Fix obsoleted units replace in construction queues for Nation-unique upgrades (#9044)

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SomeTroglodyte 2023-03-29 10:34:40 +02:00 committed by GitHub
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@ -334,70 +334,53 @@ class TechManager : IsPartOfGameInfoSerialization {
} }
private fun obsoleteOldUnits(techName: String) { private fun obsoleteOldUnits(techName: String) {
val obsoleteUnits = // First build a map with obsoleted units to their (nation-specific) upgrade
getRuleset().units.values.filter { it.obsoleteTech == techName }.map { it.name } val ruleset = getRuleset()
val unitUpgrades = HashMap<String, HashSet<City>>() fun BaseUnit.getEquivalentUpgradeOrNull(): BaseUnit? {
for (city in civInfo.cities) { if (upgradesTo !in ruleset.units) return null // also excludes upgradesTo==null
// Do not use replaceAll - that's a Java 8 feature and will fail on older phones! return civInfo.getEquivalentUnit(upgradesTo!!)
val oldQueue =
city.cityConstructions.constructionQueue.toList() // copy, since we're changing the queue
city.cityConstructions.constructionQueue.clear()
for (constructionName in oldQueue) {
if (constructionName in obsoleteUnits) {
if (constructionName !in unitUpgrades.keys) {
unitUpgrades[constructionName] = hashSetOf()
}
unitUpgrades[constructionName]?.add(city)
val construction = city.cityConstructions.getConstruction(constructionName)
if (construction is BaseUnit && construction.upgradesTo != null) {
city.cityConstructions.constructionQueue.add(construction.upgradesTo!!)
}
} else city.cityConstructions.constructionQueue.add(constructionName)
}
} }
val obsoleteUnits = getRuleset().units.asSequence()
.filter { it.value.obsoleteTech == techName }
.map { it.key to it.value.getEquivalentUpgradeOrNull() }
.toMap()
if (obsoleteUnits.isEmpty()) return
// Apply each to all cities - and remember which cities had which obsoleted unit
// in their construction queues in this Map<String, MutableSet<City>>:
val unitUpgrades = obsoleteUnits.keys.associateWith { mutableSetOf<City>() }
fun transformConstruction(old: String, city: City): String? {
val entry = unitUpgrades[old] ?: return old // Entry OK, not obsolete
entry.add(city) // Remember city has updated its queue
return obsoleteUnits[old]?.name // Replacement, or pass through null to remove from queue
}
for (city in civInfo.cities) {
// Replace queue - the sequence iteration and finalization happens before the result
// is reassigned, therefore no concurrent modification worries
city.cityConstructions.constructionQueue =
city.cityConstructions.constructionQueue
.asSequence()
.mapNotNull { transformConstruction(it, city) }
.toMutableList()
}
// As long as TurnManager does cities after tech, we don't need to clean up
// inProgressConstructions - CityConstructions.validateInProgressConstructions does it.
// Add notifications for obsolete units/constructions // Add notifications for obsolete units/constructions
for ((unit, cities) in unitUpgrades) { for ((unit, cities) in unitUpgrades) {
val construction = cities.first().cityConstructions.getConstruction(unit) if (cities.isEmpty()) continue
if (cities.size == 1) { val locationAction = LocationAction(cities.mapTo(ArrayList(cities.size)) { it.location })
val city = cities.first() val cityText = if (cities.size == 1) "[${cities.first().name}]"
if (construction is BaseUnit && construction.upgradesTo != null) { else "[${cities.size}] cities"
val text = val newUnit = obsoleteUnits[unit]?.name
"[${city.name}] changed production from [$unit] to [${construction.upgradesTo!!}]" val text = if (newUnit == null)
civInfo.addNotification( "[$unit] has become obsolete and was removed from the queue in $cityText!"
text, city.location, else "$cityText changed production from [$unit] to [$newUnit]"
NotificationCategory.Production, unit, val icons = if (newUnit == null)
NotificationIcon.Construction, construction.upgradesTo!! arrayOf(NotificationIcon.Construction)
) else arrayOf(unit, NotificationIcon.Construction, newUnit)
} else { civInfo.addNotification(text, locationAction, NotificationCategory.Production, *icons)
val text =
"[$unit] has become obsolete and was removed from the queue in [${city.name}]!"
civInfo.addNotification(
text, city.location,
NotificationCategory.Production,
NotificationIcon.Construction
)
}
} else {
val locationAction = LocationAction(cities.asSequence().map { it.location })
if (construction is BaseUnit && construction.upgradesTo != null) {
val text =
"[${cities.size}] cities changed production from [$unit] to [${construction.upgradesTo!!}]"
civInfo.addNotification(
text, locationAction,
NotificationCategory.Production, unit,
NotificationIcon.Construction, construction.upgradesTo!!
)
} else {
val text =
"[$unit] has become obsolete and was removed from the queue in [${cities.size}] cities!"
civInfo.addNotification(
text, locationAction,
NotificationCategory.Production,
NotificationIcon.Construction
)
}
}
} }
} }