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https://github.com/yairm210/Unciv.git
synced 2025-01-20 09:17:47 +07:00
Added empire overview screen!
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parent
fe1b74c197
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@ -10,20 +10,22 @@ import com.unciv.models.stats.Stats
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class CityStats {
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@Transient var baseStatList = LinkedHashMap<String,Stats>()
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@Transient var happinessList = LinkedHashMap<String,Float>()
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@Transient var currentCityStats: Stats = Stats() // This is so we won't have to calculate this multiple times - takes a lot of time, especially on phones
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@Transient lateinit var cityInfo: CityInfo
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@Transient
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var baseStatList = LinkedHashMap<String, Stats>()
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@Transient
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var happinessList = LinkedHashMap<String, Float>()
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@Transient
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var currentCityStats: Stats = Stats() // This is so we won't have to calculate this multiple times - takes a lot of time, especially on phones
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@Transient
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lateinit var cityInfo: CityInfo
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private fun getStatsFromTiles(): Stats {
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val stats = Stats()
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for (cell in cityInfo.getTilesInRange().filter { cityInfo.workedTiles.contains(it.position) || cityInfo.location==it.position})
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for (cell in cityInfo.getTilesInRange().filter { cityInfo.workedTiles.contains(it.position) || cityInfo.location == it.position })
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stats.add(cell.getTileStats(cityInfo, cityInfo.civInfo))
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return stats
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}
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private
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fun getStatsFromTradeRoute(): Stats {
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val stats = Stats()
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if (!cityInfo.isCapital() && isConnectedToCapital(RoadStatus.Road)) {
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@ -37,10 +39,10 @@ class CityStats {
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}
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private fun getStatsFromProduction(production:Float): Stats {
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private fun getStatsFromProduction(production: Float): Stats {
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val stats = Stats()
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when(cityInfo.cityConstructions.currentConstruction) {
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when (cityInfo.cityConstructions.currentConstruction) {
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"Gold" -> stats.gold += production / 4
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"Science" -> {
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var scienceProduced = production / 4
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@ -107,7 +109,7 @@ class CityStats {
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if (civInfo.policies.isAdopted("Meritocracy"))
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unhappinessFromCitizens *= 0.95f
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happinessList["Population"]=-unhappinessFromCitizens
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happinessList["Population"] = -unhappinessFromCitizens
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var happinessFromPolicies = 0f
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if (civInfo.policies.isAdopted("Aristocracy"))
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@ -120,7 +122,7 @@ class CityStats {
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happinessList["Policies"] = happinessFromPolicies
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val happinessFromBuildings = cityInfo.cityConstructions.getStats().happiness.toInt().toFloat()
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happinessList["Buildings"] =happinessFromBuildings
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happinessList["Buildings"] = happinessFromBuildings
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return happinessList
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}
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@ -164,7 +166,7 @@ class CityStats {
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private fun getStatPercentBonusesFromGoldenAge(isGoldenAge: Boolean): Stats {
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val stats = Stats()
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if (isGoldenAge){
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if (isGoldenAge) {
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stats.production += 20f
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stats.culture += 20f
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}
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@ -205,8 +207,8 @@ class CityStats {
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baseStatList = LinkedHashMap<String, Stats>()
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val civInfo = cityInfo.civInfo
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baseStatList["Population"] = Stats().add(Stat.Science,cityInfo.population.population.toFloat())
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.add(Stat.Production,cityInfo.population.getFreePopulation().toFloat())
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baseStatList["Population"] = Stats().add(Stat.Science, cityInfo.population.population.toFloat())
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.add(Stat.Production, cityInfo.population.getFreePopulation().toFloat())
