Victory condition logic moved to VictoryManager
Victory screen now pops up when you fulfill the victory conditions =D Added "One more turn" mode, if people want to play after the victory conditions have been fulfilled
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f66e54a127
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91630cd687
16 changed files with 88 additions and 30 deletions
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@ -21,7 +21,7 @@ class UnCivGame : Game() {
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val viewEntireMapForDebug = false
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// For when you need to test something in an advanced game and don't have time to faff around
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val superchargedForDebug = false
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val superchargedForDebug = true
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lateinit var worldScreen: WorldScreen
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@ -18,6 +18,7 @@ class GameInfo {
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var difficulty="Chieftain" // difficulty is game-wide, think what would happen if 2 human players could play on diffferent difficulties?
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var tileMap: TileMap = TileMap()
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var turns = 0
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var oneMoreTurnMode=false
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//region pure functions
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fun clone(): GameInfo {
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@ -49,7 +49,8 @@ class CivilizationInfo {
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var policies = PolicyManager()
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var goldenAges = GoldenAgeManager()
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var greatPeople = GreatPersonManager()
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var scienceVictory = ScienceVictoryManager()
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@Deprecated("As of 2.11.3") var scienceVictory = ScienceVictoryManager()
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var victoryManager=VictoryManager()
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var diplomacy = HashMap<String,DiplomacyManager>()
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var notifications = ArrayList<Notification>()
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@ -76,7 +77,7 @@ class CivilizationInfo {
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toReturn.policies = policies.clone()
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toReturn.goldenAges = goldenAges.clone()
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toReturn.greatPeople=greatPeople.clone()
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toReturn.scienceVictory = scienceVictory.clone()
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toReturn.victoryManager=victoryManager.clone()
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toReturn.diplomacy.putAll(diplomacy.values.map { it.clone() }.associateBy { it.otherCivName })
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toReturn.cities = cities.map { it.clone() }
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toReturn.exploredTiles.addAll(exploredTiles)
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@ -306,6 +307,10 @@ class CivilizationInfo {
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tech.setTransients()
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diplomacy.values.forEach { it.civInfo=this}
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victoryManager.civInfo=this
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if(victoryManager.currentsSpaceshipParts.values.sum() == 0
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&& scienceVictory.currentParts.values.sum()>0)
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victoryManager.currentsSpaceshipParts = scienceVictory.currentParts
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for (cityInfo in cities) {
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cityInfo.civInfo = this // must be before the city's setTransients because it depends on the tilemap, that comes from the playerCivInfo
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37
core/src/com/unciv/logic/civilization/VictoryManager.kt
Normal file
37
core/src/com/unciv/logic/civilization/VictoryManager.kt
Normal file
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@ -0,0 +1,37 @@
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package com.unciv.logic.civilization
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import com.unciv.models.Counter
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class VictoryManager {
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@Transient lateinit var civInfo: CivilizationInfo
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var requiredSpaceshipParts = Counter<String>()
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var currentsSpaceshipParts = Counter<String>()
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init {
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requiredSpaceshipParts.add("SS Booster", 3)
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requiredSpaceshipParts.add("SS Cockpit", 1)
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requiredSpaceshipParts.add("SS Engine", 1)
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requiredSpaceshipParts.add("SS Stasis Chamber", 1)
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}
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fun clone(): VictoryManager {
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val toReturn = VictoryManager()
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toReturn.currentsSpaceshipParts.putAll(currentsSpaceshipParts)
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return toReturn
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}
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fun unconstructedSpaceshipParts(): Counter<String> {
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val counter = requiredSpaceshipParts.clone()
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counter.remove(currentsSpaceshipParts)
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return counter
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}
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fun hasWonScientificVictory() = requiredSpaceshipParts.equals(currentsSpaceshipParts)
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fun hasWonCulturalVictory() = civInfo.policies.adoptedPolicies.count{it.endsWith("Complete")} > 3
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fun hasWonConquestVictory() = civInfo.gameInfo.civilizations.all { it.isPlayerCivilization() || it.isDefeated() }
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fun hasWon() = hasWonConquestVictory() || hasWonCulturalVictory() || hasWonScientificVictory()
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}
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@ -210,7 +210,7 @@ class Building : NamedStats(), IConstruction{
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if ("Spaceship part" in uniques) {
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if (!civInfo.getBuildingUniques().contains("Enables construction of Spaceship parts")) return false
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if (civInfo.scienceVictory.unconstructedParts()[name] == 0) return false // Don't need to build any more of these!
