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Unciv/core/src/com/unciv/GameStarter.kt

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Kotlin
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package com.unciv
import com.badlogic.gdx.math.Vector2
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import com.unciv.logic.GameInfo
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.TileMap
import com.unciv.models.gamebasics.GameBasics
import com.unciv.ui.utils.getRandom
class GameStarter(){
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fun startNewGame(mapRadius: Int, numberOfCivs: Int, civilization: String, difficulty:String): GameInfo {
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val gameInfo = GameInfo()
gameInfo.tileMap = TileMap(mapRadius)
gameInfo.tileMap.gameInfo = gameInfo // need to set this transient before placing units in the map
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fun vectorIsWithinNTilesOfEdge(vector: Vector2,n:Int): Boolean {
return vector.x < mapRadius-n
&& vector.x > n-mapRadius
&& vector.y < mapRadius-n
&& vector.y > n-mapRadius
}
val distanceAroundStartingPointNoOneElseWillStartIn = 5
val freeTiles = gameInfo.tileMap.values.toMutableList().filter { vectorIsWithinNTilesOfEdge(it.position,3)}.toMutableList()
val playerPosition = freeTiles.getRandom().position
val playerCiv = CivilizationInfo(civilization, gameInfo)
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playerCiv.difficulty=difficulty
gameInfo.civilizations.add(playerCiv) // first one is player civ
freeTiles.removeAll(gameInfo.tileMap.getTilesInDistance(playerPosition, distanceAroundStartingPointNoOneElseWillStartIn ))
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val barbarianCivilization = CivilizationInfo()
gameInfo.civilizations.add(barbarianCivilization)// second is barbarian civ
for (civname in GameBasics.Nations.keys.filterNot { it=="Barbarians" || it==civilization }.take(numberOfCivs)) {
val civ = CivilizationInfo(civname, gameInfo)
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civ.tech.techsResearched.addAll(playerCiv.getDifficulty().aiFreeTechs)
gameInfo.civilizations.add(civ)
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}
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barbarianCivilization.civName = "Barbarians"
gameInfo.setTransients() // needs to be before placeBarbarianUnit because it depends on the tilemap having its gameinfo set
// and only now do we add units for everyone, because otherwise both the gameIngo.setTransients() and the placeUnit will both add the unit to the civ's unit list!
for (civ in gameInfo.civilizations.toList().filter { !it.isBarbarianCivilization() }) {
if(freeTiles.isEmpty()) gameInfo.civilizations.remove(civ) // we can't add any more civs.
val startingLocation = freeTiles.toList().getRandom().position
civ.placeUnitNearTile(startingLocation, "Settler")
civ.placeUnitNearTile(startingLocation, "Scout")
freeTiles.removeAll(gameInfo.tileMap.getTilesInDistance(startingLocation, distanceAroundStartingPointNoOneElseWillStartIn ))
}
(1..5).forEach {
val freeTilesList = freeTiles.toList()
if(freeTilesList.isNotEmpty()){
val placedTile = freeTilesList.getRandom()
gameInfo.placeBarbarianUnit(placedTile)
freeTiles.remove(placedTile)
}
}
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return gameInfo
}
}