Allow unit triggers to be used in unit-triggered events
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This commit is contained in:
yairm210
2024-11-28 21:54:47 +02:00
parent df2a56a0e5
commit 2c47d791ed
2 changed files with 2 additions and 14 deletions

View File

@ -124,11 +124,9 @@ object UniqueTriggerActivation {
choice.triggerChoice(civInfo, unit)
}
if (event.presentation == Event.Presentation.Alert) return {
/** See [AlertPopup.addEvent] for the deserializing of this string to the context */
/** See [com.unciv.ui.screens.worldscreen.AlertPopup.addEvent] for the deserializing of this string to the context */
var eventText = event.name
// Todo later version: Uncomment this to enable events with unit triggers
// if (unit != null) eventText += Constants.stringSplitCharacter + "unitId=" + unit.id
if (unit != null) eventText += Constants.stringSplitCharacter + "unitId=" + unit.id
civInfo.popupAlerts.add(PopupAlert(AlertType.Event, eventText))
true
}

View File

@ -844,28 +844,18 @@ enum class UniqueType(
///////////////////////////////////////// region 09 UNIT TRIGGERABLES /////////////////////////////////////////
OneTimeUnitHeal("[unitTriggerTarget] heals [positiveAmount] HP", UniqueTarget.UnitTriggerable),
OneTimeUnitDamage("[unitTriggerTarget] takes [positiveAmount] damage", UniqueTarget.UnitTriggerable),
OneTimeUnitGainXP("[unitTriggerTarget] gains [amount] XP", UniqueTarget.UnitTriggerable),
OneTimeUnitUpgrade("[unitTriggerTarget] upgrades for free", UniqueTarget.UnitTriggerable),
OneTimeUnitSpecialUpgrade("[unitTriggerTarget] upgrades for free including special upgrades", UniqueTarget.UnitTriggerable),
OneTimeUnitGainPromotion("[unitTriggerTarget] gains the [promotion] promotion", UniqueTarget.UnitTriggerable),
OneTimeUnitRemovePromotion("[unitTriggerTarget] loses the [promotion] promotion", UniqueTarget.UnitTriggerable),
OneTimeUnitGainMovement("[unitTriggerTarget] gains [amount] movement", UniqueTarget.UnitTriggerable),
OneTimeUnitLoseMovement("[unitTriggerTarget] loses [amount] movement", UniqueTarget.UnitTriggerable),
OneTimeUnitGainStatus("[unitTriggerTarget] gains the [promotion] status for [positiveAmount] turn(s)", UniqueTarget.UnitTriggerable,
docDescription = "Statuses are temporary promotions. They do not stack, and reapplying a specific status take the highest number - so reapplying a 3-turn on a 1-turn makes it 3, but doing the opposite will have no effect. " +
"Turns left on the status decrease at the *start of turn*, so bonuses applied for 1 turn are stll applied during other civ's turns."),
OneTimeUnitLoseStatus("[unitTriggerTarget] loses the [promotion] status", UniqueTarget.UnitTriggerable),
OneTimeUnitDestroyed("[unitTriggerTarget] is destroyed", UniqueTarget.UnitTriggerable),
//endregion