Unit can move around the map
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parent
51c3126a9a
commit
ffccb75860
5 changed files with 56 additions and 17 deletions
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@ -288,10 +288,10 @@ open class TileInfo {
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fun isRoughTerrain() = getBaseTerrain().rough || getTerrainFeature()?.rough == true
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override fun toString(): String {
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fun toString(viewingCiv: CivilizationInfo): String {
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val lineList = ArrayList<String>() // more readable than StringBuilder, with same performance for our use-case
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val isViewableToPlayer = UncivGame.Current.viewEntireMapForDebug
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|| UncivGame.Current.gameInfo.getCurrentPlayerCivilization().viewableTiles.contains(this)
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|| viewingCiv.viewableTiles.contains(this)
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if (isCityCenter()) {
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val city = getCity()!!
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@ -32,7 +32,7 @@ class CityScreenTileTable(val city: CityInfo): Table(){
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val stats = selectedTile.getTileStats(city, city.civInfo)
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innerTable.pad(20f)
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innerTable.add(selectedTile.toString().toLabel()).colspan(2)
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innerTable.add(selectedTile.toString(city.civInfo).toLabel()).colspan(2)
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innerTable.row()
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innerTable.add(getTileStatsTable(stats)).row()
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@ -26,8 +26,10 @@ class TileGroupIcons(val tileGroup: TileGroup){
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updateResourceIcon(showResourcesAndImprovements,viewingCiv)
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updateImprovementIcon(showResourcesAndImprovements)
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civilianUnitIcon = newUnitIcon(tileGroup.tileInfo.civilianUnit, civilianUnitIcon, tileIsViewable, -20f)
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militaryUnitIcon = newUnitIcon(tileGroup.tileInfo.militaryUnit, militaryUnitIcon, tileIsViewable && showMilitaryUnit, 20f)
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civilianUnitIcon = newUnitIcon(tileGroup.tileInfo.civilianUnit, civilianUnitIcon,
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tileIsViewable, -20f, viewingCiv)
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militaryUnitIcon = newUnitIcon(tileGroup.tileInfo.militaryUnit, militaryUnitIcon,
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tileIsViewable && showMilitaryUnit, 20f, viewingCiv)
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}
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fun addPopulationIcon() {
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@ -47,7 +49,7 @@ class TileGroupIcons(val tileGroup: TileGroup){
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}
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fun newUnitIcon(unit: MapUnit?, oldUnitGroup: UnitGroup?, isViewable: Boolean, yFromCenter: Float): UnitGroup? {
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fun newUnitIcon(unit: MapUnit?, oldUnitGroup: UnitGroup?, isViewable: Boolean, yFromCenter: Float, viewingCiv: CivilizationInfo?): UnitGroup? {
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var newImage: UnitGroup? = null
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// The unit can change within one update - for instance, when attacking, the attacker replaces the defender!
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oldUnitGroup?.remove()
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@ -81,7 +83,7 @@ class TileGroupIcons(val tileGroup: TileGroup){
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// Instead of fading out the entire unit with its background, we just fade out its central icon,
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// that way it remains much more visible on the map
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if (!unit.isIdle() && unit.civInfo == UncivGame.Current.worldScreen.viewingCiv)
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if (!unit.isIdle() && unit.civInfo == viewingCiv)
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newImage.unitBaseImage.color.a = 0.5f
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}
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return newImage
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@ -20,6 +20,8 @@ import com.unciv.logic.civilization.PlayerType
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import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
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import com.unciv.logic.map.MapGenerator
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import com.unciv.logic.map.MapParameters
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import com.unciv.logic.map.MapUnit
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.Tutorial
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import com.unciv.models.UncivSound
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import com.unciv.models.ruleset.RulesetCache
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@ -54,7 +56,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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private val topBar = WorldScreenTopBar(this)
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val bottomUnitTable = UnitTable(this)
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val bottomTileInfoTable = TileInfoTable(this)
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val bottomTileInfoTable = TileInfoTable(viewingCiv)
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val battleTable = BattleTable(this)
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val unitActionsTable = UnitActionsTable(this)
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@ -547,14 +549,33 @@ class TotemWorldScreen : CameraStageBaseScreen(){
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val tileSetStrings = TileSetStrings()
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val tileMapHolder = TileGroupMap(tileMap.values.map { TileGroup(it,tileSetStrings) },500f)
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val newCiv = CivilizationInfo("Babylon")
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var selectedUnit : MapUnit? = null
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val gameInfo = GameInfo()
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val tileInfoTable = TileInfoTable(newCiv)
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var selectedTile: TileInfo?=null
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init{
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newCiv.playerType=PlayerType.Human
