Added Iroquois civilization
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16 changed files with 621 additions and 557 deletions
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android/Images/BuildingIcons/Longhouse.png
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android/Images/BuildingIcons/Longhouse.png
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android/Images/UnitIcons/Mohawk Warrior.png
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android/Images/UnitIcons/Mohawk Warrior.png
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@ -333,14 +333,14 @@
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production:2,
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specialistSlots:{production:1},
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hurryCostModifier:25,
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percentStatBonus:{production:15},
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percentStatBonus:{production:10},
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requiredTech:"Metal Casting"
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},
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/*
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{
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name:"Longhouse",
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replaces:"Workshop",
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uniqueTo:"Iroquois",
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cost:140,
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maintenance:2,
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production:2,
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specialistSlots:{production:1},
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@ -348,7 +348,6 @@
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uniques:["Forests provide +1 production"],
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requiredTech:"Metal Casting"
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},
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*/
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{
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name:"Forge",
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maintenance:1,
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@ -542,7 +542,6 @@
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"Rason","Gyeongju","Chungju","Sacheon","Gimje","Anju"]
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},
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/*
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{
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name:"Iroquois",
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leaderName:"Hiawatha",
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@ -571,7 +570,7 @@
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afterPeace:"I thank you for your mercy. I pray that we can now be friends."
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tradeRequest:"Does this trade work for you, my friend?"
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outerColor:[88,109,109],
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outerColor:[54,72,72],
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innerColor:[246,205,137],
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uniqueName:"The Great Warpath"
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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.",
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@ -580,6 +579,8 @@
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"Chondote","Canajoharie","Nedrow","Oneida Lake","Kanonwalohale","Green Bay","Southwold","Mohawk Valley",
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"Schoharie","Bay of Quinte","Kanawale","Kanatsiokareke","Tyendinaga","Hahta"]
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},
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/*
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{
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name:"Australia",
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leaderName:"John Curtin",
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@ -744,8 +744,7 @@
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Polish:"Warsztat"
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}
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/*
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"Longhouse":{ //Irochese unique
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"Longhouse":{ // Iroquois unique
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Italian:"Casa Lunga"
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French:"Longère"
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Polish:"Długi dom"
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@ -756,7 +755,6 @@
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French:"+1 production pour chaque cases de forêt exploitées par la ville."
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Polish:"+1 do produkcji za każde pracujące pole lasu"
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}
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*/
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"Forge":{
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Italian:"Fucina"
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@ -1218,7 +1218,6 @@
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Russian:"+2 Наука для всех специалистов и улучшений клеток Великими людьми."
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}
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/*
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"Iroquois":{
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Italian:"Irochese"
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@ -1226,12 +1225,16 @@
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Portuguese:"Tribo Iroquois" //tribo meaning tribe of course
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}
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"Hiawatha":{
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}
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"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.":{
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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."
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Portuguese:"Mova-se por florestas e selvas em território amigo como se fossem estradas. Estas terras podem ser usadas para estabelecer rotas de comércio após pesquisar a roda."
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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."
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}
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/*
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"Aztecs":{
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Italian:"Azteca"
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French:"Aztèques"
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@ -439,6 +439,12 @@
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German:"Schwertkämpfer"
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}
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"Mohawk Warrior":{
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}
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"+33% combat bonus in Forest/Jungle":{
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}
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"Legion":{
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Italian:"Legionario"
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Romanian:"Legionar"
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@ -322,6 +322,21 @@
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hurryCostModifier:20,
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attackSound:"metalhit"
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},
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{
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name:"Mohawk Warrior",
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unitType:"Melee",
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replaces:"Swordsman",
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uniqueTo:"Iroquois",
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movement:2,
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strength:14,
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cost: 75,
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requiredTech:"Iron Working",
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upgradesTo:"Longswordsman",
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obsoleteTech:"Steel",
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uniques:["+33% combat bonus in Forest/Jungle"]
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hurryCostModifier:20,
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attackSound:"metalhit"
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},
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{
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name:"Legion",
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unitType:"Melee",
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@ -146,6 +146,9 @@ open class TileInfo {
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if (terrainFeature == "Oasis" && city != null
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&& city.containsBuildingUnique("+2 Gold for each source of Oil and oasis"))
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stats.gold += 2
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if (terrainFeature == Constants.forest && city != null
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&& city.containsBuildingUnique("Forests provide +1 production"))
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stats.production += 1
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}
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if (hasViewableResource(observingCiv)) {
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@ -21,7 +21,7 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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if (from.roadStatus === RoadStatus.Railroad && to.roadStatus === RoadStatus.Railroad)
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return 1 / 10f + extraCost
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if (from.roadStatus !== RoadStatus.None && to.roadStatus !== RoadStatus.None) //Road
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if (hasRoad(from,civInfo) && hasRoad(to,civInfo))
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{
