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https://github.com/yairm210/Unciv.git
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Version rollout (#10848)
* Bump version and create initial changelog entry * Use randomize seed checkbox for partial generation (#10844) * use randomize seed checkbox for partial generation and debug the behavior of raiseMountainsAndHills in partial generation * small changes * Update Finnish.properties (#10843) * Update Finnish.properties * Update Finnish.properties * Update Finnish.properties * Update Korean.properties (#10842) * Update French.properties (#10838) --------- Co-authored-by: yairm210 <yairm210@users.noreply.github.com> Co-authored-by: Rémi Dufour <remi.dufour@protonmail.com> Co-authored-by: Securetux <110048962+Securetux@users.noreply.github.com> Co-authored-by: Yattong the Mackerel <saud2410@naver.com> Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
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@ -464,7 +464,7 @@ open class UncivGame(val isConsoleMode: Boolean = false) : Game(), PlatformSpeci
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companion object {
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//region AUTOMATICALLY GENERATED VERSION DATA - DO NOT CHANGE THIS REGION, INCLUDING THIS COMMENT
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val VERSION = Version("4.9.14", 950)
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val VERSION = Version("4.9.15", 951)
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//endregion
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lateinit var Current: UncivGame
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@ -407,10 +407,29 @@ class MapGenerator(val ruleset: Ruleset, private val coroutineScope: CoroutineSc
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elevation = abs(elevation).pow(1.0 - tileMap.mapParameters.elevationExponent.toDouble()) * elevation.sign
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when {
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elevation <= 0.5 -> tile.baseTerrain = flat
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elevation <= 0.7 && hill != null -> tile.addTerrainFeature(hill)
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elevation <= 0.5 -> {
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tile.baseTerrain = flat
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if (hill != null && tile.terrainFeatures.contains(hill)) {
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tile.removeTerrainFeature(hill)
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}
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}
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elevation <= 0.7 && hill != null -> {
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tile.addTerrainFeature(hill)
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tile.baseTerrain = flat
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}
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elevation <= 0.7 && hill == null -> tile.baseTerrain = flat // otherwise would be hills become mountains
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elevation <= 1.0 && mountain != null -> tile.baseTerrain = mountain
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elevation > 0.7 && mountain != null -> {
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tile.baseTerrain = mountain
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if (hill != null && tile.terrainFeatures.contains(hill)) {
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tile.removeTerrainFeature(hill)
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}
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}
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else -> {
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tile.baseTerrain = flat
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if (hill != null && tile.terrainFeatures.contains(hill)) {
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tile.removeTerrainFeature(hill)
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}
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}
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}
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tile.setTerrainTransients()
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}
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@ -39,11 +39,6 @@ class MapEditorGenerateTab(
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private val newTab = MapEditorNewMapTab(this)
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private val partialTab = MapEditorGenerateStepsTab(this)
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// Since we allow generation components to be run repeatedly, it might surprise the user that
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// the outcome stays the same when repeated - due to them operating on the same seed.
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// So we change the seed behind the scenes if already used for a certain step...
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private val seedUsedForStep = mutableSetOf<MapGeneratorSteps>()
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init {
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name = "Generate"
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top()
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@ -66,14 +61,11 @@ class MapEditorGenerateTab(
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}
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private fun generate(step: MapGeneratorSteps) {
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if (step == MapGeneratorSteps.All && newTab.mapParametersTable.randomizeSeed) {
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if (newTab.mapParametersTable.randomizeSeed) {
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// reseed visibly if the "Randomize seed" checkbox is checked
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newTab.mapParametersTable.reseed()
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}
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if (step == MapGeneratorSteps.Landmass && step in seedUsedForStep) {
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// reseed visibly when starting from scratch (new seed shows in advanced settings widget)
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newTab.mapParametersTable.reseed()
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seedUsedForStep -= step
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}
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val mapParameters = editorScreen.newMapParameters.clone() // this clone is very important here
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val message = mapParameters.mapSize.fixUndesiredSizes(mapParameters.worldWrap)
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if (message != null) {
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@ -93,11 +85,6 @@ class MapEditorGenerateTab(
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return
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}
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if (step in seedUsedForStep) {
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mapParameters.reseed()
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} else if (step != MapGeneratorSteps.All){
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seedUsedForStep += step
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}
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Gdx.input.inputProcessor = null // remove input processing - nothing will be clicked!
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setButtonsEnabled(false)
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