Cleaned up Unit Actions
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14f89b6799
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1 changed files with 184 additions and 158 deletions
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@ -53,155 +53,40 @@ class UnitActions {
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)
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}
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if (!unit.type.isAirUnit()) {
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if (unit.action != Constants.unitActionExplore) {
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actionList += UnitAction(
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type = UnitActionType.Explore,
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canAct = true,
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action = {
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UnitAutomation().automatedExplore(unit)
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unit.action = Constants.unitActionExplore
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})
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} else {
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actionList += UnitAction(
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type = UnitActionType.StopExploration,
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canAct = true,
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action = { unit.action = null }
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)
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}
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}
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addExplorationActions(unit, actionList)
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addPromoteAction(unit, actionList)
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addUnitUpgradeAction(unit, tile, actionList, worldScreen)
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addPillageAction(unit, tile, actionList)
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addSetupAction(unit, actionList)
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addFoundCityAction(unit, actionList, tile)
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addWorkerActions(unit, actionList, tile, worldScreen, unitTable)
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addConstructRoadsAction(unit, tile, actionList)
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addCreateWaterImprovements(unit, tile, actionList)
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addGreatPersonActions(unit, actionList, tile)
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addDisbandAction(actionList, unit, worldScreen)
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if (!unit.type.isCivilian() && unit.promotions.canBePromoted()) {
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// promotion does not consume movement points, so we can do it always
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actionList += UnitAction(
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type = UnitActionType.Promote,
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canAct = true,
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uncivSound = UncivSound.Promote,
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action = {
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UncivGame.Current.setScreen(PromotionPickerScreen(unit))
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})
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}
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return actionList
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}
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if (unit.baseUnit().upgradesTo != null && tile.getOwner() == unit.civInfo) {
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if (unit.canUpgrade()) {
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val goldCostOfUpgrade = unit.getCostOfUpgrade()
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val upgradedUnit = unit.getUnitToUpgradeTo()
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actionList += UnitAction(
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type = UnitActionType.Upgrade,
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title = "Upgrade to [${upgradedUnit.name}] ([$goldCostOfUpgrade] gold)",
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canAct = unit.civInfo.gold >= goldCostOfUpgrade && !unit.isEmbarked() && unit.currentMovement == unit.getMaxMovement().toFloat(),
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uncivSound = UncivSound.Upgrade,
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action = {
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unit.civInfo.gold -= goldCostOfUpgrade
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val unitTile = unit.getTile()
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unit.destroy()
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val newunit = unit.civInfo.placeUnitNearTile(unitTile.position, upgradedUnit.name)!!
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newunit.health = unit.health
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newunit.promotions = unit.promotions
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for (promotion in newunit.baseUnit.promotions)
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if (promotion !in newunit.promotions.promotions)
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newunit.promotions.addPromotion(promotion, true)
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newunit.updateUniques()
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newunit.updateVisibleTiles()
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newunit.currentMovement = 0f
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worldScreen.shouldUpdate = true
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})
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}
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}
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if (!unit.type.isCivilian() && tile.improvement != null) {
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actionList += UnitAction(
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type = UnitActionType.Pillage,
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canAct = unit.currentMovement > 0 && canPillage(unit, tile),
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action = {
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// http://well-of-souls.com/civ/civ5_improvements.html says that naval improvements are destroyed upon pilllage
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// and I can't find any other sources so I'll go with that
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if (tile.isLand) {
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tile.improvementInProgress = tile.improvement
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tile.turnsToImprovement = 2
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}
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tile.improvement = null
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if (!unit.hasUnique("No movement cost to pillage")) unit.useMovementPoints(1f)
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unit.healBy(25)
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})
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}
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if (unit.hasUnique("Must set up to ranged attack") && !unit.isEmbarked()) {
