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xy: 1081, 17 + xy: 1689, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/March_(Civ5) rotate: false - xy: 1103, 17 + xy: 1711, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Medic_(Civ5) rotate: false - xy: 1125, 17 + xy: 1733, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Medic_II_(Civ5) rotate: false - xy: 1125, 17 + xy: 1733, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Mobility_(Civ5) rotate: false - xy: 1147, 17 + xy: 1755, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Operational_Range_(Civ5) rotate: false - xy: 1169, 17 + xy: 1777, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Range_(Civ5) rotate: false - xy: 1169, 17 + xy: 1777, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Scouting_III_(Civ5) rotate: false - xy: 1191, 17 + xy: 1799, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Scouting_II_(Civ5) rotate: false - xy: 1213, 17 + xy: 1821, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Scouting_I_(Civ5) rotate: false - xy: 1235, 17 + xy: 1843, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Sentry_(Civ5) rotate: false - xy: 1257, 17 + xy: 1865, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Shock_III_(Civ5) rotate: false - xy: 1279, 17 + xy: 1887, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Shock_II_(Civ5) rotate: false - xy: 1301, 17 + xy: 1909, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Shock_I_(Civ5) rotate: false - xy: 1323, 17 + xy: 1931, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Siege_(Civ5) rotate: false - xy: 2453, 1319 + xy: 1953, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Siege_I_(Civ5) rotate: false - xy: 2453, 1319 + xy: 1953, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Siege_III_(Civ5) rotate: false - xy: 436, 298 + xy: 1975, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Siege_II_(Civ5) rotate: false - xy: 458, 298 + xy: 1997, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Sortie_(Civ5) rotate: false - xy: 2453, 1297 + xy: 2019, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Targeting_III_(Civ5) rotate: false - xy: 2446, 1275 + xy: 2041, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Targeting_II_(Civ5) rotate: false - xy: 2446, 1253 + xy: 2063, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Targeting_I_(Civ5) rotate: false - xy: 2446, 1231 + xy: 2085, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Targeting_I_(air)_(Civ5) rotate: false - xy: 2446, 1231 + xy: 2085, 21 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Volley_(Civ5) rotate: false - xy: 2446, 1209 + xy: 372, 5 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Wolfpack_III_(Civ5) rotate: false - xy: 2446, 1187 + xy: 394, 7 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Wolfpack_II_(Civ5) rotate: false - xy: 2446, 1165 + xy: 416, 7 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Wolfpack_I_(Civ5) rotate: false - xy: 2446, 1143 + xy: 438, 7 size: 20, 20 orig: 20, 20 offset: 0, 0 index: -1 UnitPromotionIcons/Woodsman_(Civ5) rotate: false - xy: 2446, 1121 + xy: 460, 7 size: 20, 20 orig: 20, 20 offset: 0, 0 diff --git a/android/assets/game.png b/android/assets/game.png index 9e0d3904..603eee51 100644 Binary files a/android/assets/game.png and b/android/assets/game.png differ diff --git a/android/assets/jsons/Buildings.json b/android/assets/jsons/Buildings.json index 48d6bfa1..a6a7acba 100644 --- a/android/assets/jsons/Buildings.json +++ b/android/assets/jsons/Buildings.json @@ -333,14 +333,14 @@ production:2, specialistSlots:{production:1}, hurryCostModifier:25, - percentStatBonus:{production:15}, + percentStatBonus:{production:10}, requiredTech:"Metal Casting" }, - /* { name:"Longhouse", replaces:"Workshop", uniqueTo:"Iroquois", + cost:140, maintenance:2, production:2, specialistSlots:{production:1}, @@ -348,7 +348,6 @@ uniques:["Forests provide +1 production"], requiredTech:"Metal Casting" }, - */ { name:"Forge", maintenance:1, diff --git a/android/assets/jsons/Nations/Nations.json b/android/assets/jsons/Nations/Nations.json index e10a8c2e..f397b89b 100644 --- a/android/assets/jsons/Nations/Nations.json +++ b/android/assets/jsons/Nations/Nations.json @@ -542,7 +542,6 @@ "Rason","Gyeongju","Chungju","Sacheon","Gimje","Anju"] }, - /* { name:"Iroquois", leaderName:"Hiawatha", @@ -571,7 +570,7 @@ afterPeace:"I thank you for your mercy. I pray that we can now be friends." tradeRequest:"Does this trade work for you, my friend?" - outerColor:[88,109,109], + outerColor:[54,72,72], innerColor:[246,205,137], uniqueName:"The Great Warpath" unique:"All units move through Forest and Jungle tiles in friendly territory as if it is Road. These tiles can be used to establish City Connections upon researching the Wheel.", @@ -580,6 +579,8 @@ "Chondote","Canajoharie","Nedrow","Oneida Lake","Kanonwalohale","Green Bay","Southwold","Mohawk Valley", "Schoharie","Bay of Quinte","Kanawale","Kanatsiokareke","Tyendinaga","Hahta"] }, + + /* { name:"Australia", leaderName:"John Curtin", diff --git a/android/assets/jsons/Translations/Buildings.json b/android/assets/jsons/Translations/Buildings.json index f3fdec4e..61c86ba2 100644 --- a/android/assets/jsons/Translations/Buildings.json +++ b/android/assets/jsons/Translations/Buildings.json @@ -743,9 +743,8 @@ German:"Werkstatt" Polish:"Warsztat" } - - /* - "Longhouse":{ //Irochese unique + + "Longhouse":{ // Iroquois unique Italian:"Casa Lunga" French:"Longère" Polish:"Długi dom" @@ -756,7 +755,6 @@ French:"+1 production pour chaque cases de forêt exploitées par la ville." Polish:"+1 do produkcji za każde pracujące pole lasu" } - */ "Forge":{ Italian:"Fucina" diff --git a/android/assets/jsons/Translations/Diplomacy,Trade,Nations.json b/android/assets/jsons/Translations/Diplomacy,Trade,Nations.json index ffc3ca8d..9c067d07 100644 --- a/android/assets/jsons/Translations/Diplomacy,Trade,Nations.json +++ b/android/assets/jsons/Translations/Diplomacy,Trade,Nations.json @@ -1218,13 +1218,15 @@ Russian:"+2 Наука для всех специалистов и улучшений клеток Великими людьми." } - /* "Iroquois":{ Italian:"Irochese" French:"Iroquois" Portuguese:"Tribo Iroquois" //tribo meaning tribe of course } + + "Hiawatha":{ + } "Units move through Forest and Jungle in friendly territory as if it is a Road. These tiles can be used to establish Trade Routes upon searching The Wheel.":{ Italian:"Le caselle di Foreste e Giungle in territorio amico agiscono come strade, e sono usate per stabilire Rotte Commerciali quando si scopre la Ruota." @@ -1232,6 +1234,7 @@ French:"Les Forêt et les Jungles en territoire alliés ont les mêmes attributs que les routes. A la découverte de la Roue, elles peuvent établir des routes commerciales." } + /* "Aztecs":{ Italian:"Azteca" French:"Aztèques" diff --git a/android/assets/jsons/Translations/Units,Promotions.json b/android/assets/jsons/Translations/Units,Promotions.json index 33981699..d9f10082 100644 --- a/android/assets/jsons/Translations/Units,Promotions.json +++ b/android/assets/jsons/Translations/Units,Promotions.json @@ -439,6 +439,12 @@ German:"Schwertkämpfer" } + "Mohawk Warrior":{ + } + + "+33% combat bonus in Forest/Jungle":{ + } + "Legion":{ Italian:"Legionario" Romanian:"Legionar" diff --git a/android/assets/jsons/Units.json b/android/assets/jsons/Units.json index b67d3e90..b2c19cc1 100644 --- a/android/assets/jsons/Units.json +++ b/android/assets/jsons/Units.json @@ -322,6 +322,21 @@ hurryCostModifier:20, attackSound:"metalhit" }, + { + name:"Mohawk Warrior", + unitType:"Melee", + replaces:"Swordsman", + uniqueTo:"Iroquois", + movement:2, + strength:14, + cost: 75, + requiredTech:"Iron Working", + upgradesTo:"Longswordsman", + obsoleteTech:"Steel", + uniques:["+33% combat bonus in Forest/Jungle"] + hurryCostModifier:20, + attackSound:"metalhit" + }, { name:"Legion", unitType:"Melee", diff --git a/core/src/com/unciv/logic/map/TileInfo.kt b/core/src/com/unciv/logic/map/TileInfo.kt index 6ffc42be..eac838d6 100644 --- a/core/src/com/unciv/logic/map/TileInfo.kt +++ b/core/src/com/unciv/logic/map/TileInfo.kt @@ -143,9 +143,12 @@ open class TileInfo { if (terrainFeature == Constants.jungle && city != null && city.containsBuildingUnique("Jungles provide +2 science")) stats.science += 2f - if(terrainFeature=="Oasis" && city!