mirror of
https://github.com/yairm210/Unciv.git
synced 2025-07-07 00:41:39 +07:00
Removed old todos
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@ -71,9 +71,6 @@ class PopulationManager {
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private fun getStatsOfSpecialist(name: String) = cityInfo.cityStats.getStatsOfSpecialist(name)
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private fun getStatsOfSpecialist(name: String) = cityInfo.cityStats.getStatsOfSpecialist(name)
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// todo - change tile choice according to city!
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// if small city, favor production above all, ignore gold!
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// if larger city, food should be worth less!
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internal fun autoAssignPopulation(foodWeight: Float = 1f) {
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internal fun autoAssignPopulation(foodWeight: Float = 1f) {
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for (i in 1..getFreePopulation()) {
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for (i in 1..getFreePopulation()) {
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//evaluate tiles
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//evaluate tiles
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@ -128,7 +128,6 @@ class CivInfoStats(val civInfo: CivilizationInfo) {
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val statMap = HashMap<String, Float>()
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val statMap = HashMap<String, Float>()
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statMap["Base happiness"] = civInfo.getDifficulty().baseHappiness.toFloat()
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statMap["Base happiness"] = civInfo.getDifficulty().baseHappiness.toFloat()
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// TODO - happinessPerUnique should be difficulty-dependent, 5 on Settler and Chieftian and 4 on other difficulties (should be parameter, not in code)
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var happinessPerUniqueLuxury = 4f + civInfo.getDifficulty().extraHappinessPerLuxury
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var happinessPerUniqueLuxury = 4f + civInfo.getDifficulty().extraHappinessPerLuxury
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for (unique in civInfo.getMatchingUniques("+1 happiness from each type of luxury resource"))
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for (unique in civInfo.getMatchingUniques("+1 happiness from each type of luxury resource"))
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happinessPerUniqueLuxury += 1
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happinessPerUniqueLuxury += 1
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@ -34,7 +34,7 @@ class TradeTable(val otherCivilization: CivilizationInfo, stage: DiplomacyScreen
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offerColumnsTable.update()
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offerColumnsTable.update()
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}
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}
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if(isTradeOffered()) offerButton.setText("Retract offer".tr()) // todo translation
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if(isTradeOffered()) offerButton.setText("Retract offer".tr())
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else offerButton.setText("Offer trade".tr())
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else offerButton.setText("Offer trade".tr())
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offerButton.onClick {
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offerButton.onClick {
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@ -56,7 +56,7 @@ class VictoryScreen(val worldScreen: WorldScreen) : PickerScreen() {
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someoneHasWon = true
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someoneHasWon = true
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when (playerVictoryType) {
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when (playerVictoryType) {
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VictoryType.Cultural -> wonOrLost("You have won a cultural victory!")
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VictoryType.Cultural -> wonOrLost("You have won a cultural victory!")
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VictoryType.Domination -> wonOrLost("You have won a domination victory!") // todo change translation
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VictoryType.Domination -> wonOrLost("You have won a domination victory!")
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VictoryType.Scientific -> wonOrLost("You have won a scientific victory!")
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VictoryType.Scientific -> wonOrLost("You have won a scientific victory!")
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VictoryType.Neutral -> wonOrLost("You have won!")
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VictoryType.Neutral -> wonOrLost("You have won!")
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}
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}
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@ -49,7 +49,7 @@ import kotlin.concurrent.timer
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class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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var isPlayersTurn = viewingCiv == gameInfo.currentPlayerCiv // todo this should be updated when passing turns
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var isPlayersTurn = viewingCiv == gameInfo.currentPlayerCiv
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var selectedCiv = viewingCiv // Selected civilization, used in spectator and replay mode, equals viewingCiv in ordinary games
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var selectedCiv = viewingCiv // Selected civilization, used in spectator and replay mode, equals viewingCiv in ordinary games
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private var fogOfWar = true
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private var fogOfWar = true
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val canChangeState = isPlayersTurn && !viewingCiv.isSpectator()
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val canChangeState = isPlayersTurn && !viewingCiv.isSpectator()
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