Hoh boy so many changes to ensure the regular game works with multiplayer...

This commit is contained in:
Yair Morgenstern
2019-08-30 14:46:52 +03:00
parent bc1592bafe
commit 015b8343c7
22 changed files with 169 additions and 144 deletions

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@ -21,8 +21,8 @@ android {
applicationId "com.unciv.app"
minSdkVersion 14
targetSdkVersion 28
versionCode 290
versionName "2.19.9"
versionCode 292
versionName "2.19.10"
}
// Had to add this crap for Travis to build, it wanted to sign the app

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@ -1,5 +1,6 @@
package com.unciv
import com.badlogic.gdx.Application
import com.badlogic.gdx.Game
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
@ -12,6 +13,7 @@ import com.unciv.models.metadata.GameSettings
import com.unciv.ui.LanguagePickerScreen
import com.unciv.ui.utils.ImageGetter
import com.unciv.ui.worldscreen.WorldScreen
import java.util.*
class UnCivGame(val version: String) : Game() {
var gameInfo: GameInfo = GameInfo()
@ -21,18 +23,25 @@ class UnCivGame(val version: String) : Game() {
* This exists so that when debugging we can see the entire map.
* Remember to turn this to false before commit and upload!
*/
val viewEntireMapForDebug = false
var viewEntireMapForDebug = false
/** For when you need to test something in an advanced game and don't have time to faff around */
val superchargedForDebug = false
val mutiplayerEnabled = false
lateinit var worldScreen: WorldScreen
override fun create() {
Current = this
if(Gdx.app.type!= Application.ApplicationType.Desktop)
viewEntireMapForDebug=false
Gdx.input.setCatchKey(Input.Keys.BACK, true)
GameBasics.run { } // just to initialize the GameBasics
settings = GameSaver().getGeneralSettings()
if(settings.userId=="") { // assign permanent user id
settings.userId = UUID.randomUUID().toString()
settings.save()
}
if (GameSaver().getSave("Autosave").exists()) {
try {
loadGame("Autosave")
@ -45,7 +54,8 @@ class UnCivGame(val version: String) : Game() {
fun loadGame(gameInfo:GameInfo){
this.gameInfo = gameInfo
worldScreen = WorldScreen(gameInfo.currentPlayerCiv)
worldScreen = WorldScreen(gameInfo.getPlayerToViewAs())
setWorldScreen()
}
@ -55,10 +65,7 @@ class UnCivGame(val version: String) : Game() {
fun startNewGame() {
val newGame = GameStarter().startNewGame(GameParameters().apply { difficulty="Chieftain" })
gameInfo = newGame
worldScreen = WorldScreen(gameInfo.currentPlayerCiv)
setWorldScreen()
loadGame(newGame)
}
fun setWorldScreen() {
@ -80,8 +87,7 @@ class UnCivGame(val version: String) : Game() {
return create()
if(::worldScreen.isInitialized) worldScreen.dispose() // I hope this will solve some of the many OuOfMemory exceptions...
worldScreen = WorldScreen(gameInfo.currentPlayerCiv)
setWorldScreen()
loadGame(gameInfo)
}
// Maybe this will solve the resume error on chrome OS, issue 322? Worth a shot

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@ -2,6 +2,7 @@ package com.unciv.logic
import com.badlogic.gdx.graphics.Color
import com.unciv.Constants
import com.unciv.UnCivGame
import com.unciv.logic.automation.NextTurnAutomation
import com.unciv.logic.city.CityConstructions
import com.unciv.logic.civilization.CivilizationInfo
@ -39,9 +40,17 @@ class GameInfo {
toReturn.turns = turns
toReturn.difficulty=difficulty
toReturn.gameParameters = gameParameters
toReturn.gameId = gameId
return toReturn
}
fun getPlayerToViewAs(): CivilizationInfo {
if (!gameParameters.isOnlineMultiplayer) return currentPlayerCiv // non-online, play as human player
val userId = UnCivGame.Current.settings.userId
if (civilizations.any { it.playerId == userId}) return civilizations.first { it.playerId == userId }
else return getBarbarianCivilization()// you aren't anyone. How did you even get this game? Can you spectate?
}
fun getCivilization(civName:String) = civilizations.first { it.civName==civName }
fun getCurrentPlayerCivilization() = currentPlayerCiv
fun getBarbarianCivilization() = getCivilization("Barbarians")

