Turn start/end now work in the correct order - no longer will your units move and immediately be attacked before you can see the attacker!
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a4fcc3a694
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a3730a348e
5 changed files with 21 additions and 8 deletions
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@ -119,7 +119,7 @@ class CityInfo {
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}
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fun nextTurn() {
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fun endTurn() {
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val stats = cityStats.currentCityStats
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if (cityConstructions.currentConstruction == CityConstructions.Settler && stats.food > 0) {
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stats.production += stats.food
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@ -133,15 +133,15 @@ class CivilizationInfo {
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newCity.cityConstructions.chooseNextConstruction()
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}
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fun nextTurn() {
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fun endTurn() {
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val nextTurnStats = getStatsForNextTurn()
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policies.nextTurn(nextTurnStats.culture.toInt())
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policies.endTurn(nextTurnStats.culture.toInt())
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gold += nextTurnStats.gold.toInt()
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if (cities.size > 0) tech.nextTurn(nextTurnStats.science.toInt())
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for (city in cities) {
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city.nextTurn()
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city.endTurn()
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greatPeople.addGreatPersonPoints(city.getGreatPersonPoints())
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}
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@ -150,7 +150,17 @@ class CivilizationInfo {
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addGreatPerson(greatPerson)
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}
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goldenAges.nextTurn(happiness)
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goldenAges.endTurn(happiness)
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getCivUnits().forEach { it.endTurn() }
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gameInfo.updateTilesToCities()
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}
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fun startTurn(){
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getViewableTiles() // adds explored tiles so that the units will be able to perform automated actions better
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for (city in cities)
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city.cityStats.update()
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happiness = getHappinessForNextTurn()
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getCivUnits().forEach { it.startTurn() }
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}
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fun addGreatPerson(greatPerson: String) {
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@ -22,7 +22,7 @@ class GoldenAgeManager {
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civInfo.addNotification("You have entered a golden age!", null)
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}
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fun nextTurn(happiness: Int) {
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fun endTurn(happiness: Int) {
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if (happiness > 0 && !isGoldenAge()) storedHappiness += happiness
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if (isGoldenAge())
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@ -78,7 +78,7 @@ class PolicyManager {
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cityInfo.cityStats.update()
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}
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fun nextTurn(culture: Int) {
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fun endTurn(culture: Int) {
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val couldAdoptPolicyBefore = canAdoptPolicy()
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storedCulture += culture
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if (!couldAdoptPolicyBefore && canAdoptPolicy())
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@ -90,11 +90,14 @@ class MapUnit {
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otherTile.unit = this
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}
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fun nextTurn() {
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fun endTurn() {
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doPostTurnAction()
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if(currentMovement==maxMovement.toFloat()){ // didn't move this turn
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heal()
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}
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}
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fun startTurn(){
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currentMovement = maxMovement.toFloat()
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doPreTurnAction()
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}
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