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val gameInfo = GameInfo()
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gameInfo.tileMap = tileMap
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gameInfo.civilizations.add(newCiv)
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gameInfo.setTransients()
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ImageGetter.ruleset = RulesetCache.getBaseRuleset()
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val scrollPane = ScrollPane(tileMapHolder)
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for(tileGroup in tileMapHolder.tileGroups)
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tileGroup.onClick {
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val tileInfo = tileGroup.tileInfo
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selectedTile=tileInfo
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if(tileInfo.civilianUnit!=null){
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selectedUnit = tileInfo.civilianUnit
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}
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else if(selectedUnit!=null
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&& selectedUnit!!.movement.getDistanceToTiles().containsKey(tileInfo)
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&& selectedUnit!!.movement.canMoveTo(tileInfo)){
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selectedUnit!!.movement.moveToTile(tileInfo)
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}
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update()
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}
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scrollPane.setSize(stage.width,stage.height)
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scrollPane.center(stage)
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scrollPane.scrollPercentX=0.5f
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@ -562,10 +583,27 @@ class TotemWorldScreen : CameraStageBaseScreen(){
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stage.addActor(scrollPane)
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newCiv.placeUnitNearTile(Vector2.Zero, Constants.worker)
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update()
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stage.addActor(tileInfoTable)
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}
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fun update(){
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for(tileGroup in tileMapHolder.tileGroups)
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fun update() {
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if(newCiv.getIdleUnits().none()) gameInfo.nextTurn()
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for (tileGroup in tileMapHolder.tileGroups) {
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tileGroup.update(newCiv)
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tileGroup.hideCircle()
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if (tileGroup.tileInfo.civilianUnit == selectedUnit) {
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tileGroup.icons.civilianUnitIcon?.selectUnit()
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}
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}
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if(selectedUnit!=null) {
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for (tile in selectedUnit!!.movement.getDistanceToTiles().keys){
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val tileGroup = tileMapHolder.tileGroups.first{it.tileInfo==tile}
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tileGroup.showCircle(Color.WHITE)
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}
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}
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if(selectedTile!=null) tileInfoTable.updateTileTable(selectedTile!!)
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tileInfoTable.setPosition(stage.width,0f,Align.bottomRight)
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}
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}
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@ -4,24 +4,23 @@ import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.utils.Align
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import com.unciv.UncivGame
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.ui.utils.CameraStageBaseScreen
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import com.unciv.ui.utils.ImageGetter
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import com.unciv.ui.utils.toLabel
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import com.unciv.ui.worldscreen.WorldScreen
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class TileInfoTable(private val worldScreen: WorldScreen) : Table(CameraStageBaseScreen.skin) {
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class TileInfoTable(private val viewingCiv :CivilizationInfo) : Table(CameraStageBaseScreen.skin) {
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init {
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background = ImageGetter.getBackground(ImageGetter.getBlue().lerp(Color.BLACK, 0.5f))
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}
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internal fun updateTileTable(tile: TileInfo) {
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clearChildren()
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val civInfo = worldScreen.viewingCiv
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if (UncivGame.Current.viewEntireMapForDebug || civInfo.exploredTiles.contains(tile.position)) {
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if (UncivGame.Current.viewEntireMapForDebug || viewingCiv.exploredTiles.contains(tile.position)) {
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add(getStatsTable(tile))
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add(tile.toString().toLabel()).colspan(2).pad(10f)
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add(tile.toString(viewingCiv).toLabel()).colspan(2).pad(10f)
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}
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pack()
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@ -31,7 +30,7 @@ class TileInfoTable(private val worldScreen: WorldScreen) : Table(CameraStageBas
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val table = Table()
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table.defaults().pad(2f)
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for (entry in tile.getTileStats(worldScreen.viewingCiv).toHashMap()
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for (entry in tile.getTileStats(viewingCiv).toHashMap()
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.filterNot { it.value == 0f || it.key.toString() == "" }) {
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table.add(ImageGetter.getStatIcon(entry.key.toString())).size(20f).align(Align.right)
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table.add(entry.value.toInt().toString().toLabel()).align(Align.left).padRight(10f)
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