Merge branch 'master' of https://github.com/yairm210/Unciv
This commit is contained in:
commit
d031b2855b
8 changed files with 39 additions and 12 deletions
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@ -39,6 +39,7 @@
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// Resource-specific
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{
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"name": "Camp",
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"resourceTerrainAllow": ["Forest"],
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"turnsToBuild": 7,
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"techRequired": "Trapping",
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"improvingTech": "Economics",
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@ -177,10 +177,10 @@ class WorkerAutomation(val unit: MapUnit) {
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private fun chooseImprovement(tile: TileInfo, civInfo: CivilizationInfo): TileImprovement? {
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val improvementStringForResource : String ?= when {
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tile.resource == null || !tile.hasViewableResource(civInfo) -> null
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tile.terrainFeature == "Marsh" -> "Remove Marsh"
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tile.terrainFeature == "Fallout" -> "Remove Fallout"
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tile.terrainFeature == Constants.jungle -> "Remove Jungle"
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tile.terrainFeature == Constants.forest && tile.getTileResource().improvement!="Camp" -> "Remove Forest"
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tile.terrainFeature == "Marsh" && !isImprovementOnFeatureAllowed(tile,civInfo) -> "Remove Marsh"
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tile.terrainFeature == "Fallout" && !isImprovementOnFeatureAllowed(tile,civInfo) -> "Remove Fallout" // for really mad modders
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tile.terrainFeature == Constants.jungle && !isImprovementOnFeatureAllowed(tile,civInfo) -> "Remove Jungle"
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tile.terrainFeature == Constants.forest && !isImprovementOnFeatureAllowed(tile,civInfo) -> "Remove Forest"
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else -> tile.getTileResource().improvement
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}
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@ -197,7 +197,7 @@ class WorkerAutomation(val unit: MapUnit) {
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evaluateFortPlacement(tile,civInfo) -> "Fort"
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// I think we can assume that the unique improvement is better
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uniqueImprovement!=null && tile.canBuildImprovement(uniqueImprovement,civInfo) -> uniqueImprovement.name
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tile.terrainFeature == "Fallout" -> "Remove Fallout"
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tile.terrainFeature == "Marsh" -> "Remove Marsh"
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tile.terrainFeature == Constants.jungle -> "Trading post"
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@ -211,6 +211,17 @@ class WorkerAutomation(val unit: MapUnit) {
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if (improvementString == null) return null
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return unit.civInfo.gameInfo.ruleSet.tileImprovements[improvementString]!!
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}
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private fun isImprovementOnFeatureAllowed(tile: TileInfo, civInfo: CivilizationInfo): Boolean {
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// Old hardcoded logic amounts to:
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//return tile.terrainFeature == Constants.forest && tile.getTileResource().improvement == "Camp"
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// routine assumes the caller ensured that terrainFeature and resource are both present
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val resourceImprovementName = tile.getTileResource().improvement
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?: return false
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val resourceImprovement = civInfo.gameInfo.ruleSet.tileImprovements[resourceImprovementName]
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?: return false
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return resourceImprovement.resourceTerrainAllow.contains(tile.terrainFeature!!)
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}
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private fun isAcceptableTileForFort(tile: TileInfo, civInfo: CivilizationInfo): Boolean
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{
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@ -56,6 +56,10 @@ class CityInfo {
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var attackedThisTurn = false
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var hasSoldBuildingThisTurn = false
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var isPuppet = false
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/** The very first found city is the _original_ capital,
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* while the _current_ capital can be any other city after the original one is captured.
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* It is important to distinct them since the original cannot be razed and defines the Domination Victory. */
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var isOriginalCapital = false
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constructor() // for json parsing, we need to have a default constructor
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constructor(civInfo: CivilizationInfo, cityLocation: Vector2) { // new city!
