Added Legion unique unit - #563
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10 changed files with 268 additions and 244 deletions
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@ -33,6 +33,7 @@ All the following are from [the Noun Project](https://thenounproject.com) licenc
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* [Catapult](https://thenounproject.com/search/?q=Spear&i=1233840) By Jakub Ukrop
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* [Catapult](https://thenounproject.com/search/?q=Spear&i=1233840) By Jakub Ukrop
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* [Unloaded Crossbow](https://thenounproject.com/term/unloaded-crossbow/815992/) By Hamish as Ballista
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* [Unloaded Crossbow](https://thenounproject.com/term/unloaded-crossbow/815992/) By Hamish as Ballista
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* [Sword](https://thenounproject.com/search/?q=Sword&i=1215443) By Guilherme Furtado for Swordsman
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* [Sword](https://thenounproject.com/search/?q=Sword&i=1215443) By Guilherme Furtado for Swordsman
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* [Roman Helmet](https://thenounproject.com/search/?q=legion&i=440134) By parkjisun for Legion
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* [Horse](https://thenounproject.com/search/?q=Horse&i=1373793) By AFY Studio for Horseman
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* [Horse](https://thenounproject.com/search/?q=Horse&i=1373793) By AFY Studio for Horseman
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* [Horse Head](https://thenounproject.com/search/?q=Cavalry&i=374037) By Juan Pablo Bravo for Companion Cavalry
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* [Horse Head](https://thenounproject.com/search/?q=Cavalry&i=374037) By Juan Pablo Bravo for Companion Cavalry
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android/Images/UnitIcons/Legion.png
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android/Images/UnitIcons/Legion.png
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@ -6482,6 +6482,7 @@
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Portuguese:"Espadachin" // may replace with guerreiro com espada if nescessary
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Portuguese:"Espadachin" // may replace with guerreiro com espada if nescessary
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German:"Schwertkämpfer"
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German:"Schwertkämpfer"
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}
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}
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"Legion":{
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"Legion":{
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Italian:"Legionario"
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Italian:"Legionario"
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Romanian:"Legionar"
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Romanian:"Legionar"
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@ -6489,7 +6490,10 @@
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Simplified_Chinese:"古罗马军团"
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Simplified_Chinese:"古罗马军团"
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German:"Legionär"
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German:"Legionär"
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French:"Légion"
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French:"Légion"
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} // Rome unique
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}
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"Can construct roads":{}
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"Construct road":{} // for unit action button
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"Horseman":{
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"Horseman":{
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Italian:"Guerriero a cavallo" //wrong translation by Smashfanful
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Italian:"Guerriero a cavallo" //wrong translation by Smashfanful
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Russian:"Всадник"
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Russian:"Всадник"
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@ -332,7 +332,6 @@
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hurryCostModifier:20,
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hurryCostModifier:20,
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attackSound:"metalhit"
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attackSound:"metalhit"
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},
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},
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/*
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{
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{
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name:"Legion",
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name:"Legion",
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unitType:"Melee",
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unitType:"Melee",
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@ -345,10 +344,11 @@
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upgradesTo:"Longswordsman",
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upgradesTo:"Longswordsman",
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obsoleteTech:"Steel",
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obsoleteTech:"Steel",
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requiredResource:"Iron",
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requiredResource:"Iron",
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uniques:["Can construct roads"]
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hurryCostModifier:20,
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hurryCostModifier:20,
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attackSound:"metalhit"
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attackSound:"metalhit"
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//Roman unique unit. It is stronger than Swordsman. It should also build roads (maybe railroads, too). It takes more to Steel to make it obsolete.
