Add unique for Personality to avoid building object (#11160)

* Add unique for Personality to avoid building object

* Switch civInfo with city

* Missed a spot

* baseUnitFilter instead of "unitFilter"
This commit is contained in:
SeventhM
2024-02-20 13:23:56 -08:00
committed by GitHub
parent b80ab2d3e6
commit 17abf7840b
4 changed files with 42 additions and 19 deletions

View File

@ -10,6 +10,7 @@ import com.unciv.logic.civilization.NotificationIcon
import com.unciv.logic.civilization.PlayerType
import com.unciv.logic.map.BFS
import com.unciv.models.ruleset.Building
import com.unciv.models.ruleset.IConstruction
import com.unciv.models.ruleset.INonPerpetualConstruction
import com.unciv.models.ruleset.MilestoneType
import com.unciv.models.ruleset.PerpetualConstruction
@ -17,6 +18,7 @@ import com.unciv.models.ruleset.Victory
import com.unciv.models.ruleset.nation.PersonalityValue
import com.unciv.models.ruleset.unique.StateForConditionals
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.models.ruleset.unit.BaseUnit
import com.unciv.models.stats.Stat
import kotlin.math.max
import kotlin.math.sqrt
@ -25,6 +27,20 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
private val city = cityConstructions.city
private val civInfo = city.civ
private val personality = civInfo.getPersonality()
private val constructionsToAvoid = personality.getMatchingUniques(UniqueType.WillNotBuild, StateForConditionals(city))
.map{ it.params[0] }
private fun shouldAvoidConstruction (construction: IConstruction): Boolean {
for (toAvoid in constructionsToAvoid) {
if (construction is Building && construction.matchesFilter(toAvoid))
return true
if (construction is BaseUnit && construction.matchesFilter(toAvoid))
return true
}
return false
}
private val disabledAutoAssignConstructions: Set<String> =
if (civInfo.isHuman()) GUI.getSettings().disabledAutoAssignConstructions
@ -33,7 +49,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
private val buildableBuildings = hashMapOf<String, Boolean>()
private val buildableUnits = hashMapOf<String, Boolean>()
private val buildings = city.getRuleset().buildings.values.asSequence()
.filterNot { it.name in disabledAutoAssignConstructions }
.filterNot { it.name in disabledAutoAssignConstructions || shouldAvoidConstruction(it) }
private val nonWonders = buildings.filterNot { it.isAnyWonder() }
.filterNot { buildableBuildings[it.name] == false } // if we already know that this building can't be built here then don't even consider it
@ -41,8 +57,8 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
private val wonders = buildings.filter { it.isAnyWonder() }
private val units = city.getRuleset().units.values.asSequence()
.filterNot { buildableUnits[it.name] == false } // if we already know that this unit can't be built here then don't even consider it
.filterNot { it.name in disabledAutoAssignConstructions }
.filterNot { buildableUnits[it.name] == false || // if we already know that this unit can't be built here then don't even consider it
it.name in disabledAutoAssignConstructions || shouldAvoidConstruction(it) }
private val civUnits = civInfo.units.getCivUnits()
private val militaryUnits = civUnits.count { it.baseUnit.isMilitary() }
@ -151,7 +167,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
modifier = 5f // there's a settler just sitting here, doing nothing - BAD
if (civInfo.playerType == PlayerType.Human) modifier /= 2 // Players prefer to make their own unit choices usually
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Military)
modifier *= personality.scaledFocus(PersonalityValue.Military)
addChoice(relativeCostEffectiveness, militaryUnit, modifier)
}
@ -215,7 +231,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
if (city.cityStats.currentCityStats.culture == 0f) // It won't grow if we don't help it
modifier = 0.8f
if (civInfo.wantsToFocusOn(Victory.Focus.Culture)) modifier = 1.6f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Culture)
modifier *= personality.scaledFocus(PersonalityValue.Culture)
addChoice(relativeCostEffectiveness, cultureBuilding.name, modifier)
}
@ -290,12 +306,12 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
.filterBuildable()
.minByOrNull { it.cost } ?: return
if ((isAtWar ||
!civInfo.wantsToFocusOn(Victory.Focus.Culture) || !city.civ.getPersonality().isNeutralPersonality)) {
!civInfo.wantsToFocusOn(Victory.Focus.Culture) || !personality.isNeutralPersonality)) {
var modifier = if (cityIsOverAverageProduction) 0.5f else 0.1f // You shouldn't be cranking out units anytime soon
if (isAtWar) modifier *= 2
if (civInfo.wantsToFocusOn(Victory.Focus.Military))
modifier *= 1.3f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Military)
modifier *= personality.scaledFocus(PersonalityValue.Military)
addChoice(relativeCostEffectiveness, unitTrainingBuilding.name, modifier)
}
}
@ -329,7 +345,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
if (civHappiness > 5) modifier = 1 / 2f // less desperate
if (civHappiness < 0) modifier = 3f // more desperate
else if (happinessBuilding.hasUnique(UniqueType.RemoveAnnexUnhappiness)) modifier = 2f // building courthouse is always important
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Happiness)
modifier *= personality.scaledFocus(PersonalityValue.Happiness)
addChoice(relativeCostEffectiveness, happinessBuilding.name, modifier)
}
@ -343,7 +359,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
var modifier = 1.1f
if (civInfo.wantsToFocusOn(Victory.Focus.Science))
modifier *= 1.4f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Science)
modifier *= personality.scaledFocus(PersonalityValue.Science)
addChoice(relativeCostEffectiveness, scienceBuilding.name, modifier)
}
@ -352,7 +368,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
.filterBuildable()
.minByOrNull { it.cost } ?: return
var modifier = if (civInfo.stats.statsForNextTurn.gold < 0) 3f else 1.2f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Gold)
modifier *= personality.scaledFocus(PersonalityValue.Gold)
addChoice(relativeCostEffectiveness, goldBuilding.name, modifier)
}
@ -361,7 +377,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
.filter { it.isStatRelated(Stat.Production) }
.filterBuildable()
.minByOrNull { it.cost } ?: return
val modifier = city.civ.getPersonality().scaledFocus(PersonalityValue.Production)
val modifier = personality.scaledFocus(PersonalityValue.Production)
addChoice(relativeCostEffectiveness, productionBuilding.name, 1.5f * modifier)
}
@ -375,7 +391,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
}.filterBuildable().minByOrNull { it.cost } ?: return
var modifier = 1f
if (city.population.population < 5) modifier = 1.3f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Food)
modifier *= personality.scaledFocus(PersonalityValue.Food)
addChoice(relativeCostEffectiveness, foodBuilding.name, modifier)
}
@ -388,7 +404,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
.minByOrNull { it.cost } ?: return
var modifier = 0.5f
if (civInfo.wantsToFocusOn(Victory.Focus.Faith)) modifier = 1f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Faith)
modifier *= personality.scaledFocus(PersonalityValue.Faith)
addChoice(relativeCostEffectiveness, faithBuilding.name, modifier)
}
}