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@ -76,6 +80,7 @@ class CityInfo {
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name = cityNamePrefix + cityName
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isOriginalCapital = civInfo.citiesCreated == 0
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civInfo.citiesCreated++
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civInfo.cities = civInfo.cities.toMutableList().apply { add(this@CityInfo) }
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@ -125,6 +130,7 @@ class CityInfo {
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toReturn.foundingCiv = foundingCiv
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toReturn.turnAcquired = turnAcquired
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toReturn.isPuppet = isPuppet
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toReturn.isOriginalCapital = isOriginalCapital
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return toReturn
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}
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@ -139,7 +145,7 @@ class CityInfo {
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val mediumTypes = civInfo.citiesConnectedToCapitalToMediums[this] ?: return false
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return connectionTypePredicate(mediumTypes)
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}
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fun isInResistance() = resistanceCounter>0
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fun isInResistance() = resistanceCounter > 0
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fun getRuleset() = civInfo.gameInfo.ruleSet
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@ -262,8 +262,8 @@ class CivilizationInfo {
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override fun toString(): String {return civName} // for debug
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/** Returns true if the civ was fully initialized and has no cities or settlers remaining */
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fun isDefeated()= cities.isEmpty()
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/** Returns true if the civ was fully initialized and has no cities remaining */
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fun isDefeated()= cities.isEmpty() // No cities
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&& exploredTiles.isNotEmpty() // Dirty hack: exploredTiles are empty only before starting units are placed
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&& !isBarbarian() // Barbarians can be never defeated
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&& (citiesCreated > 0 || !getCivUnits().any { it.name == Constants.settler })
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@ -281,7 +281,7 @@ open class TileInfo {
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improvement.name == "Remove Road" && this.roadStatus == RoadStatus.Road -> true
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improvement.name == "Remove Railroad" && this.roadStatus == RoadStatus.Railroad -> true
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improvement.name == Constants.cancelImprovementOrder && this.improvementInProgress != null -> true
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topTerrain.unbuildable && !(topTerrain.name == Constants.forest && improvement.name == "Camp") -> false
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topTerrain.unbuildable && (topTerrain.name !in improvement.resourceTerrainAllow) -> false
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"Can only be built on Coastal tiles" in improvement.uniques && isCoastalTile() -> true
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else -> hasViewableResource(civInfo) && getTileResource().improvement == improvement.name
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}
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@ -11,6 +11,11 @@ import kotlin.math.roundToInt
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class TileImprovement : NamedStats() {
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var terrainsCanBeBuiltOn: Collection<String> = ArrayList()
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// Used only for Camp - but avoid hardcoded comparison and *allow modding*
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// Terrain Features that need not be cleared if the improvement enables a resource
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var resourceTerrainAllow: Collection<String> = ArrayList()
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var techRequired: String? = null
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var improvingTech: String? = null
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@ -125,7 +125,9 @@ class CityScreen(internal val city: CityInfo): CameraStageBaseScreen() {
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val razeCityButton = "Raze city".toTextButton()
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razeCityButton.labelCell.pad(10f)
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razeCityButton.onClick { city.isBeingRazed=true; update() }
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if(!UncivGame.Current.worldScreen.isPlayersTurn) razeCityButton.disable()
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if(!UncivGame.Current.worldScreen.isPlayersTurn || city.isOriginalCapital)
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razeCityButton.disable()
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razeCityButtonHolder.add(razeCityButton).colspan(cityPickerTable.columns)
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} else {
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val stopRazingCityButton = "Stop razing city".toTextButton()
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@ -99,13 +99,15 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
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addSeparator()
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add("Raze".toTextButton().onClick {
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add("Raze".toTextButton().apply {
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if (city.isOriginalCapital) disable()
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else onClick {
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city.puppetCity(conqueringCiv)
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city.annexCity()
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city.isBeingRazed = true
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worldScreen.shouldUpdate=true
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close()
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}).row()
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}}).row()
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addGoodSizedLabel("Razing the city annexes it, and starts razing the city to the ground.").row()
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addGoodSizedLabel("The population will gradually dwindle until the city is destroyed.").row()
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} else {
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