Moved hasOpenBorders to a transient bool for "next turn" performance reasons
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6 changed files with 180 additions and 160 deletions
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@ -17,16 +17,17 @@ class NextTurnAutomation{
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fun automateCivMoves(civInfo: CivilizationInfo) {
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offerPeaceTreaty(civInfo)
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exchangeTechs(civInfo)
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exchangeLuxuries(civInfo)
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chooseTechToResearch(civInfo)
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adoptPolicy(civInfo)
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exchangeLuxuries(civInfo)
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declareWar(civInfo)
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automateCityBombardment(civInfo)
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buyBuildingOrUnit(civInfo)
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automateUnits(civInfo)
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reassignWorkedTiles(civInfo)
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trainSettler(civInfo)
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civInfo.popupAlerts.clear()
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civInfo.popupAlerts.clear() // AIs don't care about popups.
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}
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private fun buyBuildingOrUnit(civInfo: CivilizationInfo) {
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@ -428,7 +428,7 @@ class CivilizationInfo {
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fun canEnterTiles(otherCiv: CivilizationInfo): Boolean {
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if(otherCiv==this) return true
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if(isAtWarWith(otherCiv)) return true
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if(getDiplomacyManager(otherCiv).hasOpenBorders()) return true
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if(getDiplomacyManager(otherCiv).hasOpenBorders) return true
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return false
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}
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@ -18,6 +18,9 @@ enum class DiplomacyFlags{
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class DiplomacyManager() {
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@Transient lateinit var civInfo: CivilizationInfo
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// since this needs to be checked a lot during travel, putting it in a transient is a good performance booster
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@Transient var hasOpenBorders=false
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lateinit var otherCivName:String
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var trades = ArrayList<Trade>()
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var diplomaticStatus = DiplomaticStatus.War
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@ -29,12 +32,15 @@ class DiplomacyManager() {
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toReturn.otherCivName=otherCivName
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toReturn.diplomaticStatus=diplomaticStatus
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toReturn.trades.addAll(trades.map { it.clone() })
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toReturn.flagsCountdown.putAll(flagsCountdown)
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toReturn.hasOpenBorders=hasOpenBorders
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return toReturn
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}
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constructor(civilizationInfo: CivilizationInfo, OtherCivName:String) : this() {
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civInfo=civilizationInfo
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otherCivName=OtherCivName
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updateHasOpenBorders()
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}
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//region pure functions
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@ -45,13 +51,6 @@ class DiplomacyManager() {
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return 0
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}
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fun hasOpenBorders(): Boolean {
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for(trade in trades)
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for(offer in trade.theirOffers)
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if(offer.name=="Open Borders" && offer.duration > 0) return true
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return false
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}
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fun canDeclareWar() = (turnsToPeaceTreaty()==0 && diplomaticStatus != DiplomaticStatus.War)
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fun otherCiv() = civInfo.gameInfo.getCivilization(otherCivName)
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@ -103,6 +102,17 @@ class DiplomacyManager() {
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}
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}
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// for performance reasons we don't want to call this every time we want to see if a unit can move through a tile
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fun updateHasOpenBorders(){
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hasOpenBorders=false
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for(trade in trades)
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for(offer in trade.theirOffers)
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if(offer.name=="Open Borders" && offer.duration > 0){
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hasOpenBorders=true
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return
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}
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}
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fun nextTurn(){
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for(trade in trades.toList()){
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for(offer in trade.ourOffers.union(trade.theirOffers).filter { it.duration>0 })
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@ -114,6 +124,7 @@ class DiplomacyManager() {
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}
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}
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removeUntenebleTrades()
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updateHasOpenBorders()
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for(flag in flagsCountdown.keys.toList()) {
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flagsCountdown[flag] = flagsCountdown[flag]!! - 1
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@ -17,7 +17,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
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if(civInfo.isAtWarWith(otherCivilization))
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offers.add(TradeOffer("Peace Treaty", TradeType.Treaty, 20))
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if(!otherCivilization.getDiplomacyManager(civInfo).hasOpenBorders()
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if(!otherCivilization.getDiplomacyManager(civInfo).hasOpenBorders
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&& civInfo.tech.getTechUniques().contains("Enables Open Borders agreements")
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&& otherCivilization.tech.getTechUniques().contains("Enables Open Borders agreements"))
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offers.add(TradeOffer("Open Borders", TradeType.Agreement, 30))
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@ -57,8 +57,14 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
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}
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fun acceptTrade() {
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ourCivilization.getDiplomacyManager(otherCivilization).trades.add(currentTrade)
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otherCivilization.getDiplomacyManager(ourCivilization).trades.add(currentTrade.reverse())
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ourCivilization.getDiplomacyManager(otherCivilization).apply {
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trades.add(currentTrade)
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updateHasOpenBorders()
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}
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otherCivilization.getDiplomacyManager(ourCivilization).apply {
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trades.add(currentTrade.reverse())
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updateHasOpenBorders()
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}
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// instant transfers
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fun transferTrade(to: CivilizationInfo, from: CivilizationInfo, trade: Trade) {
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@ -96,6 +102,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
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transferTrade(ourCivilization,otherCivilization,currentTrade)
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transferTrade(otherCivilization,ourCivilization,currentTrade.reverse())
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}
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}
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@ -25,13 +25,12 @@ class OffersListScroll(val onOfferClicked: (TradeOffer) -> Unit) : ScrollPane(nu
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for (offertype in values()) {
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val labelName = when(offertype){
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Gold, Gold_Per_Turn, Treaty,Introduction -> ""
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Gold, Gold_Per_Turn, Treaty,Agreement,Introduction -> ""
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Luxury_Resource -> "Luxury resources"
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Strategic_Resource -> "Strategic resources"
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Technology -> "Technologies"
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WarDeclaration -> "Declarations of war"
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City -> "Cities"
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Agreement -> "Agreements"
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}
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val offersOfType = offersToDisplay.filter { it.type == offertype }
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if (labelName!="" && offersOfType.any()) {
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