Generified "[X] free [] units"
Barbarians don't try to attack with civilian units (classic Mod)
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4 changed files with 13 additions and 4 deletions
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@ -132,7 +132,7 @@
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"culture": 1,
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"greatPersonPoints": {"production": 1},
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"isWonder": true,
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"uniques": ["Worker construction increased 25%","Provides 2 free workers"],
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"uniques": ["Worker construction increased 25%","[2] free [Worker] units appear"],
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"requiredTech": "Masonry",
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"quote": "'O, let not the pains of death which come upon thee enter into my body. I am the god Tem, and I am the foremost part of the sky, and the power which protecteth me is that which is with all the gods forever.' - The Book of the Dead, translated by Sir Ernest Alfred Wallis Budge"
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},
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@ -667,7 +667,7 @@
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"culture": 1,
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"happiness": 4,
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"isWonder": true,
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"uniques": ["2 free Great Artists appear"],
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"uniques": ["[2] free [Great Artist] units appear"],
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"requiredTech": "Archaeology",
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"quote": "'Every genuine work of art has as much reason for being as the earth and the sun' - Ralph Waldo Emerson"
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},
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@ -955,7 +955,7 @@
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"isWonder": true,
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"greatPersonPoints": {"science": 1},
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"providesFreeBuilding": "Spaceship Factory",
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"uniques": ["2 free great scientists appear",
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"uniques": ["[2] free [Great Scientist] units appear",
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"+[25]% production when building [Spaceship part] in this city"],
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"requiredTech": "Satellites",
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"quote": "'The wonder is, not that the field of stars is so vast, but that man has measured it.' - Anatole France"
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@ -66,7 +66,7 @@ class BarbarianAutomation(val civInfo: CivilizationInfo) {
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// 3 - trying to attack enemy
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// if a embarked melee unit can land and attack next turn, do not attack from water.
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if (BattleHelper.tryDisembarkUnitToAttackPosition(unit)) return
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if (BattleHelper.tryAttackNearbyEnemy(unit)) return
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if (!unit.type.isCivilian() && BattleHelper.tryAttackNearbyEnemy(unit)) return
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// 4 - trying to pillage tile or route
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if (UnitAutomation.tryPillageImprovement(unit)) return
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@ -352,6 +352,7 @@ class Building : NamedStats(), IConstruction {
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for (unique in uniqueObjects)
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UniqueTriggerActivation.triggerCivwideUnique(unique, civInfo)
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// ALL these are deprecated as of 3.10.10 and are currently here to not break mods relying on them
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if ("2 free Great Artists appear" in uniques) {
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civInfo.addUnit("Great Artist", cityConstructions.cityInfo)
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civInfo.addUnit("Great Artist", cityConstructions.cityInfo)
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@ -364,6 +365,8 @@ class Building : NamedStats(), IConstruction {
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civInfo.addUnit(Constants.worker, cityConstructions.cityInfo)
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civInfo.addUnit(Constants.worker, cityConstructions.cityInfo)
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}
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if ("Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)" in uniques)
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civInfo.updateHasActiveGreatWall()
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@ -34,6 +34,12 @@ object UniqueTriggerActivation {
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if (civInfo.cities.any { it.isCapital() } && (unitName != Constants.settler || !civInfo.isOneCityChallenger()))
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civInfo.addUnit(unitName, civInfo.getCapital())
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}
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"[] free [] units appear" -> {
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val unitName = unique.params[1]
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if (civInfo.cities.any { it.isCapital() } && (unitName != Constants.settler || !civInfo.isOneCityChallenger()))
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for (i in 1..unique.params[0].toInt())
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civInfo.addUnit(unitName, civInfo.getCapital())
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}
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"Free Social Policy" -> civInfo.policies.freePolicies++
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"Empire enters golden age" ->
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civInfo.goldenAges.enterGoldenAge()
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