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@ -76,13 +76,14 @@ class CivilizationInfo {
val toReturn = CivilizationInfo()
toReturn.gold = gold
toReturn.playerType = playerType
toReturn.playerId = playerId
toReturn.civName = civName
toReturn.tech = tech.clone()
toReturn.policies = policies.clone()
toReturn.goldenAges = goldenAges.clone()
toReturn.greatPeople = greatPeople.clone()
toReturn.victoryManager = victoryManager.clone()
for(diplomacyManager in diplomacy.values.map { it.clone() })
for (diplomacyManager in diplomacy.values.map { it.clone() })
toReturn.diplomacy.put(diplomacyManager.otherCivName, diplomacyManager)
toReturn.cities = cities.map { it.clone() }

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@ -310,10 +310,10 @@ open class TileInfo {
turnsToImprovement = improvement.getTurnsToBuild(civInfo)
}
fun hasEnemySubmarine(): Boolean {
fun hasEnemySubmarine(viewingCiv:CivilizationInfo): Boolean {
val unitsInTile = getUnits()
if (unitsInTile.isEmpty()) return false
if (!unitsInTile.first().civInfo.isPlayerCivilization() &&
if (unitsInTile.first().civInfo!=viewingCiv &&
unitsInTile.firstOrNull { it.isInvisible() } != null) {
return true
}

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@ -135,44 +135,45 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
}
}
fun getTileToMoveToThisTurn(finalDestination:TileInfo): TileInfo {
val currentTile = unit.getTile()
if (currentTile == finalDestination) return currentTile
if(unit.type.isAirUnit()){
return finalDestination // head there directly
}
val distanceToTiles = getDistanceToTiles()
if (distanceToTiles.containsKey(finalDestination)) { // we should be able to get there this turn
if (canMoveTo(finalDestination))
return finalDestination
// Someone is blocking to the path to the final tile...
val destinationNeighbors = finalDestination.neighbors
if (destinationNeighbors.contains(currentTile)) // We're right nearby anyway, no need to move
return currentTile
val reachableDestinationNeighbors = destinationNeighbors
.filter { distanceToTiles.containsKey(it) && canMoveTo(it) }
if (reachableDestinationNeighbors.isEmpty()) // We can't get closer...
return currentTile
return reachableDestinationNeighbors.minBy { distanceToTiles[it]!!.totalDistance }!! // we can get a little closer
} // If the tile is far away, we need to build a path how to get there, and then take the first step
val path = getShortestPath(finalDestination)
class UnreachableDestinationException : Exception()
if (path.isEmpty()) throw UnreachableDestinationException()
return path.first()
}
/**
* @return The tile that we reached this turn
*/
fun headTowards(destination: TileInfo): TileInfo {
val currentTile = unit.getTile()
if (currentTile == destination) return currentTile
if(unit.type.isAirUnit()){
moveToTile(destination)
return destination
}
val distanceToTiles = getDistanceToTiles()
val destinationTileThisTurn: TileInfo
if (distanceToTiles.containsKey(destination)) { // we can get there this turn
if (canMoveTo(destination))
destinationTileThisTurn = destination
else // Someone is blocking to the path to the final tile...
{
val destinationNeighbors = destination.neighbors
if (destinationNeighbors.contains(currentTile)) // We're right nearby anyway, no need to move
return currentTile
val reachableDestinationNeighbors = destinationNeighbors
.filter { distanceToTiles.containsKey(it) && canMoveTo(it) }
if (reachableDestinationNeighbors.isEmpty()) // We can't get closer...
return currentTile
destinationTileThisTurn = reachableDestinationNeighbors.minBy { distanceToTiles[it]!!.totalDistance }!!
}
} else { // If the tile is far away, we need to build a path how to get there, and then take the first step
val path = getShortestPath(destination)
class UnreachableDestinationException : Exception()
if (path.isEmpty()) throw UnreachableDestinationException()
destinationTileThisTurn = path.first()
}
val destinationTileThisTurn = getTileToMoveToThisTurn(destination)
moveToTile(destinationTileThisTurn)
return destinationTileThisTurn
}