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if (civInfo.victoryManager.unconstructedSpaceshipParts()[name] == 0) return false // Don't need to build any more of these!
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}
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return true
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}
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@ -219,7 +219,7 @@ class Building : NamedStats(), IConstruction{
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val civInfo = construction.cityInfo.civInfo
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if ("Spaceship part" in uniques) {
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civInfo.scienceVictory.currentParts.add(name, 1)
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civInfo.victoryManager.currentsSpaceshipParts.add(name, 1)
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return
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}
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construction.addBuilding(name)
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@ -99,6 +99,7 @@ class NewGameScreen: PickerScreen(){
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val nationTables = ArrayList<NationTable>()
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init {
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setDefaultCloseAction()
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val mainTable = Table()
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mainTable.add(getOptionsTable())
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val civPickerTable = Table().apply { defaults().pad(5f) }
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@ -33,28 +33,32 @@ class VictoryScreen : PickerScreen() {
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rightSideButton.isVisible=false
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if(playerCivInfo.scienceVictory.hasWon()){
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descriptionLabel.setText("You have won a scientific victory!")
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won()
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if(playerCivInfo.victoryManager.hasWonScientificVictory()){
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won("You have won a scientific victory!")
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}
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else if(playerCivInfo.victoryManager.hasWonCulturalVictory()){
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won("You have won a cultural victory!")
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}
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else if(playerCivInfo.victoryManager.hasWonConquestVictory()){
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won("You have won a conquest victory!")
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}
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if(playerCivInfo.policies.adoptedPolicies.count{it.endsWith("Complete")} > 3){
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descriptionLabel.setText("You have won a cultural victory!")
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won()
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else setDefaultCloseAction()
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}
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if(playerCivInfo.gameInfo.civilizations.all { it.isPlayerCivilization() || it.isDefeated() }){
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descriptionLabel.setText("You have won a conquest victory!")
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won()
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}
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}
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fun won(description: String) {
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descriptionLabel.setText(description)
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fun won(){
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rightSideButton.setText("Start new game".tr())
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rightSideButton.isVisible = true
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closeButton.isVisible=false
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rightSideButton.enable()
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rightSideButton.onClick { UnCivGame.Current.startNewGame() }
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closeButton.setText("One more turn...!")
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closeButton.onClick {
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playerCivInfo.gameInfo.oneMoreTurnMode = true
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UnCivGame.Current.setWorldScreen()
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}
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}
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fun scienceVictoryColumn():Table{
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@ -62,11 +66,11 @@ class VictoryScreen : PickerScreen() {
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t.defaults().pad(5f)
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t.add(getMilestone("Built Apollo Program",playerCivInfo.getBuildingUniques().contains("Enables construction of Spaceship parts"))).row()
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val scienceVictory = playerCivInfo.scienceVictory
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val victoryManager= playerCivInfo.victoryManager
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for (key in scienceVictory.requiredParts.keys)
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for (i in 0 until scienceVictory.requiredParts[key]!!)
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t.add(getMilestone(key, scienceVictory.currentParts[key]!! > i)).row() //(key, builtSpaceshipParts)
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for (key in victoryManager.requiredSpaceshipParts.keys)
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for (i in 0 until victoryManager.requiredSpaceshipParts[key]!!)
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t.add(getMilestone(key, victoryManager.currentsSpaceshipParts[key]!! > i)).row() //(key, builtSpaceshipParts)
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return t
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}
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@ -33,7 +33,6 @@ class ConstructionPickerScreen(val city: CityInfo) : PickerScreen() {
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init {
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val civInfo = game.gameInfo.getPlayerCivilization()
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closeButton.clearListeners() // Don't go back to the world screen, unlike the other picker screens!