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val setUp = unit.action == "Set Up"
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actionList += UnitAction(
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type = UnitActionType.SetUp,
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canAct = unit.currentMovement > 0 && !setUp,
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isCurrentAction = setUp,
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uncivSound = UncivSound.Setup,
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action = {
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unit.action = Constants.unitActionSetUp
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unit.useMovementPoints(1f)
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})
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}
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if (unit.hasUnique("Founds a new city") && !unit.isEmbarked()) {
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actionList += UnitAction(
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type = UnitActionType.FoundCity,
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canAct = unit.currentMovement > 0 && !tile.getTilesInDistance(3).any { it.isCityCenter() },
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uncivSound = UncivSound.Chimes,
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action = {
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UncivGame.Current.settings.addCompletedTutorialTask("Found city")
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unit.civInfo.addCity(tile.position)
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tile.improvement = null
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unit.destroy()
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})
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}
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if (unit.hasUnique("Can build improvements on tiles") && !unit.isEmbarked()) {
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actionList += UnitAction(
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type = UnitActionType.ConstructImprovement,
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canAct = unit.currentMovement > 0
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&& !tile.isCityCenter()
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&& unit.civInfo.gameInfo.ruleSet.tileImprovements.values.any { tile.canBuildImprovement(it, unit.civInfo) },
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isCurrentAction = unit.currentTile.hasImprovementInProgress(),
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action = {
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worldScreen.game.setScreen(ImprovementPickerScreen(tile) { unitTable.selectedUnit = null })
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})
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if (Constants.unitActionAutomation == unit.action) {
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actionList += UnitAction(
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type = UnitActionType.StopAutomation,
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canAct = true,
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action = { unit.action = null }
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)
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} else {
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actionList += UnitAction(
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type = UnitActionType.Automate,
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canAct = unit.currentMovement > 0,
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action = {
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unit.action = Constants.unitActionAutomation
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WorkerAutomation(unit).automateWorkerAction()
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})
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}
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}
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if (unit.hasUnique("Can construct roads")
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&& tile.roadStatus == RoadStatus.None
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&& tile.improvementInProgress != "Road"
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&& tile.isLand
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&& unit.civInfo.tech.isResearched(RoadStatus.Road.improvement(unit.civInfo.gameInfo.ruleSet)!!.techRequired!!))
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actionList += UnitAction(
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type = UnitActionType.ConstructRoad,
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canAct = unit.currentMovement > 0,
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action = {
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tile.improvementInProgress = "Road"
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tile.turnsToImprovement = 4
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})
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private fun addDisbandAction(actionList: ArrayList<UnitAction>, unit: MapUnit, worldScreen: WorldScreen) {
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actionList += UnitAction(
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type = UnitActionType.DisbandUnit,
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canAct = unit.currentMovement > 0,
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action = {
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val disbandText = if (unit.currentTile.getOwner() == unit.civInfo)
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"Disband this unit for [${unit.baseUnit.getDisbandGold()}] gold?".tr()
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else "Do you really want to disband this unit?".tr()
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YesNoPopup(disbandText, { unit.disband(); worldScreen.shouldUpdate = true }).open()
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})
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}
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private fun addCreateWaterImprovements(unit: MapUnit, tile: TileInfo, actionList: ArrayList<UnitAction>) {
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for (improvement in listOf("Fishing Boats", "Oil well")) {
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if (unit.hasUnique("May create improvements on water resources") && tile.resource != null
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&& tile.isWater // because fishing boats can enter cities, and if there's oil in the city... ;)
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&& tile.improvement == null
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&& tile.getTileResource().improvement == improvement
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&& unit.civInfo.tech.isResearched(unit.civInfo.gameInfo.ruleSet.tileImprovements[improvement]!!.techRequired!!)
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&& tile.isWater // because fishing boats can enter cities, and if there's oil in the city... ;)
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&& tile.improvement == null
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&& tile.getTileResource().improvement == improvement
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&& unit.civInfo.tech.isResearched(unit.civInfo.gameInfo.ruleSet.tileImprovements[improvement]!!.techRequired!!)
