First, `PopupTable` and all extending classes had the `Table` at the end removed. Second, the popup base classes `Popup(Table)` and `YesNoPopup(Table)` were moved from the worldscreen to the util package.
Third: The popups were inconsistent. In CameraStageBaseScreen, there was a check with 3 parts, one if any tutorial was showing, second if any child is a TradePopup, and third if the boolean field "hasPopupOpen" is true.
However, all of these checks were, in the end, `Popup(Table)`s on the screen. So, this check has simply been changed to check if any child is a `Popup(Table)`. All the other checks and their relating code could simply be removed.
* Barbarians don't move/attack on the turn of their spawning
* Revert "Barbarians don't move/attack on the turn of their spawning"
This reverts commit b088fb8c
* Better implementation
Co-authored-by: dumichno <57294813+dumichno@users.noreply.github.com>
* Fix: ships being teleported into landlocked cities
* Proposal: extend the city teleport to all owned tiles
* Utilizing the existing method
Co-authored-by: dumichno <57294813+dumichno@users.noreply.github.com>
* Added map reveal when the player is defeated in singleplayer
* Added victory (actually defeat) screen when the player is defeated
* Moved the victory screen navigation to an appropriate place
* Moved the map reveal logic to WorldMapHolder
* Tutorials and Diplomacy button are hidden after the defeat
* 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
* 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>
* 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>
* Added the "crudely-drawn map" to ancient ruins outcomes
Closes#1640
* Extracted the constants for readability
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* 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
* 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.