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baseStatList["Tile yields"] = getStatsFromTiles()
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baseStatList["Specialists"] = getStatsFromSpecialists(cityInfo.population.getSpecialists(), civInfo.policies.adoptedPolicies)
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baseStatList["Trade route"] = getStatsFromTradeRoute()
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@ -222,47 +224,59 @@ class CityStats {
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statPercentBonuses.add(getStatPercentBonusesFromMarble())
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statPercentBonuses.add(getStatPercentBonusesFromComputers())
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val stats = Stats()
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for (stat in baseStatList.values) stats.add(stat)
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stats.production *= 1 + statPercentBonuses.production / 100 // So they get bonuses for production and gold/science
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val statsFromProduction = getStatsFromProduction(stats.production)
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stats.add(statsFromProduction)
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//val stats = Stats()
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for (stat in baseStatList.values) stat.production *= 1 + statPercentBonuses.production / 100
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//stats.production *= 1 + statPercentBonuses.production / 100 // So they get bonuses for production and gold/science
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val statsFromProduction = getStatsFromProduction(baseStatList.values.map { it.production }.sum())
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baseStatList["Construction"] = statsFromProduction
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for (stat in baseStatList.values) {
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stat.gold *= 1 + statPercentBonuses.gold / 100
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stat.science *= 1 + statPercentBonuses.science / 100
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stat.culture *= 1 + statPercentBonuses.culture / 100
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}
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stats.gold *= 1 + statPercentBonuses.gold / 100
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stats.science *= 1 + statPercentBonuses.science / 100
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stats.culture *= 1 + statPercentBonuses.culture / 100
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val isUnhappy = civInfo.happiness < 0
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if (!isUnhappy) stats.food *= 1 + statPercentBonuses.food / 100 // Regular food bonus revoked when unhappy per https://forums.civfanatics.com/resources/complete-guide-to-happiness-vanilla.25584/
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val foodEaten = (cityInfo.population.population * 2).toFloat()
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baseStatList["Population"]!!.food -= foodEaten // to display it to the user
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stats.food -= foodEaten // Food reduced after the bonus
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if (civInfo.policies.isAdopted("Civil Society"))
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stats.food += cityInfo.population.getNumberOfSpecialists().toFloat()
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if (!isUnhappy) // Regular food bonus revoked when unhappy per https://forums.civfanatics.com/resources/complete-guide-to-happiness-vanilla.25584/
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for (stat in baseStatList.values) stat.food *= 1 + statPercentBonuses.food / 100
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if (isUnhappy) stats.food /= 4f // Reduce excess food to 1/4 per the same
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stats.food *= 1 + getGrowthBonusFromPolicies()
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var foodEaten = (cityInfo.population.population * 2).toFloat()
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if (civInfo.policies.isAdopted("Civil Society"))
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foodEaten -= cityInfo.population.getNumberOfSpecialists()
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baseStatList["Population"]!!.food -= foodEaten // to display it to the user
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val excessFood = baseStatList.values.sumByDouble { it.food.toDouble() }.toFloat()
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if (isUnhappy && excessFood > 0) // Reduce excess food to 1/4 per the same
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baseStatList["Unhappiness"] = Stats().apply { food = -excessFood * (3 / 4f) }
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if (!baseStatList.containsKey("Policies")) baseStatList["Policies"] = Stats()
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baseStatList["Policies"]!!.food += getGrowthBonusFromPolicies() * excessFood
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val buildingsMaintainance = cityInfo.cityConstructions.getMaintenanceCosts().toFloat() // this is AFTER the bonus calculation!
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baseStatList["Buildings"]!!.gold -= buildingsMaintainance
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stats.gold -= buildingsMaintainance
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this.currentCityStats = stats
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baseStatList["Maintainance"] = Stats().apply { gold = -buildingsMaintainance }
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currentCityStats = Stats()
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for (stat in baseStatList.values) currentCityStats.add(stat)
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}
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fun isConnectedToCapital(roadType: RoadStatus): Boolean {
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if(cityInfo.civInfo.cities.count()<2) return false// first city!
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if (cityInfo.civInfo.cities.count() < 2) return false// first city!