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@ -1,8 +1,6 @@
package com.unciv.models.metadata
import com.unciv.logic.GameSaver
import java.util.*
import kotlin.collections.ArrayList
class GameSettings {
var showWorkedTiles: Boolean = false
@ -20,7 +18,7 @@ class GameSettings {
var autoAssignCityProduction: Boolean = true
var userName:String=""
var userId = UUID.randomUUID().toString()
var userId = ""
fun save(){
GameSaver().setGeneralSettings(this)

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@ -2,7 +2,6 @@ package com.unciv.ui.cityscreen
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.utils.Align
import com.unciv.UnCivGame
import com.unciv.logic.city.CityInfo
import com.unciv.logic.map.TileInfo
import com.unciv.ui.tilegroups.TileGroup
@ -26,12 +25,7 @@ class CityTileGroup(private val city: CityInfo, tileInfo: TileInfo, tileSetStrin
}
fun update() {
val canSeeTile = UnCivGame.Current.viewEntireMapForDebug
|| city.civInfo.viewableTiles.contains(tileInfo)
val showSubmarine = UnCivGame.Current.viewEntireMapForDebug
|| city.civInfo.viewableInvisibleUnitsTiles.contains(tileInfo)
|| (!tileInfo.hasEnemySubmarine())
super.update(canSeeTile,true, showSubmarine)
super.update(city.civInfo,true)
// this needs to happen on update, because we can buy tiles, which changes the definition of the bought tiles...
when {

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@ -37,7 +37,7 @@ class MapEditorOptionsTable(mapEditorScreen: MapEditorScreen): PopupTable(mapEdi
tile.roadStatus=RoadStatus.None
tile.setTransients()
tileGroup.update(true,true,true)
tileGroup.update()
}
}
add(clearCurrentMapButton).row()

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@ -66,13 +66,13 @@ class MapEditorScreen(): CameraStageBaseScreen(){
val tileGroups = tileMap.values.map { TileGroup(it, tileSetStrings) }
for (tileGroup in tileGroups) {
tileGroup.showEntireMap = true
tileGroup.update(true, true, true)
tileGroup.update()
tileGroup.onClick {
val tileInfo = tileGroup.tileInfo
tileEditorOptions.updateTileWhenClicked(tileInfo)
tileGroup.tileInfo.setTransients()
tileGroup.update(true, true, true)
tileGroup.update()
}
}

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@ -122,7 +122,7 @@ class TileEditorOptionsTable(val mapEditorScreen: MapEditorScreen): Table(Camera
val group = TileGroup(tileInfo, TileSetStrings())
group.showEntireMap=true
group.forMapEditorIcon=true
group.update(true,true,true)
group.update()
group.onClick {
clearSelection()
@ -249,7 +249,7 @@ class TileEditorOptionsTable(val mapEditorScreen: MapEditorScreen): Table(Camera
.apply {
showEntireMap=true
forMapEditorIcon=true
update(true,true,true)
update()
}
setCurrentHex(tileGroup)
}