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if (unit.civInfo.tech.movementSpeedOnRoadsImproved) return 1 / 3f + extraCost
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else return 1 / 2f + extraCost
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@ -40,6 +40,13 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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return to.getLastTerrain().movementCost.toFloat() + extraCost // no road
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}
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fun hasRoad(tileInfo:TileInfo, civInfo: CivilizationInfo): Boolean {
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if(tileInfo.roadStatus!==RoadStatus.None) return true
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if(civInfo.nation.forestsAndJunglesAreRoads && tileInfo.terrainFeature!=null
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&& (tileInfo.terrainFeature==Constants.jungle || tileInfo.terrainFeature==Constants.forest)) return true
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return false
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}
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class ParentTileAndTotalDistance(val parentTile:TileInfo, val totalDistance: Float)
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fun getDistanceToTilesWithinTurn(origin: Vector2, unitMovement: Float): PathsToTilesWithinTurn {
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@ -38,16 +38,6 @@ object GameBasics {
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}
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init {
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Buildings += createHashmap(getFromJson(Array<Building>::class.java, "Buildings"))
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Terrains += createHashmap(getFromJson(Array<Terrain>::class.java, "Terrains"))
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TileResources += createHashmap(getFromJson(Array<TileResource>::class.java, "TileResources"))
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TileImprovements += createHashmap(getFromJson(Array<TileImprovement>::class.java, "TileImprovements"))
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Units += createHashmap(getFromJson(Array<BaseUnit>::class.java, "Units"))
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UnitPromotions += createHashmap(getFromJson(Array<Promotion>::class.java, "UnitPromotions"))
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PolicyBranches += createHashmap(getFromJson(Array<PolicyBranch>::class.java, "Policies"))
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Nations += createHashmap(getFromJson(Array<Nation>::class.java, "Nations/Nations"))
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Difficulties += createHashmap(getFromJson(Array<Difficulty>::class.java, "Difficulties"))
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val techColumns = getFromJson(Array<TechColumn>::class.java, "Techs")
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for (techColumn in techColumns) {
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for (tech in techColumn.techs) {
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@ -56,6 +46,8 @@ object GameBasics {
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Technologies[tech.name] = tech
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}
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}
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Buildings += createHashmap(getFromJson(Array<Building>::class.java, "Buildings"))
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for (building in Buildings.values) {
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if (building.requiredTech == null) continue
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val column = building.getRequiredTech().column
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@ -63,6 +55,13 @@ object GameBasics {
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building.cost = if (building.isWonder || building.isNationalWonder) column!!.wonderCost else column!!.buildingCost
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}
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Terrains += createHashmap(getFromJson(Array<Terrain>::class.java, "Terrains"))
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TileResources += createHashmap(getFromJson(Array<TileResource>::class.java, "TileResources"))
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TileImprovements += createHashmap(getFromJson(Array<TileImprovement>::class.java, "TileImprovements"))
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Units += createHashmap(getFromJson(Array<BaseUnit>::class.java, "Units"))
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UnitPromotions += createHashmap(getFromJson(Array<Promotion>::class.java, "UnitPromotions"))
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PolicyBranches += createHashmap(getFromJson(Array<PolicyBranch>::class.java, "Policies"))
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for (branch in PolicyBranches.values) {
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branch.requires = ArrayList()
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branch.branch = branch.name
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@ -73,6 +72,13 @@ object GameBasics {
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branch.policies.last().name = branch.name + " Complete"
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}
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Nations += createHashmap(getFromJson(Array<Nation>::class.java, "Nations/Nations"))
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for(nation in Nations.values) nation.setTransients()
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Difficulties += createHashmap(getFromJson(Array<Difficulty>::class.java, "Difficulties"))
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for (file in Gdx.files.internal("jsons/Translations").list())
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Translations.add(file.readString())
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}
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@ -50,19 +50,29 @@ class Nation : INamed {
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var innerColor: List<Int>?=null
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var startBias = ArrayList<String>()
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@Transient private lateinit var outerColorObject:Color
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fun getOuterColor(): Color = outerColorObject
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fun getOuterColor(): Color {
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return colorFromRGB(outerColor[0], outerColor[1], outerColor[2])
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}
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@Transient private lateinit var innerColorObject:Color
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fun getInnerColor(): Color {
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if(innerColor==null) return Color.BLACK
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return colorFromRGB(innerColor!![0], innerColor!![1], innerColor!![2])
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}
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fun getInnerColor(): Color = innerColorObject
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fun isCityState()= cityStateType != null
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fun isMajorCiv() = !isBarbarian() && !isCityState()
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fun isBarbarian() = name=="Barbarians"
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// This is its own transient because we'll need to check this for every tile-to-tile movement which is harsh
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@Transient var forestsAndJunglesAreRoads = false
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fun setTransients(){
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outerColorObject = colorFromRGB(outerColor[0], outerColor[1], outerColor[2])
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if(innerColor==null) innerColorObject = Color.BLACK
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else innerColorObject = colorFromRGB(innerColor!![0], innerColor!![1], innerColor!![2])
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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.")
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forestsAndJunglesAreRoads = true
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}
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lateinit var cities: List<String>
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}
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@ -36,6 +36,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
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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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* [Sword](https://thenounproject.com/search/?q=Sword&i=1215443) By Guilherme Furtado for Swordsman
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* [Mohawk](https://thenounproject.com/search/?q=mohawk&i=1426649) By Dairy Free Design for Mohawk Warrior
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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 Head](https://thenounproject.com/search/?q=Cavalry&i=374037) By Juan Pablo Bravo for Companion Cavalry
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@ -189,6 +190,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
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* [Forge](https://thenounproject.com/term/forge/1044767/) By Monjin Friends
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* [Anchor](https://thenounproject.com/term/anchor/1258518/) By Saeful Muslim for Harbor
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* [Hand saw](https://thenounproject.com/term/hand-saw/990902/) By b farias for Workshop
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* [House](https://thenounproject.com/search/?q=house&i=1651759) By sofy for Longhouse
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* [Hagia Sophia](https://thenounproject.com/term/hagia-sophia/1907752/) By Felipe Alvarado
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* [Factory](https://thenounproject.com/term/factory/1624235/) By Maxim Kulikov for Ironworks
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* [Notre Dame](https://thenounproject.com/term/notre-dame/1361725/) By Marco Livolsi
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