Commit graph

1814 commits

Author SHA1 Message Date
Duan Tao
72df6869a3 Make sure all building be built before producting science. (#1678) 2020-01-13 12:06:19 +02:00
Yair Morgenstern
9a426318ba Proper destruction notification for city states
Added Fur resource image
2020-01-13 00:09:09 +02:00
Federico Luongo
5e003cfd64 Fix Map Editor Lag (#1670)
In painting mode, only the last drawn tiles are updated.
2020-01-12 23:29:26 +02:00
JackRainy
de7a369131 Fix of the Regex expression to heal after the battle (#1676) 2020-01-12 23:24:00 +02:00
Yair Morgenstern
08218b954e healUnit and tryPillageImprovement in BarbarianAutomation use their counterparts from UnitAutomation, because they're basically exactly the same 2020-01-12 23:21:34 +02:00
JackRainy
8a327fa7be Fix for the "Back button can't end Unciv (#1513)" (#1661)
* Callback to exit the game by 'Back' button

* Prompt dialog for the game exit

* Additional strings for translations are generated

* Do not show exit prompt dialog twice
2020-01-12 23:05:49 +02:00
Yair Morgenstern
ca59dc4e1f Removed redundant "else"s for less indentation and 'happy pathing' 2020-01-12 20:52:23 +02:00
Vladimir Tanakov
725edc2a31 Better barbarian automation (#1560) 2020-01-12 20:48:34 +02:00
JackRainy
109b60db2c Disable France culture boost after Steam Power research (#1663) 2020-01-11 22:59:45 +02:00
r3versi
51ecb0e99d Legalism grants Culture Buildings asap (#1658)
* Legalism grants Culture Buildings asap

* Buildings granted by Legalism cost no maintenance
2020-01-11 22:52:58 +02:00
r3versi
a1b03849ec Fix city screen (#1657)
* Last CityScreen fix

* Atlas & Translations
2020-01-11 22:46:17 +02:00
lyrjie
c37ea14df5 Defeat improvements (#1654)
* Fix: civilization not being destroyed when disbanding the initial settler

* Fix: destroyed unit providing visibility until the end of the turn
2020-01-11 22:33:27 +02:00
Vladimir Tanakov
fd5d38fb01 Fix issue when city can not bombard enemy (#1644) 2020-01-11 22:11:20 +02:00
r3versi
2daf27278d WIP Construction Queue (#1648)
* Construction Queue

* Added constructionQueue in addition to currentConstruction: if currentConstruction is done, next construction from Queue is started; if Queue is empty invoke ConstructionAutomation
* Queue utility methods: add, remove, higher prio, lower prio
* Icons to move constructions in queue
* Top left city stats moved to top right panel
* Added current construction and queue construction to top left
* Extended selected construction (containing description) moved to bottom right, it is now displayed alternatively to selected tile
* Max queue size, cannot change queue in puppet city or in other player turn
* Queue and current construction reset on puppeting city

* Cleanup again

* CityStatsTable is a separate class so we can play around with where it's located with minimal code changes

* Rejection reason wrap & removing nothing on enqueue a construction

* Crude UI proposal

* Tutorial updates for queues

Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
2020-01-10 11:41:43 +02:00
r3versi
12a98aa4bb City construction queue (#1479)
* Construction Queue

* Added constructionQueue in addition to currentConstruction: if currentConstruction is done, next construction from Queue is started; if Queue is empty invoke ConstructionAutomation
* Queue utility methods: add, remove, higher prio, lower prio
* Icons to move constructions in queue
* Top left city stats moved to top right panel
* Added current construction and queue construction to top left
* Extended selected construction (containing description) moved to bottom right, it is now displayed alternatively to selected tile

Rework

* Max queue size, cannot change queue in puppet city or in other player turn

* Queue and current construction reset on puppeting city

Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
2020-01-09 20:58:15 +02:00
Yair Morgenstern
977fcfb97e Code cleanup - when{} instead of if-else chains, toLabel() instead of Label(...) 2020-01-09 20:54:33 +02:00
lyrjie
ba324c9fad Added the "crudely-drawn map" to ancient ruins outcomes (#1645)
* Added the "crudely-drawn map" to ancient ruins outcomes

Closes #1640

* Extracted the constants for readability

Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
2020-01-09 20:40:59 +02:00
drwhut
b1b82c6a67 Fixed a bug where the growth bar's height exceeded the group. (#1646)
This happened on the turn that a city was taken.
2020-01-09 20:18:37 +02:00
lyrjie
fe837d78ee Fix: player being able to buy tiles outside the 3-tile radius (#1643) 2020-01-09 20:18:03 +02:00
philippeitis
bc83be1441 Fix Altas type (should be Atlas). Fix srawable -> drawable (#1639) 2020-01-09 20:17:33 +02:00
Vladimir Tanakov
9776029376 introduce UnitActionsType (#1633) 2020-01-09 20:17:13 +02:00
r3versi
036d4058f1 Cities referenced by UUID (#1638)
* Cities referenced by UUID

* UUID defaulted in CityInfo

Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
2020-01-09 19:41:55 +02:00
r3versi
065e944896 Songhai (#1636)
* Songhai, Burial Tomb, Gold for capturing city

* Burial Tomb unique: double gold gained when city is captured

* Rebuilt Atlas and Translations

* Italian translation + fix missing translations

* Barbarian Camp Reward

Is now modified by Speed and Difficulty
2020-01-09 19:23:00 +02:00
Yair Morgenstern
f554d8c2c4 Multiple mods work OK! 2020-01-07 19:50:36 +02:00
drwhut
a13570f109 Added a growth progress bar to CityButton. (#1626)
* Added temporary growth number to CityButton.

