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synced 2025-07-31 07:09:26 +07:00
Added Persian civilization
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@ -81,6 +81,9 @@ class BattleDamage{
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modifiers["Great General"] = greatGeneralModifier
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}
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if(combatant.getCivInfo().nation.unique=="Golden Ages last 50% longer. During a Golden Age, units receive +1 Movement and +10% Strength")
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modifiers["Golden Age"] = 0.1f
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}
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if (combatant.getCivInfo().policies.isAdopted("Honor") && enemy.getCivInfo().isBarbarian())
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@ -27,6 +27,8 @@ class GoldenAgeManager{
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fun enterGoldenAge() {
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var turnsToGoldenAge = 10.0
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if (civInfo.containsBuildingUnique("Golden Age length increases +50%")) turnsToGoldenAge *= 1.5
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if(civInfo.nation.unique=="Golden Ages last 50% longer. During a Golden Age, units receive +1 Movement and +10% Strength")
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turnsToGoldenAge*=1.5
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if (civInfo.policies.isAdopted("Freedom Complete")) turnsToGoldenAge *= 1.5
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turnsToGoldenAge *= civInfo.gameInfo.gameParameters.gameSpeed.getModifier()
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turnsLeftForCurrentGoldenAge += turnsToGoldenAge.toInt()
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@ -82,18 +82,21 @@ class MapUnit {
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fun getMovementString(): String = DecimalFormat("0.#").format(currentMovement.toDouble()) + "/" + getMaxMovement()
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fun getTile(): TileInfo = currentTile
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fun getMaxMovement(): Int {
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if(isEmbarked()) return getEmbarkedMovement()
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if (isEmbarked()) return getEmbarkedMovement()
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var movement = baseUnit.movement
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movement += getUniques().count{it=="+1 Movement"}
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movement += getUniques().count { it == "+1 Movement" }
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if(type.isWaterUnit() && !type.isCivilian()
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if (type.isWaterUnit() && !type.isCivilian()
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&& civInfo.containsBuildingUnique("All military naval units receive +1 movement and +1 sight"))
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movement += 1
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if(type.isWaterUnit() && civInfo.nation.unique=="+2 movement for all naval units")
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movement+=2
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if (type.isWaterUnit() && civInfo.nation.unique == "+2 movement for all naval units")
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movement += 2
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if(civInfo.nation.unique=="Golden Ages last 50% longer. During a Golden Age, units receive +1 Movement and +10% Strength")
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movement+=1
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return movement
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}
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@ -336,11 +339,14 @@ class MapUnit {
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tile.improvementInProgress = null
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}
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private fun heal(){
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if(isEmbarked()) return // embarked units can't heal
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private fun heal() {
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if (isEmbarked()) return // embarked units can't heal
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var amountToHealBy = rankTileForHealing(getTile())
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if (amountToHealBy == 0) return
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if (hasUnique("+10 HP when healing")) amountToHealBy += 10
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val adjacentUnits = currentTile.getTilesInDistance(1).flatMap { it.getUnits() }
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if(adjacentUnits.isNotEmpty())
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if (adjacentUnits.isNotEmpty())
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amountToHealBy += adjacentUnits.map { it.adjacentHealingBonus() }.max()!!
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healBy(amountToHealBy)
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}
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