View File

@ -458,6 +458,7 @@ object NextTurnAutomation {
}
private fun trainSettler(civInfo: Civilization) {
val personality = civInfo.getPersonality()
if (civInfo.isCityState()) return
if (civInfo.isAtWar()) return // don't train settlers when you could be training troops.
if (civInfo.wantsToFocusOn(Victory.Focus.Culture) && civInfo.cities.size > 3 &&
@ -467,7 +468,9 @@ object NextTurnAutomation {
if (civInfo.getHappiness() <= civInfo.cities.size) return
val settlerUnits = civInfo.gameInfo.ruleset.units.values
.filter { it.isCityFounder() && it.isBuildable(civInfo) }
.filter { it.isCityFounder() && it.isBuildable(civInfo) &&
personality.getMatchingUniques(UniqueType.WillNotBuild, StateForConditionals(civInfo))
.none { unique -> it.matchesFilter(unique.params[0]) } }
if (settlerUnits.isEmpty()) return
if (!civInfo.units.getCivUnits().none { it.hasUnique(UniqueType.FoundCity) }) return

View File

@ -30,6 +30,7 @@ enum class UniqueTarget(
// Civilization-specific
Nation(inheritsFrom = Global),
Personality,
Era(inheritsFrom = Global),
Tech(inheritsFrom = Global),
Policy(inheritsFrom = Global),
@ -57,7 +58,6 @@ enum class UniqueTarget(
Tutorial,
CityState(inheritsFrom = Global),
ModOptions,
Personality,
// Modifiers
Conditional("Modifiers that can be added to other uniques to limit when they will be active", modifierType = ModifierType.Conditional),

View File

@ -600,7 +600,11 @@ enum class UniqueType(
AutomatedWorkersWillReplace("Will be replaced by automated workers", UniqueTarget.Improvement),
//endregion
///////////////////////////////////////// region 07 CONDITIONALS /////////////////////////////////////////
/////////////////////////////////// region 07 PERSONALITY UNIQUES ////////////////////////////////////////
WillNotBuild("Will not build [baseUnitFilter/buildingFilter]", UniqueTarget.Personality),
///////////////////////////////////////// region 08 CONDITIONALS /////////////////////////////////////////
/////// general conditionals
@ -708,7 +712,7 @@ enum class UniqueType(
//endregion
///////////////////////////////////////// region 08 TRIGGERED ONE-TIME /////////////////////////////////////////
///////////////////////////////////////// region 09 TRIGGERED ONE-TIME /////////////////////////////////////////
OneTimeFreeUnit("Free [unit] appears", UniqueTarget.Triggerable), // used in Policies, Buildings
@ -762,7 +766,7 @@ enum class UniqueType(
//endregion
///////////////////////////////////////// region 09 TRIGGERS /////////////////////////////////////////
///////////////////////////////////////// region 10 TRIGGERS /////////////////////////////////////////
TriggerUponResearch("upon discovering [tech]", UniqueTarget.TriggerCondition),
TriggerUponEnteringEra("upon entering the [era]", UniqueTarget.TriggerCondition),
@ -789,7 +793,7 @@ enum class UniqueType(
//endregion
///////////////////////////////////////// region 10 UNIT TRIGGERS /////////////////////////////////////////
///////////////////////////////////////// region 11 UNIT TRIGGERS /////////////////////////////////////////
TriggerUponDefeatingUnit("upon defeating a [mapUnitFilter] unit", UniqueTarget.UnitTriggerCondition),
TriggerUponDefeat("upon being defeated", UniqueTarget.UnitTriggerCondition),