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https://github.com/yairm210/Unciv.git
synced 2025-03-13 19:39:34 +07:00
Added list of units to empire overview
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parent
d8ac537535
commit
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 14
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targetSdkVersion 26
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versionCode 103
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versionName "2.6.5"
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versionCode 104
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versionName "2.6.6"
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}
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buildTypes {
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release {
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@ -53,6 +53,15 @@ class EmpireOverviewScreen : CameraStageBaseScreen(){
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}
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topTable.add(setCurrentTradesButton)
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val setUnitsButton = TextButton("Units",skin)
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setUnitsButton .addClickListener {
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centerTable.clear()
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centerTable.add(getUnitTable())
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centerTable.pack()
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centerTable.center(stage)
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}
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topTable.add(setUnitsButton )
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topTable.pack()
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topTable.width = stage.width
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topTable.y = stage.height-topTable.height
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@ -188,4 +197,26 @@ class EmpireOverviewScreen : CameraStageBaseScreen(){
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return table
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}
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fun getUnitTable(): Table {
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val table=Table(skin).apply { defaults().pad(5f) }
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table.add("Name")
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table.add("Combat strength")
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table.add("Ranged strength")
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table.add("Movement")
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table.add("Closest city")
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table.row()
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for(unit in civInfo.getCivUnits()){
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val baseUnit = unit.getBaseUnit()
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table.add(unit.name)
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if(baseUnit.strength>0) table.add(baseUnit.strength.toString()) else table.add()
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if(baseUnit.rangedStrength>0) table.add(baseUnit.rangedStrength.toString()) else table.add()
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table.add(unit.currentMovement.toString()+"/"+unit.maxMovement)
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val closestCity = unit.getTile().getTilesInDistance(3).firstOrNull{it.isCityCenter()}
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if (closestCity!=null) table.add(closestCity.getCity()!!.name) else table.add()
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table.row()
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}
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table.pack()
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return table
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}
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}
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@ -194,18 +194,15 @@ class TradeScreen(val otherCivilization: CivilizationInfo) : CameraStageBaseScre
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TradeType.Gold -> return offer.amount
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TradeType.Gold_Per_Turn -> return offer.amount*offer.duration
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TradeType.Luxury_Resource -> {
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var value = 100*offer.amount
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if(!theirAvailableOffers.any { it.name==offer.name }) // We want to take away their last luxury or give them one they don't have
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value += 250
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else if(!otherCivIsRecieving && !ourAvailableOffers.any { it.name==offer.name })
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value += 250 // they're giving us a luxury we don't have yet
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return value // this is useful only as a barter trade to other civs
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var value = 350*offer.amount
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if(!theirAvailableOffers.any { it.name==offer.name } && otherCivIsRecieving) // We want to take away their last luxury or give them one they don't have
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value += 400
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return value
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}
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TradeType.Strategic_Resource -> return 50 * offer.amount
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// Dunno what this is?
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else -> return 1000
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}
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}
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}
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