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val capitalTile = cityInfo.civInfo.getCapital().getCenterTile()
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val tilesReached = HashSet<TileInfo>()
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var tilesToCheck : List<TileInfo> = listOf(cityInfo.getCenterTile())
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var tilesToCheck: List<TileInfo> = listOf(cityInfo.getCenterTile())
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while (tilesToCheck.isNotEmpty()) {
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val newTiles = tilesToCheck
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.flatMap { it.neighbors }.distinct()
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.filter{ !tilesReached.contains(it) && !tilesToCheck.contains(it)
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&& (roadType !== RoadStatus.Road || it.roadStatus !== RoadStatus.None)
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&& (roadType !== RoadStatus.Railroad || it.roadStatus === roadType) }
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.filter {
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!tilesReached.contains(it) && !tilesToCheck.contains(it)
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&& (roadType !== RoadStatus.Road || it.roadStatus !== RoadStatus.None)
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&& (roadType !== RoadStatus.Railroad || it.roadStatus === roadType)
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}
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if (newTiles.contains(capitalTile)) return true
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tilesReached.addAll(tilesToCheck)
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@ -270,5 +284,4 @@ class CityStats {
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}
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return false
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}
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}
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98
core/src/com/unciv/ui/EmpireOverviewScreen.kt
Normal file
98
core/src/com/unciv/ui/EmpireOverviewScreen.kt
Normal file
@ -0,0 +1,98 @@
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package com.unciv.ui
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import com.badlogic.gdx.scenes.scene2d.ui.Label
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.scenes.scene2d.ui.TextButton
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import com.unciv.UnCivGame
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.ui.utils.*
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import kotlin.math.roundToInt
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class EmpireOverviewScreen : CameraStageBaseScreen(){
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init {
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val civInfo = UnCivGame.Current.gameInfo.getPlayerCivilization()
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val closeButton = TextButton("Close".tr(), skin)
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closeButton.addClickListener { UnCivGame.Current.setWorldScreen() }
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closeButton.y = stage.height - closeButton.height - 5
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stage.addActor(closeButton)
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val table=Table()
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table.defaults().pad(20f)
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table.add(getCityInfoTable(civInfo))
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table.add(getHappinessTable(civInfo))
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table.add(getGoldTable(civInfo))
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table.center(stage)
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stage.addActor(table)
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}
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private fun getHappinessTable(civInfo: CivilizationInfo): Table {
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val happinessTable = Table(skin)
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happinessTable.defaults().pad(5f)
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happinessTable.add(Label("Happiness", skin).setFont(24)).colspan(2).row()
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for (entry in civInfo.getHappinessForNextTurn()) {
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happinessTable.add(entry.key)
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happinessTable.add(entry.value.toString()).row()
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}
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happinessTable.add("Total")
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happinessTable.add(civInfo.getHappinessForNextTurn().values.sum().toString())
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happinessTable.pack()
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return happinessTable
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}
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private fun getGoldTable(civInfo: CivilizationInfo): Table {
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val goldTable = Table(skin)
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goldTable.defaults().pad(5f)
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goldTable.add(Label("Gold", skin).setFont(24)).colspan(2).row()
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var total=0f
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for (entry in civInfo.getStatsForNextTurn()) {
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if(entry.value.gold==0f) continue
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goldTable.add(entry.key)
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goldTable.add(entry.value.gold.toString()).row()
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total += entry.value.gold
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}
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goldTable.add("Total")
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goldTable.add(total.toString())
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goldTable.pack()
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return goldTable
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}
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private fun getCityInfoTable(civInfo: CivilizationInfo): Table {
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val cityInfotable = Table()
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cityInfotable.skin = skin
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cityInfotable.defaults().pad(5f)
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cityInfotable.add(Label("Cities", skin).setFont(24)).colspan(8).row()
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cityInfotable.add()
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cityInfotable.add(ImageGetter.getStatIcon("Population")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Food")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Gold")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Science")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Production")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Culture")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Happiness")).size(20f).row()
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for (city in civInfo.cities) {
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cityInfotable.add(city.name)
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cityInfotable.add(city.population.population.toString())
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cityInfotable.add(city.cityStats.currentCityStats.food.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.gold.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.science.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.production.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.culture.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.happiness.roundToInt().toString()).row()
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}
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cityInfotable.add("Total")
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cityInfotable.add(civInfo.cities.sumBy { it.population.population }.toString())
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cityInfotable.add("")
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cityInfotable.add(civInfo.cities.sumBy { it.cityStats.currentCityStats.gold.toInt() }.toString())
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cityInfotable.add(civInfo.cities.sumBy { it.cityStats.currentCityStats.science.toInt() }.toString())
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cityInfotable.add("")
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cityInfotable.add(civInfo.cities.sumBy { it.cityStats.currentCityStats.culture.toInt() }.toString())
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cityInfotable.add(civInfo.cities.sumBy { it.cityStats.currentCityStats.happiness.toInt() }.toString())
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cityInfotable.pack()
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return cityInfotable
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}
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}