* Added a growth bar to CityButton.

* Made relevant changes based on comments in pull request #1626

* Added the unicode infinity symbol to reflect no growth.

* New growth functions now return null instead of -1.

* Adjusted the population group width to account for large numbers.

* Changed the colour of the growth number.
2020-01-07 18:55:38 +02:00
Yair Morgenstern
365dced442 Non-continuous rendering isn't quite ready yet 2020-01-06 09:47:18 +02:00
Yair Morgenstern
285c92150c Incan mod is successful! We can haz mods! =D 2020-01-05 22:55:48 +02:00
Yair Morgenstern
7462aae94c Big changes to mods and rulesets - almost production ready!
Rulesets are heavy to load so we now have a RulesetCache, which can construct "custom" rulesets with a list of mods!
We now pack mod images on Desktop run, and load the atlases for the loaded mods on load game!
2020-01-05 22:11:10 +02:00
Yair Morgenstern
6a9de727ad misc. so they don't get in the way of the main work 2020-01-05 21:45:09 +02:00
Yair Morgenstern
47e998269a Allocation and runtime optimization with sequences 2020-01-04 23:02:57 +02:00
Yair Morgenstern
8f231cd6e1 Can now only start game in NewGamScreen with 2 or more players 2020-01-04 22:09:49 +02:00
Yair Morgenstern
7eb4b0db2d 3.4.8 2020-01-04 21:26:33 +02:00
Yair Morgenstern
c6b96f4f5b Resolved #1608 - added û character 2020-01-04 21:17:15 +02:00
r3versi
e61c4f5f1c Discrete rendering (#1612)
* Named threads for debugging/profiling

* Proposal: Discrete rendering, remove black spinning circle
2020-01-04 21:13:41 +02:00
r3versi
23cfab6001 Stop Exploration sets unit.action to null (#1613)
* Stop Exploration sets unit.action to null

* UnitActions callback Fix #1614
2020-01-04 21:08:23 +02:00
lyrjie
2af847b3a6 Fix: "Sell the building" button being randomly disabled (#1611)
* Fix: "Sell the building" button being randomly disabled based on the sell price

* Fix: `sellBuildingButton` being enabled in puppet cities

Co-authored-by: dumichno <57294813+dumichno@users.noreply.github.com>
2020-01-04 21:01:06 +02:00
r3versi
40c6934ae4 Clear current map removes natural wonders (#1607) 2020-01-04 21:00:18 +02:00
Yair Morgenstern
19c21b64f7 All GetTilesInDistance and GetTilesAtDistance are now without new vector allocation, so much faster and with much less memory! 2020-01-04 20:47:09 +02:00
Yair Morgenstern
9907e4429c Removed game settings from crash report, not very helpful 2020-01-03 15:20:38 +02:00
r3versi
f7b5a506fd HexMath is a singleton (#1603) 2020-01-03 10:33:01 +02:00
r3versi
a1b0c1dcd4 TileMapHolder refactor & Map Editor update (#1584)
* TileMapHolder renamed to MapHolder
* EditorMapHolder and WorldMapHolder inherits from ZoomableScrollPane
* MapEditor Brush Size (from 1 to 5)
* MapEditor painting mode (dragging the pointer on screen paints continuously)
2020-01-02 20:02:38 +02:00
Yair Morgenstern
73816dd470 Resolved #1598 - we now save map options for new games started 2020-01-02 19:37:40 +02:00
Yair Morgenstern
52165e692f Specific automation for Missile units means they won't try to move to tiles that they can't move to 2020-01-02 19:36:19 +02:00
Vladimir Tanakov
03aee45fe3 Refactor sounds and unitactions data class (#1596) 2020-01-02 19:01:51 +02:00
Yair Morgenstern
4c51e70283 Managed to load first mini mod, needs some work before this can work for users
(what happens if we started a game with mod A and then we want to start a game with only mod B?)
2019-12-31 17:49:07 +02:00
Yair Morgenstern
61050feca1 3.4.6 2019-12-30 18:36:05 +02:00
lyrjie
cedb6ff5e3 Added the notification for the third-party civilizations (#1558)
* Added the notification for the third-party civilizations

If a civilizations knows about some two civilizations, it will be notified when:
* They declare the war
* They make a peace
* They sign the declaration of peace
* One denounce the other

Additionally, when civ enters a new era, all civs that know about it get a notification

* Fixed the translation `.properties`

* Cleanup

* Fix: 2 notifications for each peace treaty

Russia and America...
America and Russia...

* Typo

* Code style changes

* Resolved conflicts

* Simple getCommonKnownCivs() tests
2019-12-30 18:12:14 +02:00
Yair Morgenstern
2132c49d55 jsonParser no longer serialized in CivilizationInfo 2019-12-30 18:07:00 +02:00
Vladimir Tanakov
1cc8227025 Fix civilopedia parsing, fix dialog does not call update to enable next turn button (#1553) 2019-12-30 18:04:12 +02:00
Yair Morgenstern
d3311b3f24 Map editor works again 2019-12-30 18:00:11 +02:00