Added icon for lakes

Added more sound effects
Added Leaning Tower of Pisa
This commit is contained in:
Yair Morgenstern 2018-12-17 19:00:45 +02:00
parent 3edc95dd3e
commit 94fd43f422
18 changed files with 423 additions and 393 deletions

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@ -373,6 +373,7 @@ All the following are from [the Noun Project](https://thenounproject.com) licenc
* [Palm Tree](https://thenounproject.com/search/?q=palm%20tree&i=366833) By Tatiana for Oasis
* [Water](https://thenounproject.com/term/water/1762848/) By Kozan for Marsh
* [Harvest](https://thenounproject.com/term/harvest/1022373/) By Made for Flood plains
* [Puddle](https://thenounproject.com/search/?q=puddle&i=1138155) By Bakunetsu Kaito for Lakes
## Others
@ -398,7 +399,10 @@ Sounds are from FreeSound.org and are either Creative Commons or Public Domain
* [Pencil1](https://freesound.org/people/stijn/sounds/43673/) By stijn as 'paper' for opening and closing the tech picker
* [SawInOut01](https://freesound.org/people/kingof_thelab/sounds/340243/) By kingof_thelab for construction picking?
* [Chain Snare #1](https://freesound.org/people/lovesbody/sounds/322079/) By lovesbody as 'fortify'
* [Level up](https://freesound.org/people/Marregheriti/sounds/266100/) By Marregheriti as 'promote' for Promote action and upgrading units
* [Level up](https://freesound.org/people/Marregheriti/sounds/266100/) By Marregheriti as 'upgrade' for upgrading units
* [levelup](https://freesound.org/people/Seidhepriest/sounds/382915/) By Seidhepriest as 'chimes' for special actions (free tech, build city, hurry wonder etc.)
* [Coin](https://freesound.org/people/TheDJoe93/sounds/97373/) By TheDJoe93 as 'coin' for purchasing tiles and constructions
* [fast simple chop 1](https://freesound.org/people/dave.des/sounds/127196/) By dave.dev as 'whoosh' for moving units around
* [fast simple chop 1](https://freesound.org/people/dave.des/sounds/127196/) By dave.dev as 'whoosh' for moving units around
* [Military kick](https://freesound.org/people/Dodgy%20C/sounds/72070/) By Dodgy C as 'promote' for unit promotions
* [Tank reload](https://freesound.org/people/KieranKeegan/sounds/418882/) By KieranKeegan as 'setup' for siege unit setup
* [Scribble_short](https://freesound.org/people/waldram/sounds/257518/) By waldram as 'policy' for adopting policies

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@ -104,7 +104,7 @@
xpForNewUnits:15,
hurryCostModifier:25,
maintenance:1,
uniques:["Culture and Gold costs of acquiring new tiles reduced by 25% in this city"] // todo implement
uniques:["Culture and Gold costs of acquiring new tiles reduced by 25% in this city"]
requiredTech:"Bronze Working"
},
@ -403,6 +403,13 @@
requiredBuilding:"Colloseum",
requiredTech:"Printing Press"
},
{
name:"Leaning Tower of Pisa",
culture:1,
isWonder:true,
uniques:["Free Great Person"]
requiredTech:"Printing Press"
},
{
name:"Museum",
culture:5,

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@ -9,7 +9,7 @@ class GameSettings {
var resolution: String = "1050x700"
var tutorialsShown = ArrayList<String>()
var hasCrashedRecently = false
var soundEffectsVolume = 1.0f
var soundEffectsVolume = 0.5f
fun save(){
GameSaver().setGeneralSettings(this)

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@ -21,7 +21,7 @@ class UnCivGame : Game() {
val viewEntireMapForDebug = false
// For when you need to test something in an advanced game and don't have time to faff around
val superchargedForDebug = false
val superchargedForDebug = true
lateinit var worldScreen: WorldScreen

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@ -5,6 +5,7 @@ import com.unciv.logic.city.IConstruction
import com.unciv.models.gamebasics.tech.Technology
import com.unciv.models.stats.NamedStats
import com.unciv.models.stats.Stats
import com.unciv.ui.utils.getRandom
class Building : NamedStats(), IConstruction{
override val description: String
@ -234,15 +235,17 @@ class Building : NamedStats(), IConstruction{
}
when {
"Empire enters golden age" in uniques-> civInfo.goldenAges.enterGoldenAge()
"Free Great Artist Appears" in uniques-> civInfo.addGreatPerson("Great Artist")
"Empire enters golden age" in uniques -> civInfo.goldenAges.enterGoldenAge()
"Free Great Artist Appears" in uniques -> civInfo.addGreatPerson("Great Artist")
"Free great scientist appears" in uniques -> civInfo.addGreatPerson("Great Scientist")
"Provides 2 free workers" in uniques -> {
civInfo.placeUnitNearTile(construction.cityInfo.location, "Worker")
civInfo.placeUnitNearTile(construction.cityInfo.location, "Worker")
}
"Free Social Policy" in uniques -> {
civInfo.policies.freePolicies++
"Free Social Policy" in uniques -> civInfo.policies.freePolicies++
"Free Great Person" in uniques -> {
if (civInfo.isPlayerCivilization()) civInfo.greatPeople.freeGreatPeople++
else civInfo.addGreatPerson(GameBasics.Units.keys.filter { it.startsWith("Great") }.getRandom())
}
}

