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https://github.com/yairm210/Unciv.git
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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"
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@ -10,6 +10,7 @@ import com.unciv.logic.civilization.NotificationIcon
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import com.unciv.logic.civilization.PlayerType
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import com.unciv.logic.map.BFS
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import com.unciv.models.ruleset.Building
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import com.unciv.models.ruleset.IConstruction
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import com.unciv.models.ruleset.INonPerpetualConstruction
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import com.unciv.models.ruleset.MilestoneType
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import com.unciv.models.ruleset.PerpetualConstruction
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@ -17,6 +18,7 @@ import com.unciv.models.ruleset.Victory
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import com.unciv.models.ruleset.nation.PersonalityValue
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import com.unciv.models.ruleset.unique.StateForConditionals
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import com.unciv.models.ruleset.unique.UniqueType
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import com.unciv.models.ruleset.unit.BaseUnit
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import com.unciv.models.stats.Stat
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import kotlin.math.max
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import kotlin.math.sqrt
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@ -25,6 +27,20 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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private val city = cityConstructions.city
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private val civInfo = city.civ
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private val personality = civInfo.getPersonality()
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private val constructionsToAvoid = personality.getMatchingUniques(UniqueType.WillNotBuild, StateForConditionals(city))
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.map{ it.params[0] }
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private fun shouldAvoidConstruction (construction: IConstruction): Boolean {
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for (toAvoid in constructionsToAvoid) {
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if (construction is Building && construction.matchesFilter(toAvoid))
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return true
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if (construction is BaseUnit && construction.matchesFilter(toAvoid))
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return true
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}
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return false
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}
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private val disabledAutoAssignConstructions: Set<String> =
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if (civInfo.isHuman()) GUI.getSettings().disabledAutoAssignConstructions
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@ -33,7 +49,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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private val buildableBuildings = hashMapOf<String, Boolean>()
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private val buildableUnits = hashMapOf<String, Boolean>()
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private val buildings = city.getRuleset().buildings.values.asSequence()
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.filterNot { it.name in disabledAutoAssignConstructions }
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.filterNot { it.name in disabledAutoAssignConstructions || shouldAvoidConstruction(it) }
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private val nonWonders = buildings.filterNot { it.isAnyWonder() }
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.filterNot { buildableBuildings[it.name] == false } // if we already know that this building can't be built here then don't even consider it
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@ -41,8 +57,8 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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private val wonders = buildings.filter { it.isAnyWonder() }
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private val units = city.getRuleset().units.values.asSequence()
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.filterNot { buildableUnits[it.name] == false } // if we already know that this unit can't be built here then don't even consider it
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.filterNot { it.name in disabledAutoAssignConstructions }
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.filterNot { buildableUnits[it.name] == false || // if we already know that this unit can't be built here then don't even consider it
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it.name in disabledAutoAssignConstructions || shouldAvoidConstruction(it) }
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private val civUnits = civInfo.units.getCivUnits()
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private val militaryUnits = civUnits.count { it.baseUnit.isMilitary() }
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@ -151,7 +167,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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modifier = 5f // there's a settler just sitting here, doing nothing - BAD
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if (civInfo.playerType == PlayerType.Human) modifier /= 2 // Players prefer to make their own unit choices usually
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modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Military)
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modifier *= personality.scaledFocus(PersonalityValue.Military)
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addChoice(relativeCostEffectiveness, militaryUnit, modifier)
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}
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@ -215,7 +231,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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if (city.cityStats.currentCityStats.culture == 0f) // It won't grow if we don't help it
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modifier = 0.8f
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if (civInfo.wantsToFocusOn(Victory.Focus.Culture)) modifier = 1.6f
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modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Culture)
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modifier *= personality.scaledFocus(PersonalityValue.Culture)
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addChoice(relativeCostEffectiveness, cultureBuilding.name, modifier)
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}
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@ -290,12 +306,12 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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.filterBuildable()
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.minByOrNull { it.cost } ?: return
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if ((isAtWar ||
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!civInfo.wantsToFocusOn(Victory.Focus.Culture) || !city.civ.getPersonality().isNeutralPersonality)) {
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!civInfo.wantsToFocusOn(Victory.Focus.Culture) || !personality.isNeutralPersonality)) {
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var modifier = if (cityIsOverAverageProduction) 0.5f else 0.1f // You shouldn't be cranking out units anytime soon
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if (isAtWar) modifier *= 2
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if (civInfo.wantsToFocusOn(Victory.Focus.Military))
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modifier *= 1.3f
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modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Military)
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modifier *= personality.scaledFocus(PersonalityValue.Military)
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addChoice(relativeCostEffectiveness, unitTrainingBuilding.name, modifier)
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}
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}
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@ -329,7 +345,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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if (civHappiness > 5) modifier = 1 / 2f // less desperate
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if (civHappiness < 0) modifier = 3f // more desperate
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else if (happinessBuilding.hasUnique(UniqueType.RemoveAnnexUnhappiness)) modifier = 2f // building courthouse is always important
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modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Happiness)
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modifier *= personality.scaledFocus(PersonalityValue.Happiness)
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addChoice(relativeCostEffectiveness, happinessBuilding.name, modifier)
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}
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@ -343,7 +359,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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var modifier = 1.1f
