Cities connected to capital have a connected symbol next to them

Unit information displays XP to next promotion
This commit is contained in:
Yair Morgenstern 2018-06-21 22:52:24 +03:00
parent 415add2417
commit bed7a37a6b
9 changed files with 26 additions and 13 deletions

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@ -195,4 +195,14 @@
]
],
SecondCity: [
[
"You have founded your second city!",
"Connecting your cities to the capital by roads",
" will generate gold via the trade route.",
"Note that each road costs 1 gold maintainance per turn, "
" so it may be more economical to wait until the cities grow!"
]
]
}

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@ -21,8 +21,8 @@ android {
applicationId "com.unciv.game"
minSdkVersion 14
targetSdkVersion 26
versionCode 87
versionName "2.5.3"
versionCode 89
versionName "2.5.4.2"
}
buildTypes {
release {

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@ -16,8 +16,7 @@ class UnCivGame : Game() {
* This exists so that when debugging we can see the entire map.
* Remember to turn this to false before commit and upload!
*/
val viewEntireMapForDebug = true
val viewEntireMapForDebug = false
lateinit var worldScreen: WorldScreen

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@ -14,8 +14,7 @@ import com.unciv.models.stats.Stats
import kotlin.math.min
class CityInfo {
@Transient
lateinit var civInfo: CivilizationInfo
@Transient lateinit var civInfo: CivilizationInfo
var location: Vector2 = Vector2.Zero
var name: String = ""
var health = 200

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@ -255,7 +255,7 @@ class CityStats {
this.currentCityStats = stats
}
private fun isConnectedToCapital(roadType: RoadStatus): Boolean {
fun isConnectedToCapital(roadType: RoadStatus): Boolean {
if(cityInfo.civInfo.cities.count()<2) return false// first city!
val capitalTile = cityInfo.civInfo.getCapital().getCenterTile()
val tilesReached = HashSet<TileInfo>()

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@ -215,8 +215,7 @@ open class TileGroup(var tileInfo: TileInfo) : Group() {
}
}
if(improvementImage!=null){
if(viewable) improvementImage!!.color= Color.WHITE
else improvementImage!!.color= Color.WHITE.cpy().apply { a=0.7f }
if(!viewable) improvementImage!!.color= Color.WHITE.cpy().apply { a=0.7f }
}
}

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@ -1,13 +1,13 @@
package com.unciv.ui.tilegroups
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.badlogic.gdx.scenes.scene2d.ui.Label
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.utils.Align
import com.unciv.UnCivGame
import com.unciv.logic.city.CityInfo
import com.unciv.logic.map.MapUnit
import com.unciv.logic.map.RoadStatus
import com.unciv.logic.map.TileInfo
import com.unciv.models.gamebasics.unit.UnitType
import com.unciv.ui.cityscreen.CityScreen
@ -101,9 +101,15 @@ class WorldTileGroup(tileInfo: TileInfo) : TileGroup(tileInfo) {
add(fireImage).size(20f).padLeft(5f)
}
if(city.isCapital()){
val starImage = Image(ImageGetter.getDrawable("OtherIcons/Star.png").tint(Color.LIGHT_GRAY))
val starImage = ImageGetter.getImage("OtherIcons/Star.png").apply { color = Color.LIGHT_GRAY}
add(starImage).size(20f).padLeft(5f)
} else{add()} // this is so the health bar is always 2 columns wide
}
else if (city.cityStats.isConnectedToCapital(RoadStatus.Road)){
val connectionImage = ImageGetter.getStatIcon("CityConnection")
add(connectionImage).size(20f).padLeft(5f)
}
else{add()} // this is so the health bar is always 2 columns wide
add(label).pad(10f)
pack()
setOrigin(Align.center)

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@ -70,7 +70,7 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
if (unit.getBaseUnit().rangedStrength!=0)
unitLabelText += "\n"+"Ranged strength".tr()+": "+unit.getBaseUnit().rangedStrength
unitLabelText += "\n"+"XP".tr()+": "+unit.promotions.XP
unitLabelText += "\n"+"XP".tr()+": "+unit.promotions.XP+"/"+unit.promotions.xpForNextPromotion()
if(unit.isFortified() && unit.getFortificationTurns()>0)
unitLabelText+="\n+"+unit.getFortificationTurns()*20+"% fortification"