=null + if (terrainFeature == "Oasis" && city != null && city.containsBuildingUnique("+2 Gold for each source of Oil and oasis")) stats.gold += 2 + if (terrainFeature == Constants.forest && city != null + && city.containsBuildingUnique("Forests provide +1 production")) + stats.production += 1 } if (hasViewableResource(observingCiv)) { diff --git a/core/src/com/unciv/logic/map/UnitMovementAlgorithms.kt b/core/src/com/unciv/logic/map/UnitMovementAlgorithms.kt index 1f08c372..258a427a 100644 --- a/core/src/com/unciv/logic/map/UnitMovementAlgorithms.kt +++ b/core/src/com/unciv/logic/map/UnitMovementAlgorithms.kt @@ -21,7 +21,7 @@ class UnitMovementAlgorithms(val unit:MapUnit) { if (from.roadStatus === RoadStatus.Railroad && to.roadStatus === RoadStatus.Railroad) return 1 / 10f + extraCost - if (from.roadStatus !== RoadStatus.None && to.roadStatus !== RoadStatus.None) //Road + if (hasRoad(from,civInfo) && hasRoad(to,civInfo)) { if (unit.civInfo.tech.movementSpeedOnRoadsImproved) return 1 / 3f + extraCost else return 1 / 2f + extraCost @@ -40,6 +40,13 @@ class UnitMovementAlgorithms(val unit:MapUnit) { return to.getLastTerrain().movementCost.toFloat() + extraCost // no road } + fun hasRoad(tileInfo:TileInfo, civInfo: CivilizationInfo): Boolean { + if(tileInfo.roadStatus!==RoadStatus.None) return true + if(civInfo.nation.forestsAndJunglesAreRoads && tileInfo.terrainFeature!=null + && (tileInfo.terrainFeature==Constants.jungle || tileInfo.terrainFeature==Constants.forest)) return true + return false + } + class ParentTileAndTotalDistance(val parentTile:TileInfo, val totalDistance: Float) fun getDistanceToTilesWithinTurn(origin: Vector2, unitMovement: Float): PathsToTilesWithinTurn { diff --git a/core/src/com/unciv/models/gamebasics/GameBasics.kt b/core/src/com/unciv/models/gamebasics/GameBasics.kt index 709405d5..d4752d11 100644 --- a/core/src/com/unciv/models/gamebasics/GameBasics.kt +++ b/core/src/com/unciv/models/gamebasics/GameBasics.kt @@ -27,7 +27,7 @@ object GameBasics { fun getFromJson(tClass: Class, name: String): T { val jsonText = Gdx.files.internal("jsons/$name.json").readString() - return Json().apply { ignoreUnknownFields=true }.fromJson(tClass, jsonText) + return Json().apply { ignoreUnknownFields = true }.fromJson(tClass, jsonText) } fun createHashmap(items: Array): LinkedHashMap { @@ -38,43 +38,49 @@ object GameBasics { } init { - Buildings += createHashmap(getFromJson(Array::class.java, "Buildings")) - Terrains += createHashmap(getFromJson(Array::class.java, "Terrains")) - TileResources += createHashmap(getFromJson(Array::class.java, "TileResources")) - TileImprovements += createHashmap(getFromJson(Array::class.java, "TileImprovements")) - Units += createHashmap(getFromJson(Array::class.java, "Units")) - UnitPromotions += createHashmap(getFromJson(Array::class.java, "UnitPromotions")) - PolicyBranches += createHashmap(getFromJson(Array::class.java, "Policies")) - Nations += createHashmap(getFromJson(Array::class.java, "Nations/Nations")) - Difficulties += createHashmap(getFromJson(Array::class.java, "Difficulties")) - - val techColumns = getFromJson(Array::class.java, "Techs") - for (techColumn in techColumns) { - for (tech in techColumn.techs) { - tech.cost = techColumn.techCost - tech.column = techColumn - Technologies[tech.name] = tech - } + val techColumns = getFromJson(Array::class.java, "Techs") + for (techColumn in techColumns) { + for (tech in techColumn.techs) { + tech.cost = techColumn.techCost + tech.column = techColumn + Technologies[tech.name] = tech } - for (building in Buildings.values) { - if (building.requiredTech == null) continue - val column = building.getRequiredTech().column - if (building.cost == 0) - building.cost = if (building.isWonder || building.isNationalWonder) column!!.wonderCost else column!!.buildingCost - } - - for (branch in PolicyBranches.values) { - branch.requires = ArrayList() - branch.branch = branch.name - for (policy in branch.policies) { - policy.branch = branch.name - if (policy.requires == null) policy.requires = arrayListOf(branch.name) - } - branch.policies.last().name = branch.name + " Complete" - } - - for(file in Gdx.files.internal("jsons/Translations").list()) - Translations.add(file.readString()) } + + Buildings += createHashmap(getFromJson(Array::class.java, "Buildings")) + for (building in Buildings.values) { + if (building.requiredTech == null) continue + val column = building.getRequiredTech().column + if (building.cost == 0) + building.cost = if (building.isWonder || building.isNationalWonder) column!!.wonderCost else column!!.buildingCost + } + + Terrains += createHashmap(getFromJson(Array::class.java, "Terrains")) + TileResources += createHashmap(getFromJson(Array::class.java, "TileResources")) + TileImprovements += createHashmap(getFromJson(Array::class.java, "TileImprovements")) + Units += createHashmap(getFromJson(Array::class.java, "Units")) + UnitPromotions += createHashmap(getFromJson(Array::class.java, "UnitPromotions")) + + PolicyBranches += createHashmap(getFromJson(Array::class.java, "Policies")) + for (branch in PolicyBranches.values) { + branch.requires = ArrayList() + branch.branch = branch.name + for (policy in branch.policies) { + policy.branch = branch.name + if (policy.requires == null) policy.requires = arrayListOf(branch.name) + } + branch.policies.last().name = branch.name + " Complete" + } + + Nations += createHashmap(getFromJson(Array::class.java, "Nations/Nations")) + for(nation in Nations.values) nation.setTransients() + + Difficulties += createHashmap(getFromJson(Array::class.java, "Difficulties")) + + + + for (file in Gdx.files.internal("jsons/Translations").list()) + Translations.add(file.readString()) + } } diff --git a/core/src/com/unciv/models/gamebasics/Nation.kt b/core/src/com/unciv/models/gamebasics/Nation.kt index b4022e40..b3b3ce30 100644 --- a/core/src/com/unciv/models/gamebasics/Nation.kt +++ b/core/src/com/unciv/models/gamebasics/Nation.kt @@ -50,19 +50,29 @@ class Nation : INamed { var innerColor: List?=null var startBias = ArrayList() + @Transient private lateinit var outerColorObject:Color + fun getOuterColor(): Color = outerColorObject - fun getOuterColor(): Color { - return colorFromRGB(outerColor[0], outerColor[1], outerColor[2]) - } - - fun getInnerColor(): Color { - if(innerColor==null) return Color.BLACK - return colorFromRGB(innerColor!![0], innerColor!![1], innerColor!![2]) - } + @Transient private lateinit var innerColorObject:Color + + fun getInnerColor(): Color = innerColorObject fun isCityState()= cityStateType != null fun isMajorCiv() = !isBarbarian() && !isCityState() fun isBarbarian() = name=="Barbarians" + // This is its own transient because we'll need to check this for every tile-to-tile movement which is harsh + @Transient var forestsAndJunglesAreRoads = false + + fun setTransients(){ + outerColorObject = colorFromRGB(outerColor[0], outerColor[1], outerColor[2]) + + if(innerColor==null) innerColorObject = Color.BLACK + else innerColorObject = colorFromRGB(innerColor!![0], innerColor!![1], innerColor!![2]) + + if(unique == "All units move through Forest and Jungle tiles in friendly territory as if it is Road. These tiles can be used to establish City Connections upon researching the Wheel.") + forestsAndJunglesAreRoads = true + } + lateinit var cities: List } diff --git a/docs/Credits.md b/docs/Credits.md index fab0ff12..1bd4cfc3 100644 --- a/docs/Credits.md +++ b/docs/Credits.md @@ -36,6 +36,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https: * [Catapult](https://thenounproject.com/search/?q=Spear&i=1233840) By Jakub Ukrop * [Unloaded Crossbow](https://thenounproject.com/term/unloaded-crossbow/815992/) By Hamish as Ballista * [Sword](https://thenounproject.com/search/?q=Sword&i=1215443) By Guilherme Furtado for Swordsman +* [Mohawk](https://thenounproject.com/search/?q=mohawk&i=1426649) By Dairy Free Design for Mohawk Warrior * [Roman Helmet](https://thenounproject.com/search/?q=legion&i=440134) By parkjisun for Legion * [Horse](https://thenounproject.com/search/?q=Horse&i=1373793) By AFY Studio for Horseman * [Horse Head](https://thenounproject.com/search/?q=Cavalry&i=374037) By Juan Pablo Bravo for Companion Cavalry @@ -189,6 +190,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https: * [Forge](https://thenounproject.com/term/forge/1044767/) By Monjin Friends * [Anchor](https://thenounproject.com/term/anchor/1258518/) By Saeful Muslim for Harbor * [Hand saw](https://thenounproject.com/term/hand-saw/990902/) By b farias for Workshop +* [House](https://thenounproject.com/search/?q=house&i=1651759) By sofy for Longhouse * [Hagia Sophia](https://thenounproject.com/term/hagia-sophia/1907752/) By Felipe Alvarado * [Factory](https://thenounproject.com/term/factory/1624235/) By Maxim Kulikov for Ironworks * [Notre Dame](https://thenounproject.com/term/notre-dame/1361725/) By Marco Livolsi