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@ -6,6 +6,7 @@ import com.badlogic.gdx.scenes.scene2d.ui.Skin
import com.badlogic.gdx.utils.Array
import com.unciv.UnCivGame
import com.unciv.logic.GameInfo
import com.unciv.logic.GameSaver
import com.unciv.logic.GameStarter
import com.unciv.logic.civilization.PlayerType
import com.unciv.models.gamebasics.tr
@ -66,8 +67,10 @@ class NewGameScreen: PickerScreen(){
try {
newGame = GameStarter().startNewGame(newGameParameters)
if (newGameParameters.isOnlineMultiplayer) {
newGame!!.isUpToDate=true // So we don't try to download it from dropbox the second after we upload it - the file is not yet ready for loading!
try {
OnlineMultiplayer().tryUploadGame(newGame!!)
GameSaver().autoSave(newGame!!){}
} catch (ex: Exception) {
val cantUploadNewGamePopup = PopupTable(this)
cantUploadNewGamePopup.addGoodSizedLabel("Can't upload the new game!")

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@ -6,6 +6,7 @@ import com.badlogic.gdx.scenes.scene2d.ui.SelectBox
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener
import com.badlogic.gdx.utils.Array
import com.unciv.UnCivGame
import com.unciv.logic.MapSaver
import com.unciv.logic.map.MapType
import com.unciv.models.gamebasics.GameBasics
@ -25,7 +26,9 @@ class NewGameScreenOptionsTable(val newGameParameters: GameParameters, val onMul
addCityStatesSelectBox()
addVictoryTypeCheckboxes()
addBarbariansCheckbox()
//addIsOnlineMultiplayerCheckbox()
if(UnCivGame.Current.mutiplayerEnabled)
addIsOnlineMultiplayerCheckbox()
pack()
}

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@ -59,7 +59,7 @@ class PlayerPickerTable(val newGameScreen: NewGameScreen, val newGameParameters:
val playerIdTable = Table()
playerIdTable.add("Player ID:".toLabel())
val playerIdTextfield = TextField("", CameraStageBaseScreen.skin)
val playerIdTextfield = TextField(player.playerId, CameraStageBaseScreen.skin)
playerIdTable.add(playerIdTextfield)
val errorLabel = "Not a valid user id!".toLabel().setFontColor(Color.RED)
errorLabel.isVisible=false

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@ -185,33 +185,42 @@ open class TileGroup(var tileInfo: TileInfo, var tileSetStrings:TileSetStrings)
}
}
fun showMilitaryUnit(viewingCiv: CivilizationInfo) = showEntireMap
|| viewingCiv.viewableInvisibleUnitsTiles.contains(tileInfo)
|| (!tileInfo.hasEnemySubmarine(viewingCiv))
open fun update(isViewable: Boolean, showResourcesAndImprovements:Boolean, showSubmarine: Boolean) {
fun isViewable(viewingCiv: CivilizationInfo) = showEntireMap
|| viewingCiv.viewableTiles.contains(tileInfo)
open fun update(viewingCiv:CivilizationInfo?=null, showResourcesAndImprovements: Boolean=true) {
hideCircle()
if (!showEntireMap
&& !tileInfo.tileMap.gameInfo.getCurrentPlayerCivilization().exploredTiles.contains(tileInfo.position)) {
if (viewingCiv!=null && !showEntireMap
&& !viewingCiv.exploredTiles.contains(tileInfo.position)) {
tileBaseImage.color = Color.DARK_GRAY
return
}
val tileIsViewable = viewingCiv==null || isViewable(viewingCiv)
val showMilitaryUnit = viewingCiv==null || showMilitaryUnit(viewingCiv)
updateTileImage(true)
updateTerrainBaseImage()
updateTerrainFeatureImage()
updateCityImage()
updateTileColor(isViewable)
updateTileColor(tileIsViewable)
updateResourceImage(showResourcesAndImprovements)
updateImprovementImage(showResourcesAndImprovements)
civilianUnitImage = newUnitImage(tileInfo.civilianUnit, civilianUnitImage, isViewable, -20f)
militaryUnitImage = newUnitImage(tileInfo.militaryUnit, militaryUnitImage, isViewable && showSubmarine, 20f)
civilianUnitImage = newUnitImage(tileInfo.civilianUnit, civilianUnitImage, tileIsViewable, -20f)
militaryUnitImage = newUnitImage(tileInfo.militaryUnit, militaryUnitImage, tileIsViewable && showMilitaryUnit, 20f)
updateRoadImages()
updateBorderImages()
crosshairImage.isVisible = false
fogImage.isVisible = !(isViewable || showEntireMap)
fogImage.isVisible = !(tileIsViewable || showEntireMap)
}
private fun updateTerrainBaseImage() {