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},
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},
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/*
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{
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{
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name:"Mohawk Warrior",
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name:"Mohawk Warrior",
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unitType:"Melee",
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unitType:"Melee",
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@ -20,7 +20,7 @@ class UnCivGame(val version: String) : Game() {
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val viewEntireMapForDebug = false
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val viewEntireMapForDebug = false
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// For when you need to test something in an advanced game and don't have time to faff around
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// For when you need to test something in an advanced game and don't have time to faff around
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val superchargedForDebug = false
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val superchargedForDebug = true
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lateinit var worldScreen: WorldScreen
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lateinit var worldScreen: WorldScreen
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@ -176,6 +176,7 @@ class MapUnit {
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fun isIdle(): Boolean {
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fun isIdle(): Boolean {
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if (currentMovement == 0f) return false
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if (currentMovement == 0f) return false
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if (name == "Worker" && getTile().improvementInProgress != null) return false
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if (name == "Worker" && getTile().improvementInProgress != null) return false
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if (hasUnique("Can construct roads") && currentTile.improvementInProgress=="Road") return false
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if (isFortified()) return false
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if (isFortified()) return false
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if (action=="Sleep") return false
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if (action=="Sleep") return false
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return true
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return true
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@ -301,6 +302,7 @@ class MapUnit {
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private fun doPostTurnAction() {
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private fun doPostTurnAction() {
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if (name == "Worker" && getTile().improvementInProgress != null) workOnImprovement()
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if (name == "Worker" && getTile().improvementInProgress != null) workOnImprovement()
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if(hasUnique("Can construct roads") && currentTile.improvementInProgress=="Road") workOnImprovement()
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if(currentMovement== getMaxMovement().toFloat()
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if(currentMovement== getMaxMovement().toFloat()
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&& isFortified()){
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&& isFortified()){
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val currentTurnsFortified = getFortificationTurns()
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val currentTurnsFortified = getFortificationTurns()
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@ -5,6 +5,7 @@ import com.unciv.UnCivGame
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import com.unciv.logic.automation.UnitAutomation
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import com.unciv.logic.automation.UnitAutomation
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import com.unciv.logic.automation.WorkerAutomation
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import com.unciv.logic.automation.WorkerAutomation
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import com.unciv.logic.map.MapUnit
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import com.unciv.logic.map.MapUnit
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import com.unciv.logic.map.RoadStatus
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import com.unciv.models.gamebasics.Building
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import com.unciv.models.gamebasics.Building
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.tr
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import com.unciv.models.gamebasics.tr
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@ -140,6 +141,14 @@ class UnitActions {
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}
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}
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}
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}
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if(unit.hasUnique("Can construct roads") && tile.roadStatus==RoadStatus.None
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&& tile.improvementInProgress != "Road"
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&& unit.civInfo.tech.isResearched(GameBasics.TileImprovements["Road"]!!.techRequired!!))
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actionList+=UnitAction("Construct road", unit.currentMovement >0){
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tile.improvementInProgress="Road"
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tile.turnsToImprovement=4
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}
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for(improvement in listOf("Fishing Boats","Oil well")) {
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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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if (unit.hasUnique("May create improvements on water resources") && tile.resource != null
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&& tile.improvement==null
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&& tile.improvement==null
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@ -45,6 +45,7 @@ class UnitActionsTable(val worldScreen: WorldScreen) : Table(){
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"Create Fishing Boats" -> return ImageGetter.getImprovementIcon("Fishing Boats")
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"Create Fishing Boats" -> return ImageGetter.getImprovementIcon("Fishing Boats")
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"Create Oil well" -> return ImageGetter.getImprovementIcon("Oil well")
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"Create Oil well" -> return ImageGetter.getImprovementIcon("Oil well")
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"Pillage" -> return ImageGetter.getImage("OtherIcons/Pillage")
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"Pillage" -> return ImageGetter.getImage("OtherIcons/Pillage")
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"Construct road" -> return ImageGetter.getImprovementIcon("Road")
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else -> return ImageGetter.getImage("OtherIcons/Star")
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else -> return ImageGetter.getImage("OtherIcons/Star")
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}
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}
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}
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}
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