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)
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actionList += UnitAction(
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type = UnitActionType.Create,
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@ -212,7 +97,160 @@ class UnitActions {
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unit.destroy()
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})
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}
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}
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private fun addConstructRoadsAction(unit: MapUnit, tile: TileInfo, actionList: ArrayList<UnitAction>) {
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if (unit.hasUnique("Can construct roads")
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&& tile.roadStatus == RoadStatus.None
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&& tile.improvementInProgress != "Road"
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&& tile.isLand
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&& unit.civInfo.tech.isResearched(RoadStatus.Road.improvement(unit.civInfo.gameInfo.ruleSet)!!.techRequired!!))
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actionList += UnitAction(
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type = UnitActionType.ConstructRoad,
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canAct = unit.currentMovement > 0,
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action = {
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tile.improvementInProgress = "Road"
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tile.turnsToImprovement = 4
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})
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}
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private fun addFoundCityAction(unit: MapUnit, actionList: ArrayList<UnitAction>, tile: TileInfo) {
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if (!unit.hasUnique("Founds a new city") || unit.isEmbarked()) return
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actionList += UnitAction(
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type = UnitActionType.FoundCity,
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canAct = unit.currentMovement > 0 && !tile.getTilesInDistance(3).any { it.isCityCenter() },
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uncivSound = UncivSound.Chimes,
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action = {
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UncivGame.Current.settings.addCompletedTutorialTask("Found city")
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unit.civInfo.addCity(tile.position)
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tile.improvement = null
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unit.destroy()
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})
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}
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private fun addPromoteAction(unit: MapUnit, actionList: ArrayList<UnitAction>) {
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if (unit.type.isCivilian() || !unit.promotions.canBePromoted()) return
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// promotion does not consume movement points, so we can do it always
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actionList += UnitAction(
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type = UnitActionType.Promote,
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canAct = true,
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uncivSound = UncivSound.Promote,
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action = {
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UncivGame.Current.setScreen(PromotionPickerScreen(unit))
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})
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}
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private fun addSetupAction(unit: MapUnit, actionList: ArrayList<UnitAction>) {
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if (!unit.hasUnique("Must set up to ranged attack") || unit.isEmbarked()) return
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val isSetUp = unit.action == "Set Up"
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actionList += UnitAction(
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type = UnitActionType.SetUp,
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canAct = unit.currentMovement > 0 && !isSetUp,
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isCurrentAction = isSetUp,
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uncivSound = UncivSound.Setup,
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action = {
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unit.action = Constants.unitActionSetUp
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unit.useMovementPoints(1f)
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})
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}
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private fun addPillageAction(unit: MapUnit, tile: TileInfo, actionList: ArrayList<UnitAction>) {
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if (unit.type.isCivilian() || tile.improvement == null) return
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actionList += UnitAction(
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type = UnitActionType.Pillage,
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canAct = unit.currentMovement > 0 && canPillage(unit, tile),
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action = {
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// http://well-of-souls.com/civ/civ5_improvements.html says that naval improvements are destroyed upon pilllage
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// and I can't find any other sources so I'll go with that
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if (tile.isLand) {
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tile.improvementInProgress = tile.improvement
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tile.turnsToImprovement = 2
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}
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tile.improvement = null
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if (!unit.hasUnique("No movement cost to pillage")) unit.useMovementPoints(1f)
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unit.healBy(25)
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})
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}
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private fun addExplorationActions(unit: MapUnit, actionList: ArrayList<UnitAction>) {
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if (unit.type.isAirUnit()) return
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if (unit.action != Constants.unitActionExplore) {
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actionList += UnitAction(
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type = UnitActionType.Explore,
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canAct = true,
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action = {
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UnitAutomation().automatedExplore(unit)
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unit.action = Constants.unitActionExplore
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})
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} else {
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actionList += UnitAction(
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type = UnitActionType.StopExploration,
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canAct = true,
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action = { unit.action = null }
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)
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}
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}
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private fun addUnitUpgradeAction(unit: MapUnit, tile: TileInfo, actionList: ArrayList<UnitAction>, worldScreen: WorldScreen) {
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if (unit.baseUnit().upgradesTo == null || tile.getOwner() != unit.civInfo) return
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if (!unit.canUpgrade()) return
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val goldCostOfUpgrade = unit.getCostOfUpgrade()
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val upgradedUnit = unit.getUnitToUpgradeTo()
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actionList += UnitAction(
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type = UnitActionType.Upgrade,
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title = "Upgrade to [${upgradedUnit.name}] ([$goldCostOfUpgrade] gold)",
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canAct = unit.civInfo.gold >= goldCostOfUpgrade && !unit.isEmbarked() && unit.currentMovement == unit.getMaxMovement().toFloat(),
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uncivSound = UncivSound.Upgrade,
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action = {
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unit.civInfo.gold -= goldCostOfUpgrade
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val unitTile = unit.getTile()
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unit.destroy()
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val newunit = unit.civInfo.placeUnitNearTile(unitTile.position, upgradedUnit.name)!!