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@ -2,6 +2,7 @@ package com.unciv.ui.tilegroups
import com.unciv.UnCivGame
import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.MapUnit
import com.unciv.logic.map.TileInfo
import com.unciv.ui.utils.CameraStageBaseScreen
@ -20,21 +21,21 @@ class WorldTileGroup(internal val worldScreen: WorldScreen, tileInfo: TileInfo,
unitImage?.selectUnit()
}
fun update(isViewable: Boolean, showSubmarine: Boolean) {
fun update(viewingCiv: CivilizationInfo) {
val city = tileInfo.getCity()
removePopulationIcon()
if (isViewable && tileInfo.isWorked() && UnCivGame.Current.settings.showWorkedTiles
val tileIsViewable = isViewable(viewingCiv)
if (tileIsViewable && tileInfo.isWorked() && UnCivGame.Current.settings.showWorkedTiles
&& city!!.civInfo.isPlayerCivilization())
addPopulationIcon()
val currentPlayerCiv = worldScreen.viewingCiv
if (UnCivGame.Current.viewEntireMapForDebug
|| currentPlayerCiv.exploredTiles.contains(tileInfo.position))
updateCityButton(city, isViewable || UnCivGame.Current.viewEntireMapForDebug) // needs to be before the update so the units will be above the city button
updateCityButton(city, tileIsViewable || UnCivGame.Current.viewEntireMapForDebug) // needs to be before the update so the units will be above the city button
super.update(isViewable || UnCivGame.Current.viewEntireMapForDebug,
UnCivGame.Current.settings.showResourcesAndImprovements, showSubmarine)
super.update(viewingCiv, UnCivGame.Current.settings.showResourcesAndImprovements)
// order by z index!

