Battletable only displays combat if the enemy unit is viewable or if the enemy ciity's tile has been explored
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1 changed files with 10 additions and 9 deletions
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@ -17,20 +17,21 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
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skin = CameraStageBaseScreen.skin
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}
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fun update(){
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if(worldScreen.unitTable.selectedUnit==null
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|| worldScreen.unitTable.selectedUnit!!.getBaseUnit().unitType== UnitType.Civilian) return // no attacker
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fun update() {
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if (worldScreen.unitTable.selectedUnit == null
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|| worldScreen.unitTable.selectedUnit!!.getBaseUnit().unitType == UnitType.Civilian) return // no attacker
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val attacker = MapUnitCombatant(worldScreen.unitTable.selectedUnit!!)
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if(worldScreen.tileMapHolder.selectedTile==null) return
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if (worldScreen.tileMapHolder.selectedTile == null) return
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val selectedTile = worldScreen.tileMapHolder.selectedTile!!
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val defender:ICombatant
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if(selectedTile.isCityCenter && selectedTile.getOwner() != worldScreen.civInfo)
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val defender: ICombatant
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if (selectedTile.explored && selectedTile.isCityCenter && selectedTile.getOwner() != worldScreen.civInfo)
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defender = CityCombatant(selectedTile.city!!)
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else if(selectedTile.unit!=null
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&& selectedTile.unit!!.owner != worldScreen.civInfo.civName) // enemy unit on selected tile,
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defender = MapUnitCombatant(selectedTile.unit!!)
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else if (selectedTile.unit != null
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&& selectedTile.unit!!.owner != worldScreen.civInfo.civName // enemy unit on selected tile,
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&& worldScreen.civInfo.getViewableTiles().contains(selectedTile))
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defender = MapUnitCombatant(selectedTile.unit!!)
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else {
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clear()
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return
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