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@ -9,12 +9,10 @@ import com.badlogic.gdx.utils.Json
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import com.unciv.UnCivGame
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import com.unciv.logic.GameInfo
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import com.unciv.logic.GameSaver
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.ui.pickerscreens.PickerScreen
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import com.unciv.ui.utils.*
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import java.text.SimpleDateFormat
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import java.util.*
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import kotlin.math.roundToInt
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class LoadScreen : PickerScreen() {
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lateinit var selectedSave:String
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@ -86,87 +84,3 @@ class LoadScreen : PickerScreen() {
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}
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class EmpireOverviewScreen : CameraStageBaseScreen(){
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init {
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val civInfo = UnCivGame.Current.gameInfo.getPlayerCivilization()
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val closeButton =TextButton("Close".tr(),skin)
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closeButton.addClickListener { UnCivGame.Current.setWorldScreen() }
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closeButton.y = stage.height - closeButton.height - 5
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stage.addActor(closeButton)
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addCityInfoTable(civInfo)
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addHappinessTable(civInfo)
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addGoldTable(civInfo)
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}
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private fun addHappinessTable(civInfo: CivilizationInfo) {
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val happinessTable = Table(skin)
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happinessTable.defaults().pad(5f)
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happinessTable.add(Label("Happiness", skin).setFont(24)).colspan(2).row()
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for (entry in civInfo.getHappinessForNextTurn()) {
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happinessTable.add(entry.key)
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happinessTable.add(entry.value.toString()).row()
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}
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happinessTable.add("Total")
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happinessTable.add(civInfo.getHappinessForNextTurn().values.sum().toString())
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happinessTable.pack()
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stage.addActor(happinessTable)
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}
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private fun addGoldTable(civInfo: CivilizationInfo) {
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val goldTable = Table(skin)
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goldTable.defaults().pad(5f)
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goldTable.add(Label("Gold", skin).setFont(24)).colspan(2).row()
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var total=0f
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for (entry in civInfo.getStatsForNextTurn()) {
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if(entry.value.gold==0f) continue
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goldTable.add(entry.key)
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goldTable.add(entry.value.gold.toString()).row()
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total += entry.value.gold
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}
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goldTable.add("Total")
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goldTable.add(total.toString())
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goldTable.pack()
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goldTable.y = stage.height/2
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stage.addActor(goldTable)
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}
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private fun addCityInfoTable(civInfo: CivilizationInfo) {
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val cityInfotable = Table()
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cityInfotable.skin = skin
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cityInfotable.defaults().pad(5f)
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cityInfotable.add(Label("Cities", skin).setFont(24)).colspan(8).row()
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cityInfotable.add()
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cityInfotable.add(ImageGetter.getStatIcon("Population")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Food")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Gold")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Science")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Production")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Culture")).size(20f)
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cityInfotable.add(ImageGetter.getStatIcon("Happiness")).size(20f).row()
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for (city in civInfo.cities) {
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cityInfotable.add(city.name)
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cityInfotable.add(city.population.population.toString())
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cityInfotable.add(city.cityStats.currentCityStats.food.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.gold.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.science.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.production.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.culture.roundToInt().toString())
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cityInfotable.add(city.cityStats.currentCityStats.happiness.roundToInt().toString()).row()
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}
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cityInfotable.add("Total")
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cityInfotable.add(civInfo.cities.sumBy { it.population.population }.toString())
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cityInfotable.add("")
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cityInfotable.add(civInfo.cities.sumBy { it.cityStats.currentCityStats.gold.toInt() }.toString())
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cityInfotable.add(civInfo.cities.sumBy { it.cityStats.currentCityStats.science.toInt() }.toString())
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cityInfotable.add("")
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cityInfotable.add(civInfo.cities.sumBy { it.cityStats.currentCityStats.culture.toInt() }.toString())
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cityInfotable.add(civInfo.cities.sumBy { it.cityStats.currentCityStats.happiness.toInt() }.toString())
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cityInfotable.pack()
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cityInfotable.setPosition(stage.width / 2, stage.height / 3)
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stage.addActor(cityInfotable)
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}
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}
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@ -40,6 +40,11 @@ class WorldScreenTopBar(val screen: WorldScreen) : Table() {
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pad(5f)
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pack()
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addActor(getMenuButton()) // needs to be after pack
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// val button = TextButton("Overview",CameraStageBaseScreen.skin)
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// button.center(this)
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// button.x = screen.stage.width-button.width-10
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// addActor(button)
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}
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private fun getResourceTable(): Table {
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@ -14,10 +14,10 @@ class WorldScreenOptionsTable internal constructor() : OptionsTable() {
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remove()
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}
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addButton("Overview".tr()){
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UnCivGame.Current.screen = EmpireOverviewScreen()
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remove()
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}
|
||||
// addButton("Overview".tr()){
|
||||
// UnCivGame.Current.screen = EmpireOverviewScreen()
|
||||
// remove()
|
||||
// }
|
||||
|
||||
addButton("Load game".tr()){
|
||||
UnCivGame.Current.screen = LoadScreen()
|
||||
|
Loading…
Reference in New Issue
Block a user