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@ -32,7 +32,6 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
val tileGroups = HashMap<TileInfo, WorldTileGroup>()
var unitActionOverlay :Actor?=null
var removeUnitActionOverlay=false
// Used to transfer data on the "move here" button that should be created, from the side thread to the main thread
class MoveHereButtonDto(val unit: MapUnit, val tileInfo: TileInfo, val turnsToGetThere: Int)
@ -170,7 +169,7 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
worldScreen.bottomBar.unitTable.selectedUnit = unit
worldScreen.bottomBar.unitTable.selectedCity = null
worldScreen.shouldUpdate = true
removeUnitActionOverlay = true
unitActionOverlay?.remove()
}
table.add(unitGroup)
}
@ -238,32 +237,22 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
}
internal fun updateTiles(civInfo: CivilizationInfo) {
if(removeUnitActionOverlay){
removeUnitActionOverlay=false
unitActionOverlay?.remove()
}
internal fun updateTiles(viewingCiv: CivilizationInfo) {
val playerViewableTilePositions = civInfo.viewableTiles.map { it.position }.toHashSet()
val playerViewableInvisibleUnitsTilePositions = civInfo.viewableInvisibleUnitsTiles.map { it.position }.toHashSet()
val playerViewableTilePositions = viewingCiv.viewableTiles.map { it.position }.toHashSet()
val playerViewableInvisibleUnitsTilePositions = viewingCiv.viewableInvisibleUnitsTiles.map { it.position }.toHashSet()
for (tileGroup in tileGroups.values){
val canSeeTile = UnCivGame.Current.viewEntireMapForDebug
|| playerViewableTilePositions.contains(tileGroup.tileInfo.position)
val showSubmarine = UnCivGame.Current.viewEntireMapForDebug
|| playerViewableInvisibleUnitsTilePositions.contains(tileGroup.tileInfo.position)
|| (!tileGroup.tileInfo.hasEnemySubmarine())
tileGroup.update(canSeeTile, showSubmarine)
tileGroup.update(viewingCiv)
if(tileGroup.tileInfo.improvement==Constants.barbarianEncampment
&& tileGroup.tileInfo.position in civInfo.exploredTiles)
&& tileGroup.tileInfo.position in viewingCiv.exploredTiles)
tileGroup.showCircle(Color.RED)
val unitsInTile = tileGroup.tileInfo.getUnits()
val canSeeEnemy = unitsInTile.isNotEmpty() && unitsInTile.first().civInfo.isAtWarWith(civInfo)
&& (showSubmarine || unitsInTile.firstOrNull {!it.isInvisible()}!=null)
if(canSeeTile && canSeeEnemy)
val canSeeEnemy = unitsInTile.isNotEmpty() && unitsInTile.first().civInfo.isAtWarWith(viewingCiv)
&& tileGroup.showMilitaryUnit(viewingCiv)
if(tileGroup.isViewable(viewingCiv) && canSeeEnemy)
tileGroup.showCircle(Color.RED) // Display ALL viewable enemies with a red circle so that users don't need to go "hunting" for enemy units
}

