All trades are now cancelled when a civ is defeated
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c3a00a0f5e
3 changed files with 16 additions and 3 deletions
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@ -4808,6 +4808,8 @@
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German:"[civName] hat uns den Krieg erklärt!"
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}
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"[tradeOffer] from [otherCivName] has ended":{}
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"[leaderName] of [nation]":{ // e.g. Ramasses of Egypt, Napoleon of France
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Italian:"[leaderName] dell'Impero [nation]" //es. Ramses II dell'Impero egiziano, Napoleone dell'Impero francese (so it should be [adjective] instead of [nation]
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German:"[leaderName] von [nation]"
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@ -196,9 +196,7 @@ class Battle(val gameInfo:GameInfo) {
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if(city.cityConstructions.isBuilt("Palace")){
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city.cityConstructions.removeBuilding("Palace")
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if(enemyCiv.isDefeated()) {
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for(civ in gameInfo.civilizations)
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civ.addNotification("The civilization of [${enemyCiv.civName}] has been destroyed!", null, Color.RED)
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enemyCiv.getCivUnits().forEach { it.destroy() }
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enemyCiv.destroy()
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attacker.getCivInfo().popupAlerts.add(PopupAlert(AlertType.Defeated,enemyCiv.civName))
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}
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else if(enemyCiv.cities.isNotEmpty()){
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@ -508,5 +508,18 @@ class CivilizationInfo {
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}
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}
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fun destroy(){
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for(civ in gameInfo.civilizations)
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civ.addNotification("The civilization of [$civName] has been destroyed!", null, Color.RED)
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getCivUnits().forEach { it.destroy() }
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tradeRequests.clear() // if we don't do this then there could be resources taken by "pending" trades forever
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for(diplomacyManager in diplomacy.values){
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diplomacyManager.trades.clear()
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diplomacyManager.otherCiv().getDiplomacyManager(this).trades.clear()
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for(tradeRequest in diplomacyManager.otherCiv().tradeRequests.filter { it.requestingCiv==civName })
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diplomacyManager.otherCiv().tradeRequests.remove(tradeRequest) // it would be really weird to get a trade request from a dead civ
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}
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}
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//endregion
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}
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