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newunit.health = unit.health
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newunit.promotions = unit.promotions
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for (promotion in newunit.baseUnit.promotions)
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if (promotion !in newunit.promotions.promotions)
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newunit.promotions.addPromotion(promotion, true)
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newunit.updateUniques()
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newunit.updateVisibleTiles()
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newunit.currentMovement = 0f
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worldScreen.shouldUpdate = true
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})
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}
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private fun addWorkerActions(unit: MapUnit, actionList: ArrayList<UnitAction>, tile: TileInfo, worldScreen: WorldScreen, unitTable: UnitTable) {
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if (!unit.hasUnique("Can build improvements on tiles") || unit.isEmbarked()) return
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actionList += UnitAction(
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type = UnitActionType.ConstructImprovement,
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canAct = unit.currentMovement > 0
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&& !tile.isCityCenter()
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&& unit.civInfo.gameInfo.ruleSet.tileImprovements.values.any { tile.canBuildImprovement(it, unit.civInfo) },
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isCurrentAction = unit.currentTile.hasImprovementInProgress(),
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action = {
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worldScreen.game.setScreen(ImprovementPickerScreen(tile) { unitTable.selectedUnit = null })
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})
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if (Constants.unitActionAutomation == unit.action) {
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actionList += UnitAction(
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type = UnitActionType.StopAutomation,
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canAct = true,
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action = { unit.action = null }
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)
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} else {
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actionList += UnitAction(
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type = UnitActionType.Automate,
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canAct = unit.currentMovement > 0,
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action = {
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unit.action = Constants.unitActionAutomation
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WorkerAutomation(unit).automateWorkerAction()
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})
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}
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}
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private fun addGreatPersonActions(unit: MapUnit, actionList: ArrayList<UnitAction>, tile: TileInfo) {
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for (unique in unit.getUniques().filter { it.startsWith("Can build improvement: ") }) {
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val improvementName = unique.replace("Can build improvement: ", "")
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actionList += UnitAction(
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@ -274,8 +312,8 @@ class UnitActions {
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if (unit.name == "Great Merchant" && !unit.isEmbarked()) {
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val canConductTradeMission = tile.owningCity?.civInfo?.isCityState() == true
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&& tile.owningCity?.civInfo?.isAtWarWith(unit.civInfo) == false
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&& unit.currentMovement > 0
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&& tile.owningCity?.civInfo?.isAtWarWith(unit.civInfo) == false
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&& unit.currentMovement > 0
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actionList += UnitAction(
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type = UnitActionType.ConductTradeMission,
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canAct = canConductTradeMission,
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@ -293,18 +331,6 @@ class UnitActions {
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unit.destroy()
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})
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}
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actionList += UnitAction(
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type = UnitActionType.DisbandUnit,
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canAct = unit.currentMovement > 0,
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action = {
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val disbandText = if (unit.currentTile.getOwner() == unit.civInfo)
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"Disband this unit for [${unit.baseUnit.getDisbandGold()}] gold?".tr()
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else "Do you really want to disband this unit?".tr()
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YesNoPopup(disbandText, { unit.disband(); worldScreen.shouldUpdate = true }).open()
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})
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return actionList
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}
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private fun addFortifyActions(actionList: ArrayList<UnitAction>, unit: MapUnit, unitTable: UnitTable) {
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