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@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.scenes.scene2d.Touchable
import com.badlogic.gdx.scenes.scene2d.actions.Actions
import com.badlogic.gdx.scenes.scene2d.ui.Button
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
@ -113,23 +114,36 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
update()
if(gameInfo.gameParameters.isOnlineMultiplayer && !gameInfo.isUpToDate) {
if(gameInfo.gameParameters.isOnlineMultiplayer && !gameInfo.isUpToDate)
isPlayersTurn = false // until we're up to date, don't let the player do anything
val loadingGamePopup = PopupTable(this)
loadingGamePopup.add("Loading latest game state...")
loadingGamePopup.open()
thread {
try {
val latestGame = OnlineMultiplayer().tryDownloadGame(gameInfo.gameId)
latestGame.isUpToDate=true
game.loadGame(latestGame)
} catch (ex: Exception) {
if(gameInfo.gameParameters.isOnlineMultiplayer && !isPlayersTurn) {
stage.addAction(Actions.forever(Actions.sequence(Actions.run {
loadLatestMultiplayerState()
}, Actions.delay(10f)))) // delay is in seconds
}
}
fun loadLatestMultiplayerState(){
val loadingGamePopup = PopupTable(this)
loadingGamePopup.add("Loading latest game state...")
loadingGamePopup.open()
thread {
try {
val latestGame = OnlineMultiplayer().tryDownloadGame(gameInfo.gameId)
if(gameInfo.isUpToDate && gameInfo.currentPlayer==latestGame.currentPlayer) { // we were trying to download this to see when it's our turn...nothing changed
loadingGamePopup.close()
val couldntDownloadLatestGame = PopupTable(this)
couldntDownloadLatestGame.addGoodSizedLabel("Couldn't download the latest game state!")
couldntDownloadLatestGame.addCloseButton()
couldntDownloadLatestGame.open()
return@thread
}
latestGame.isUpToDate=true
// Since we're making a screen this needs to run from the man thread which has a GL context
Gdx.app.postRunnable { game.loadGame(latestGame) }
} catch (ex: Exception) {
loadingGamePopup.close()
val couldntDownloadLatestGame = PopupTable(this)
couldntDownloadLatestGame.addGoodSizedLabel("Couldn't download the latest game state!")
couldntDownloadLatestGame.addCloseButton()
couldntDownloadLatestGame.open()
}
}
}
@ -138,23 +152,13 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
// That way, not only do we save a lot of unnecessary updates, we also ensure that all updates are called from the main GL thread
// and we don't get any silly concurrency problems!
private fun update() {
// many of the display functions will be called with the game clone and not the actual game,
// because that's guaranteed to stay the exact same and so we won't get any concurrent modification exceptions
val gameClone = gameInfo.clone()
gameClone.setTransients()
val cloneCivilization = gameClone.getCurrentPlayerCivilization()
thread {
gameInfo.civilizations.forEach { it.setCitiesConnectedToCapitalTransients() }
}
displayTutorialsOnUpdate(cloneCivilization, gameClone)
displayTutorialsOnUpdate(viewingCiv, gameInfo)
bottomBar.update(tileMapHolder.selectedTile) // has to come before tilemapholder update because the tilemapholder actions depend on the selected unit!
battleTable.update()
minimapWrapper.update(cloneCivilization)
minimapWrapper.update(viewingCiv)
minimapWrapper.y = bottomBar.height // couldn't be bothered to create a separate val for minimap wrapper
unitActionsTable.update(bottomBar.unitTable.selectedUnit)
@ -165,12 +169,12 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
// it causes a bug when we move a unit to an unexplored tile (for instance a cavalry unit which can move far)
tileMapHolder.updateTiles(viewingCiv)
topBar.update(cloneCivilization)
topBar.update(viewingCiv)
updateTechButton(cloneCivilization)
updateTechButton(viewingCiv)
techPolicyandVictoryHolder.pack()
techPolicyandVictoryHolder.setPosition(10f, topBar.y - techPolicyandVictoryHolder.height - 5f)
updateDiplomacyButton(cloneCivilization)
updateDiplomacyButton(viewingCiv)
notificationsScroll.update(viewingCiv.notifications)
notificationsScroll.setPosition(stage.width - notificationsScroll.width - 5f,
@ -309,7 +313,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
shouldUpdate = true
thread {
thread { // on a separate thread so the user can explore their world while we're passing the turn
val gameInfoClone = gameInfo.clone()
gameInfoClone.setTransients()
try {
@ -342,7 +346,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
Gdx.app.postRunnable {
fun createNewWorldScreen(){
val newWorldScreen = WorldScreen(gameInfoClone.currentPlayerCiv)
val newWorldScreen = WorldScreen(gameInfoClone.getPlayerToViewAs())
newWorldScreen.tileMapHolder.scrollX = tileMapHolder.scrollX
newWorldScreen.tileMapHolder.scrollY = tileMapHolder.scrollY
newWorldScreen.tileMapHolder.scaleX = tileMapHolder.scaleX

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@ -167,7 +167,7 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
attackButton.onClick {
try {
battle.moveAndAttack(attacker, attackableEnemy)
worldScreen.tileMapHolder.removeUnitActionOverlay = true // the overlay was one of attacking
worldScreen.tileMapHolder.unitActionOverlay?.remove() // the overlay was one of attacking
worldScreen.shouldUpdate = true
}
catch (ex:Exception){

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@ -58,9 +58,10 @@ class DropBox(){
return response
}
fun uploadFile(fileName: String, data: String){
fun uploadFile(fileName: String, data: String, overwrite:Boolean=false){
val overwriteModeString = if(!overwrite) "" else ""","mode":{".tag":"overwrite"}"""
val response = dropboxApi("https://content.dropboxapi.com/2/files/upload",
data,"application/octet-stream","{\"path\":\"$fileName\"}")
data,"application/octet-stream", """{"path":"$fileName"$overwriteModeString}""")
}
@ -80,11 +81,11 @@ class OnlineMultiplayer(){
fun tryUploadGame(gameInfo: GameInfo){
val zippedGameInfo = Gzip.zip(GameSaver().json().toJson(gameInfo))
DropBox().uploadFile(getGameLocation(gameInfo.gameId),zippedGameInfo)
DropBox().uploadFile(getGameLocation(gameInfo.gameId),zippedGameInfo,true)
}
fun tryDownloadGame(gameId: String): GameInfo {
val zippedGameInfo = DropBox().downloadFile(gameId)
val zippedGameInfo = DropBox().downloadFile(getGameLocation(gameId))
return GameSaver().gameInfoFromString(Gzip.unzip(zippedGameInfo))
}
}