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closeButton.onClick {
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game.screen = CityScreen(this@ConstructionPickerScreen.city)
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dispose()
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@ -17,6 +17,7 @@ class ImprovementPickerScreen(tileInfo: TileInfo) : PickerScreen() {
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init {
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val civInfo = game.gameInfo.getPlayerCivilization()
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setDefaultCloseAction()
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rightSideButton.setText("Pick improvement")
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rightSideButton.onClick {
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@ -20,10 +20,6 @@ open class PickerScreen : CameraStageBaseScreen() {
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internal var splitPane: SplitPane
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init {
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closeButton.onClick {
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game.setWorldScreen()
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dispose()
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}
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bottomTable.add(closeButton).width(stage.width / 4)
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descriptionLabel = Label("", CameraStageBaseScreen.skin)
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@ -50,6 +46,13 @@ open class PickerScreen : CameraStageBaseScreen() {
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stage.addActor(splitPane)
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}
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fun setDefaultCloseAction() {
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closeButton.onClick {
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game.setWorldScreen()
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dispose()
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}
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}
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protected fun pick(rightButtonText: String) {
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rightSideButton.enable()
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rightSideButton.setText(rightButtonText)
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@ -22,6 +22,7 @@ class PolicyPickerScreen(internal val civInfo: CivilizationInfo) : PickerScreen(
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rightSideButton.setText("{Adopt policy}\r\n(".tr() + policies.storedCulture + "/" + policies.getCultureNeededForNextPolicy() + ")")
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setDefaultCloseAction()
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if (policies.freePolicies > 0) {
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rightSideButton.setText("Adopt free policy".tr())
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closeButton.disable()
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@ -16,6 +16,7 @@ class PromotionPickerScreen(mapUnit: MapUnit) : PickerScreen() {
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init {
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onBackButtonClicked { UnCivGame.Current.setWorldScreen(); dispose() }
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setDefaultCloseAction()
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rightSideButton.setText("Pick promotion")
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rightSideButton.onClick("promote") {
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mapUnit.promotions.addPromotion(selectedPromotion!!.name)
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@ -37,6 +37,7 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo) : PickerScreen()
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}
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init {
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setDefaultCloseAction()
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onBackButtonClicked { UnCivGame.Current.setWorldScreen(); dispose() }
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tempTechsToResearch = ArrayList(civTech.techsToResearch)
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@ -19,6 +19,7 @@ class LoadScreen : PickerScreen() {
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lateinit var selectedSave:String
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init {
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setDefaultCloseAction()
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val saveTable = Table()
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val deleteSaveButton = TextButton("Delete save".tr(), CameraStageBaseScreen.skin)
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@ -19,6 +19,7 @@ class SaveScreen : PickerScreen() {
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val textField = TextField("", skin)
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init {
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setDefaultCloseAction()
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val currentSaves = Table()
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currentSaves.add(Label("Current saves".tr(),skin)).row()
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@ -14,6 +14,7 @@ import com.unciv.logic.civilization.DiplomaticStatus
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import com.unciv.models.gamebasics.tile.ResourceType
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import com.unciv.models.gamebasics.tr
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.ui.VictoryScreen
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import com.unciv.ui.pickerscreens.GreatPersonPickerScreen
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import com.unciv.ui.pickerscreens.PolicyPickerScreen
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import com.unciv.ui.pickerscreens.TechButton
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@ -153,7 +154,8 @@ class WorldScreen : CameraStageBaseScreen() {
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notificationsScroll.setPosition(stage.width - notificationsScroll.width - 5f,
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nextTurnButton.y - notificationsScroll.height - 5f)
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if(civInfo.policies.freePolicies>0) game.screen = PolicyPickerScreen(civInfo)
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if(!gameInfo.oneMoreTurnMode && civInfo.victoryManager.hasWon()) game.screen = VictoryScreen()
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else if(civInfo.policies.freePolicies>0) game.screen = PolicyPickerScreen(civInfo)
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else if(civInfo.greatPeople.freeGreatPeople>0) game.screen = GreatPersonPickerScreen()
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}
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