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modding: Added "on [difficulty] difficulty" conditional
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@ -138,6 +138,7 @@ object Conditionals {
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UniqueType.ConditionalDuringEra -> compareEra(conditional.params[0]) { current, param -> current == param }
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UniqueType.ConditionalIfStartingInEra -> checkOnGameInfo { gameParameters.startingEra == conditional.params[0] }
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UniqueType.ConditionalSpeed -> checkOnGameInfo { gameParameters.speed == conditional.params[0] }
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UniqueType.ConditionalDifficulty -> checkOnGameInfo { gameParameters.difficulty == conditional.params[0] }
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UniqueType.ConditionalVictoryEnabled -> checkOnGameInfo { gameParameters.victoryTypes.contains(conditional.params[0]) }
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UniqueType.ConditionalVictoryDisabled -> checkOnGameInfo { !gameParameters.victoryTypes.contains(conditional.params[0]) }
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UniqueType.ConditionalReligionEnabled -> checkOnGameInfo { isReligionEnabled() }
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@ -100,6 +100,7 @@ interface IHasUniques : INamed {
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UniqueType.ConditionalVictoryDisabled,
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UniqueType.ConditionalVictoryEnabled,
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UniqueType.ConditionalSpeed,
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UniqueType.ConditionalDifficulty,
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UniqueType.ConditionalReligionEnabled,
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UniqueType.ConditionalReligionDisabled,
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UniqueType.ConditionalEspionageEnabled,
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@ -426,6 +426,9 @@ enum class UniqueParameterType(
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Speed("speed", "Quick", "The name of any speed") {
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override fun getKnownValuesForAutocomplete(ruleset: Ruleset) = ruleset.speeds.keys
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},
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Difficulty("difficulty", "Prince", "The name of any difficulty") {
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override fun getKnownValuesForAutocomplete(ruleset: Ruleset) = ruleset.difficulties.keys
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},
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/** For [UniqueType.CreatesOneImprovement] */
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ImprovementName("improvementName", "Trading Post", "The name of any improvement excluding 'Cancel improvement order'") {
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@ -655,6 +655,7 @@ enum class UniqueType(
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ConditionalBeforeTurns("before turn number [amount]", UniqueTarget.Conditional),
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ConditionalAfterTurns("after turn number [amount]", UniqueTarget.Conditional),
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ConditionalSpeed("on [speed] game speed", UniqueTarget.Conditional),
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ConditionalDifficulty("on [difficulty] difficulty", UniqueTarget.Conditional),
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ConditionalVictoryEnabled("when [victoryType] Victory is enabled", UniqueTarget.Conditional),
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ConditionalVictoryDisabled("when [victoryType] Victory is disabled", UniqueTarget.Conditional),
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ConditionalReligionEnabled("when religion is enabled", UniqueTarget.Conditional),
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