Fixed "units deselect after next turn" problem

Popup alerts now come before trade request popups
This commit is contained in:
Yair Morgenstern
2019-09-11 21:18:01 +03:00
parent ed807551eb
commit 05a77a9a68
3 changed files with 17 additions and 9 deletions

View File

@ -579,8 +579,8 @@
"Orange", "Port Macquarie", "Port Pirie", "Boomahnoomoonah", "Tweed Heads"]
///Unique unit: Digger (replaces Infantry, and has +10% Strenght against anti-cavalry units, +10% Strenght on coastal tiles)
///Unique building: Outback Station (replaces Windmill, adds +1 Food)
},
{
},
{
name:"Nubia",
leaderName:"Amanitore",
adjective:["Nubian"],
@ -995,7 +995,7 @@
"Hillerod","Sonderborg","Skien","Svendborg","Holbaek","Hjorring","Fladstrand","Haderslev","Ringsted","Skrive"]
},
{
name:"Philippines",
name:"Philippines",
leaderName:"Jose Rizal",
adjective:["Filipinos"],
startBias:["Coastal"],
@ -1026,6 +1026,8 @@
unique:"Upon signingOpen Borders, both Civilizations receive a Cargo Ship. Foreign Units within your borders provide Culture."
cities:["Manila","Quezon","Cebu",Pasig","Makati","Cagayan de Oro","Baguio","Davao City","Bacolod","Taguig","Pasay",
"Bataan","Angeles","Marikina"]
},
*/
@ -1241,5 +1243,6 @@
name:"Barbarians",
outerColor:[0,0,0],
innerColor:[182,0,0]
}
]

View File

@ -1,8 +1,9 @@
package com.unciv.logic.civilization
enum class AlertType{
WarDeclaration,
Defeated,
WonderBuilt,
WarDeclaration,
FirstContact,
CityConquered,
BorderConflict,
@ -10,7 +11,6 @@ enum class AlertType{
CitiesSettledNearOtherCiv,
DemandToStopSettlingCitiesNear,
CitySettledNearOtherCivDespiteOurPromise,
WonderBuilt
}
class PopupAlert {

View File

@ -36,6 +36,7 @@ import kotlin.concurrent.thread
class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
val gameInfo = game.gameInfo
var isPlayersTurn = viewingCiv == gameInfo.currentPlayerCiv // todo this should be updated when passing turns
var waitingForAutosave = false
val tileMapHolder: TileMapHolder = TileMapHolder(this, gameInfo.tileMap)
val minimapWrapper = MinimapHolder(tileMapHolder)
@ -188,8 +189,8 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
!gameInfo.oneMoreTurnMode && gameInfo.civilizations.any { it.victoryManager.hasWon() } -> game.screen = VictoryScreen()
viewingCiv.policies.freePolicies > 0 -> game.screen = PolicyPickerScreen(this)
viewingCiv.greatPeople.freeGreatPeople > 0 -> game.screen = GreatPersonPickerScreen()
viewingCiv.tradeRequests.isNotEmpty() -> TradePopup(this)
viewingCiv.popupAlerts.any() -> AlertPopup(this, viewingCiv.popupAlerts.first())
viewingCiv.tradeRequests.isNotEmpty() -> TradePopup(this)
}
}
updateNextTurnButton()
@ -366,9 +367,13 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
}
if(shouldAutoSave) {
game.worldScreen.nextTurnButton.disable()
val newWorldScreen = game.worldScreen
newWorldScreen.waitingForAutosave = true
newWorldScreen.shouldUpdate = true
GameSaver().autoSave(gameInfoClone) {
createNewWorldScreen() // only enable the user to next turn once we've saved the current one
// only enable the user to next turn once we've saved the current one
newWorldScreen.waitingForAutosave = false
newWorldScreen.shouldUpdate = true
}
}
}
@ -387,7 +392,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
nextTurnButton.setText(text.tr())
nextTurnButton.color = if (text == "Next turn") Color.WHITE else Color.GRAY
nextTurnButton.pack()
if (alertPopupIsOpen || !isPlayersTurn) nextTurnButton.disable()
if (alertPopupIsOpen || !isPlayersTurn || waitingForAutosave) nextTurnButton.disable()
else nextTurnButton.enable()
nextTurnButton.setPosition(stage.width - nextTurnButton.width - 10f, topBar.y - nextTurnButton.height - 10f)
}