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@ -33,7 +33,7 @@ class GreatPersonPickerScreen : PickerScreen() {
topTable.add(button).pad(10f)
}
rightSideButton.onClick {
rightSideButton.onClick("choir") {
val civInfo = UnCivGame.Current.gameInfo.getPlayerCivilization()
civInfo.placeUnitNearTile(civInfo.cities[0].location, theChosenOne!!.name)
civInfo.greatPeople.freeGreatPeople--

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@ -28,7 +28,7 @@ class PolicyPickerScreen(internal val civInfo: CivilizationInfo) : PickerScreen(
}
else onBackButtonClicked { UnCivGame.Current.setWorldScreen(); dispose() }
rightSideButton.onClick {
rightSideButton.onClick("policy") {
civInfo.policies.adopt(pickedPolicy!!)
// If we've moved to another screen in the meantime (great person pick, victory screen) ignore this

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@ -111,7 +111,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
private fun queueAddMoveHereButton(selectedUnit: MapUnit, tileInfo: TileInfo) {
thread {
/** LibGdx sometimes has these wierd errors when you try to edit the UI layout from 2 separate thread.
/** LibGdx sometimes has these weird errors when you try to edit the UI layout from 2 separate thread.
* And so, all UI editing will be done on the main thread.
* The only "heavy lifting" that needs to be done is getting the turns to get there,
* so that and that alone will be relegated to the concurrent thread.
@ -140,30 +140,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
moveHereButton.addActor(unitIcon)
if (dto.unit.currentMovement > 0)
moveHereButton.onClick("") {
// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
kotlin.concurrent.thread {
if (dto.unit.movementAlgs().canReach(dto.tileInfo)) {
try {
// Because this is darned concurrent (as it MUST be to avoid ANRs),
// there are edge cases where the canReach is true,
// but until it reaches the headTowards the board has changed and so the headTowards fails.
// I can't think of any way to avoid this,
// but it's so rare and edge-case-y that ignoring its failure is actually acceptable, hence the empty catch
dto.unit.movementAlgs().headTowards(dto.tileInfo)
Sounds.play("whoosh")
if (dto.unit.currentTile != dto.tileInfo)
dto.unit.action = "moveTo " + dto.tileInfo.position.x.toInt() + "," + dto.tileInfo.position.y.toInt()
}
catch (e:Exception){}
}
// we don't update it directly because we're on a different thread; instead, we tell it to update itself
worldScreen.shouldUpdate = true
moveToOverlay?.remove()
moveToOverlay = null
}
}
moveHereButton.onClick(""){onMoveButtonClick(dto)}
else moveHereButton.color.a = 0.5f
addOverlayOnTileGroup(tileGroup, moveHereButton).apply { width = size; height = size }
@ -171,6 +148,31 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
moveToOverlay = moveHereButton
}
private fun onMoveButtonClick(dto: MoveHereButtonDto) {
// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
thread {
if (dto.unit.movementAlgs().canReach(dto.tileInfo)) {
try {
// Because this is darned concurrent (as it MUST be to avoid ANRs),
// there are edge cases where the canReach is true,
// but until it reaches the headTowards the board has changed and so the headTowards fails.
// I can't think of any way to avoid this,
// but it's so rare and edge-case-y that ignoring its failure is actually acceptable, hence the empty catch
dto.unit.movementAlgs().headTowards(dto.tileInfo)
Sounds.play("whoosh")
if (dto.unit.currentTile != dto.tileInfo)
dto.unit.action = "moveTo " + dto.tileInfo.position.x.toInt() + "," + dto.tileInfo.position.y.toInt()
} catch (e: Exception) {
}
}
// we don't update it directly because we're on a different thread; instead, we tell it to update itself
worldScreen.shouldUpdate = true
moveToOverlay?.remove()
moveToOverlay = null
}
}
private fun addOverlayOnTileGroup(group:WorldTileGroup, actor: Actor) {
actor.center(group)
actor.x+=group.x

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@ -91,13 +91,13 @@ class UnitActions {
newunit.promotions = unit.promotions
newunit.updateUniques()
newunit.currentMovement = 0f
}.sound("promote")
}.sound("upgrade")
}
}
if(unit.hasUnique("Must set up to ranged attack") && unit.action != "Set Up" && !unit.isEmbarked())
actionList+=UnitAction("Set up",unit.currentMovement != 0f)
{unit.action="Set Up"; unit.currentMovement = max(0f, unit.currentMovement-1)}
{unit.action="Set Up"; unit.currentMovement = max(0f, unit.currentMovement-1)}.sound("setup")
if (unit.hasUnique("Founds a new city") && !unit.isEmbarked()) {
actionList += UnitAction("Found city",