View File

@ -53,10 +53,11 @@ class WorldScreenMenuTable(val worldScreen: WorldScreen) : PopupTable(worldScree
addButton("Start new game".tr()){ UnCivGame.Current.screen = NewGameScreen() }
if(worldScreen.gameInfo.gameParameters.isOnlineMultiplayer){
addButton("Copy game ID to clipboard".tr()){ Gdx.app.clipboard.contents = worldScreen.gameInfo.gameId }
addButton("Copy game ID".tr()){ Gdx.app.clipboard.contents = worldScreen.gameInfo.gameId }
}
// addJoinMultiplayerButton()
if(UnCivGame.Current.mutiplayerEnabled)
addJoinMultiplayerButton()
addButton("Victory status".tr()) { UnCivGame.Current.screen = VictoryScreen() }

View File

@ -1,5 +1,6 @@
package com.unciv.ui.worldscreen.unit
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.scenes.scene2d.Actor
import com.badlogic.gdx.scenes.scene2d.ui.Button
import com.badlogic.gdx.scenes.scene2d.ui.VerticalGroup
@ -39,7 +40,7 @@ class UnitContextMenu(val tileMapHolder: TileMapHolder, val selectedUnit: MapUni
addButton(icon, label) {
selectedUnit.mapUnitAction = action
selectedUnit.mapUnitAction?.doPreTurnAction()
tileMapHolder.removeUnitActionOverlay = true
tileMapHolder.unitActionOverlay?.remove()
tileMapHolder.worldScreen.shouldUpdate = true
}
}
@ -57,28 +58,32 @@ class UnitContextMenu(val tileMapHolder: TileMapHolder, val selectedUnit: MapUni
fun onMoveButtonClick() {
// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
thread {
if (selectedUnit.movement.canReach(targetTile)) {
// these are the heavy parts, finding where we want to go
if (!selectedUnit.movement.canReach(targetTile)) return@thread // can't move here
val tileToMoveTo = selectedUnit.movement.getTileToMoveToThisTurn(targetTile)
Gdx.app.postRunnable {
try {
// Because this is darned concurrent (as it MUST be to avoid ANRs),
// there are edge cases where the canReach is true,
// but until it reaches the headTowards the board has changed and so the headTowards fails.
// I can't think of any way to avoid this,
// but it's so rare and edge-case-y that ignoring its failure is actually acceptable, hence the empty catch
selectedUnit.movement.headTowards(targetTile)
selectedUnit.movement.moveToTile(tileToMoveTo)
Sounds.play("whoosh")
if (selectedUnit.currentTile != targetTile)
selectedUnit.action = "moveTo " + targetTile.position.x.toInt() + "," + targetTile.position.y.toInt()
if(selectedUnit.currentMovement>0){
tileMapHolder.worldScreen.bottomBar.unitTable.selectedUnit=selectedUnit
if (selectedUnit.currentMovement > 0) {
tileMapHolder.worldScreen.bottomBar.unitTable.selectedUnit = selectedUnit
}
// we don't update it directly because we're on a different thread; instead, we tell it to update itself
tileMapHolder.worldScreen.shouldUpdate = true
tileMapHolder.unitActionOverlay?.remove()
} catch (e: Exception) {
}
}
// we don't update it directly because we're on a different thread; instead, we tell it to update itself
tileMapHolder.worldScreen.shouldUpdate = true
tileMapHolder.removeUnitActionOverlay=true
}
}