation for all buildings",
allBuildingsHaveTranslation)
}
@ -56,7 +56,7 @@ class TranslationTests {
@Test
fun allBuildingUniquesHaveTranslation() {
val strings: MutableSet<String> = HashSet()
for (building in ruleSet.Buildings.values) {
for (building in ruleSet.buildings.values) {
strings.addAll(building.uniques)
}
val allStringsHaveTranslation = allStringAreTranslated(strings)
@ -66,7 +66,7 @@ class TranslationTests {
@Test
fun allBuildingQuotesHaveTranslation() {
val strings: MutableSet<String> = HashSet()
for (building in ruleSet.Buildings.values) {
for (building in ruleSet.buildings.values) {
if (building.quote == "") continue
strings.add(building.quote)
}
@ -76,7 +76,7 @@ class TranslationTests {
@Test
fun allTerrainsHaveTranslation() {
val strings: Set<String> = ruleSet.Terrains.keys
val strings: Set<String> = ruleSet.terrains.keys
val allStringsHaveTranslation = allStringAreTranslated(strings)
Assert.assertTrue("This test will only pass when there is a translation for all buildings",
allStringsHaveTranslation)
@ -84,7 +84,7 @@ class TranslationTests {
@Test
fun allImprovementsHaveTranslation() {
val strings: Set<String> = ruleSet.TileImprovements.keys
val strings: Set<String> = ruleSet.tileImprovements.keys
val allStringsHaveTranslation = allStringAreTranslated(strings)
Assert.assertTrue("This test will only pass when there is a translation for all improvements",
allStringsHaveTranslation)
@ -93,7 +93,7 @@ class TranslationTests {
@Test
fun allImprovementUniquesHaveTranslation() {
val strings: MutableSet<String> = HashSet()
for (improvement in ruleSet.TileImprovements.values) {
for (improvement in ruleSet.tileImprovements.values) {
strings.addAll(improvement.uniques)
}
val allStringsHaveTranslation = allStringAreTranslated(strings)
@ -102,7 +102,7 @@ class TranslationTests {
@Test
fun allTechnologiesHaveTranslation() {
val strings: Set<String> = ruleSet.Technologies.keys
val strings: Set<String> = ruleSet.technologies.keys
val allStringsHaveTranslation = allStringAreTranslated(strings)
Assert.assertTrue("This test will only pass when there is a translation for all technologies",
allStringsHaveTranslation)
@ -111,7 +111,7 @@ class TranslationTests {
@Test
fun allTechnologiesQuotesHaveTranslation() {
val strings: MutableSet<String> = HashSet()
for (tech in ruleSet.Technologies.values) {
for (tech in ruleSet.technologies.values) {
strings.add(tech.quote)
}
val allStringsHaveTranslation = allStringAreTranslated(strings)
@ -121,7 +121,7 @@ class TranslationTests {
@Test
fun allPromotionsHaveTranslation() {
val strings: Set<String> = ruleSet.UnitPromotions.keys
val strings: Set<String> = ruleSet.unitPromotions.keys
val allStringsHaveTranslation = allStringAreTranslated(strings)
Assert.assertTrue("This test will only pass when there is a translation for all promotions",
allStringsHaveTranslation)