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if (civInfo.wantsToFocusOn(Victory.Focus.Science))
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modifier *= 1.4f
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modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Science)
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modifier *= personality.scaledFocus(PersonalityValue.Science)
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addChoice(relativeCostEffectiveness, scienceBuilding.name, modifier)
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}
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@ -352,7 +368,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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.filterBuildable()
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.minByOrNull { it.cost } ?: return
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var modifier = if (civInfo.stats.statsForNextTurn.gold < 0) 3f else 1.2f
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modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Gold)
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modifier *= personality.scaledFocus(PersonalityValue.Gold)
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addChoice(relativeCostEffectiveness, goldBuilding.name, modifier)
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}
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@ -361,7 +377,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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.filter { it.isStatRelated(Stat.Production) }
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.filterBuildable()
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.minByOrNull { it.cost } ?: return
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val modifier = city.civ.getPersonality().scaledFocus(PersonalityValue.Production)
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val modifier = personality.scaledFocus(PersonalityValue.Production)
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addChoice(relativeCostEffectiveness, productionBuilding.name, 1.5f * modifier)
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}
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@ -375,7 +391,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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}.filterBuildable().minByOrNull { it.cost } ?: return
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var modifier = 1f
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if (city.population.population < 5) modifier = 1.3f
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modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Food)
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modifier *= personality.scaledFocus(PersonalityValue.Food)
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addChoice(relativeCostEffectiveness, foodBuilding.name, modifier)
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}
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@ -388,7 +404,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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.minByOrNull { it.cost } ?: return
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var modifier = 0.5f
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if (civInfo.wantsToFocusOn(Victory.Focus.Faith)) modifier = 1f
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modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Faith)
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modifier *= personality.scaledFocus(PersonalityValue.Faith)
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addChoice(relativeCostEffectiveness, faithBuilding.name, modifier)
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}
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}
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@ -458,6 +458,7 @@ object NextTurnAutomation {
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}
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private fun trainSettler(civInfo: Civilization) {
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val personality = civInfo.getPersonality()
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if (civInfo.isCityState()) return
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if (civInfo.isAtWar()) return // don't train settlers when you could be training troops.
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if (civInfo.wantsToFocusOn(Victory.Focus.Culture) && civInfo.cities.size > 3 &&
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@ -467,7 +468,9 @@ object NextTurnAutomation {
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if (civInfo.getHappiness() <= civInfo.cities.size) return
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val settlerUnits = civInfo.gameInfo.ruleset.units.values
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.filter { it.isCityFounder() && it.isBuildable(civInfo) }
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.filter { it.isCityFounder() && it.isBuildable(civInfo) &&
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personality.getMatchingUniques(UniqueType.WillNotBuild, StateForConditionals(civInfo))
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.none { unique -> it.matchesFilter(unique.params[0]) } }
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if (settlerUnits.isEmpty()) return
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if (!civInfo.units.getCivUnits().none { it.hasUnique(UniqueType.FoundCity) }) return
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@ -30,6 +30,7 @@ enum class UniqueTarget(
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// Civilization-specific
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Nation(inheritsFrom = Global),
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Personality,
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Era(inheritsFrom = Global),
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Tech(inheritsFrom = Global),
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Policy(inheritsFrom = Global),
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@ -57,7 +58,6 @@ enum class UniqueTarget(
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Tutorial,
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CityState(inheritsFrom = Global),
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ModOptions,
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Personality,
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// Modifiers
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Conditional("Modifiers that can be added to other uniques to limit when they will be active", modifierType = ModifierType.Conditional),
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@ -600,7 +600,11 @@ enum class UniqueType(
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AutomatedWorkersWillReplace("Will be replaced by automated workers", UniqueTarget.Improvement),
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//endregion
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///////////////////////////////////////// region 07 CONDITIONALS /////////////////////////////////////////
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/////////////////////////////////// region 07 PERSONALITY UNIQUES ////////////////////////////////////////
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WillNotBuild("Will not build [baseUnitFilter/buildingFilter]", UniqueTarget.Personality),
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///////////////////////////////////////// region 08 CONDITIONALS /////////////////////////////////////////
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/////// general conditionals
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@ -708,7 +712,7 @@ enum class UniqueType(
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//endregion
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///////////////////////////////////////// region 08 TRIGGERED ONE-TIME /////////////////////////////////////////
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///////////////////////////////////////// region 09 TRIGGERED ONE-TIME /////////////////////////////////////////
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OneTimeFreeUnit("Free [unit] appears", UniqueTarget.Triggerable), // used in Policies, Buildings
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@ -762,7 +766,7 @@ enum class UniqueType(
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//endregion
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///////////////////////////////////////// region 09 TRIGGERS /////////////////////////////////////////
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///////////////////////////////////////// region 10 TRIGGERS /////////////////////////////////////////
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TriggerUponResearch("upon discovering [tech]", UniqueTarget.TriggerCondition),
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TriggerUponEnteringEra("upon entering the [era]", UniqueTarget.TriggerCondition),
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@ -789,7 +793,7 @@ enum class UniqueType(
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//endregion
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///////////////////////////////////////// region 10 UNIT TRIGGERS /////////////////////////////////////////
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///////////////////////////////////////// region 11 UNIT TRIGGERS /////////////////////////////////////////
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TriggerUponDefeatingUnit("upon defeating a [mapUnitFilter] unit", UniqueTarget.UnitTriggerCondition),
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TriggerUponDefeat("upon being defeated", UniqueTarget.UnitTriggerCondition),
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