Added New Game screen

This commit is contained in:
Yair Morgenstern 2018-05-29 22:01:22 +03:00
parent 9316510a07
commit 39b9a65596
8 changed files with 110 additions and 135 deletions

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@ -0,0 +1,37 @@
package com.unciv
import com.badlogic.gdx.math.Vector2
import com.unciv.logic.GameInfo
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.TileMap
import com.unciv.models.gamebasics.GameBasics
import com.unciv.ui.utils.getRandom
class GameStarter(){
fun startNewGame(mapRadius: Int, numberOfCivs: Int, civilization: String): GameInfo {
val gameInfo = GameInfo()
gameInfo.tileMap = TileMap(mapRadius)
gameInfo.civilizations.add(CivilizationInfo(civilization, Vector2.Zero, gameInfo)) // first one is player civ
val freeTiles = gameInfo.tileMap.values.toMutableList()
freeTiles.removeAll(gameInfo.tileMap.getTilesInDistance(Vector2.Zero,6))
val barbarianCivilization = CivilizationInfo()
gameInfo.civilizations.add(barbarianCivilization)// second is barbarian civ
for (civname in GameBasics.Civilizations.keys.filterNot { it=="Barbarians" || it==civilization }.take(numberOfCivs)) {
val startingLocation = freeTiles.toList().getRandom().position
gameInfo.civilizations.add(CivilizationInfo(civname, startingLocation, gameInfo)) // all the rest whatever
freeTiles.removeAll(gameInfo.tileMap.getTilesInDistance(startingLocation, 6))
}
barbarianCivilization.civName = "Barbarians"
gameInfo.setTransients() // needs to be before placeBarbarianUnit because it depends on the tilemap having its gameinfo set
(1..5).forEach { gameInfo.placeBarbarianUnit(freeTiles.toList().getRandom()) }
return gameInfo
}
}

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@ -2,18 +2,11 @@ package com.unciv
import com.badlogic.gdx.Game
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.utils.Json
import com.unciv.logic.GameInfo
import com.unciv.logic.GameSaver
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.TileMap
import com.unciv.models.gamebasics.*
import com.unciv.models.gamebasics.Unit
import com.unciv.models.stats.INamed
import com.unciv.models.gamebasics.GameBasics
import com.unciv.ui.GameSettings
import com.unciv.ui.NewGameScreen
import com.unciv.ui.utils.getRandom
import com.unciv.ui.worldscreen.WorldScreen
class UnCivGame : Game() {
@ -23,8 +16,7 @@ class UnCivGame : Game() {
var worldScreen: WorldScreen? = null
override fun create() {
setupGameBasics()
GameBasics.run { } // just to initialize
Current = this
if (GameSaver().getSave("Autosave").exists()) {
try {
@ -43,34 +35,11 @@ class UnCivGame : Game() {
}
fun startNewGame(saveTutorialState:Boolean = false) {
val newGame = GameStarter().startNewGame(20, 3, "Babylon")
if(saveTutorialState) {
val tutorials = gameInfo.tutorial
gameInfo = GameInfo()
gameInfo.tutorial = tutorials
newGame.tutorial = gameInfo.tutorial
}
else gameInfo = GameInfo()
gameInfo.tileMap = TileMap(20)
gameInfo.civilizations.add(CivilizationInfo("Babylon", Vector2.Zero, gameInfo)) // first one is player civ
val freeTiles = gameInfo.tileMap.values.toMutableList()
freeTiles.removeAll(gameInfo.tileMap.getTilesInDistance(Vector2.Zero,6))
val barbarianCivilization = CivilizationInfo()
gameInfo.civilizations.add(barbarianCivilization)// second is barbarian civ
for (civname in listOf("Greece","China","Egypt")) {
val startingLocation = freeTiles.toList().getRandom().position
gameInfo.civilizations.add(CivilizationInfo(civname, startingLocation, gameInfo)) // all the rest whatever
freeTiles.removeAll(gameInfo.tileMap.getTilesInDistance(startingLocation, 6))
}
barbarianCivilization.civName = "Barbarians"
gameInfo.setTransients() // needs to be before placeBarbarianUnit because it depends on the tilemap having its gameinfo set
(1..5).forEach { gameInfo.placeBarbarianUnit(freeTiles.toList().getRandom()) }
gameInfo = newGame
worldScreen = WorldScreen()
setWorldScreen()
@ -83,59 +52,6 @@ class UnCivGame : Game() {
Gdx.input.inputProcessor = worldScreen!!.stage
}
private fun <T> getFromJson(tClass: Class<T>, name: String): T {
val jsonText = Gdx.files.internal("jsons/$name.json").readString()
return Json().fromJson(tClass, jsonText)
}
private fun <T : INamed> createHashmap(items: Array<T>): LinkedHashMap<String, T> {
val hashMap = LinkedHashMap<String, T>()
for (item in items)
hashMap[item.name] = item
return hashMap
}
private fun setupGameBasics() {
GameBasics.Buildings += createHashmap(getFromJson(Array<Building>::class.java, "Buildings"))
GameBasics.Terrains += createHashmap(getFromJson(Array<Terrain>::class.java, "Terrains"))
GameBasics.TileResources += createHashmap(getFromJson(Array<TileResource>::class.java, "TileResources"))
GameBasics.TileImprovements += createHashmap(getFromJson(Array<TileImprovement>::class.java, "TileImprovements"))
GameBasics.Helps += createHashmap(getFromJson(Array<BasicHelp>::class.java, "BasicHelp"))
GameBasics.Units += createHashmap(getFromJson(Array<Unit>::class.java, "Units"))
GameBasics.PolicyBranches += createHashmap(getFromJson(Array<PolicyBranch>::class.java, "Policies"))
GameBasics.Civilizations += createHashmap(getFromJson(Array<Civilization>::class.java, "Civilizations"))
// ...Yes. Total Voodoo. I wish I didn't have to do this.
val x = LinkedHashMap<String,com.badlogic.gdx.utils.Array<com.badlogic.gdx.utils.Array<String>>>()
val tutorials = getFromJson(x.javaClass, "Tutorials")
for (tut in tutorials)
GameBasics.Tutorials[tut.key] = tut.value.map{it.joinToString("\r\n")}
val techColumns = getFromJson(Array<TechColumn>::class.java, "Techs")
for (techColumn in techColumns) {
for (tech in techColumn.techs) {
tech.cost = techColumn.techCost
tech.column = techColumn
GameBasics.Technologies[tech.name] = tech
}
}
for (building in GameBasics.Buildings.values) {
if (building.requiredTech == null) continue
val column = building.getRequiredTech().column
if (building.cost == 0)
building.cost = if (building.isWonder) column!!.wonderCost else column!!.buildingCost
}
for (branch in GameBasics.PolicyBranches.values) {
branch.requires = ArrayList()
branch.branch = branch.name
for (policy in branch.policies) {
policy.branch = branch.name
if (policy.requires == null) policy.requires = arrayListOf(branch.name)
}
branch.policies.last().name = branch.name + " Complete"
}
}
companion object {
lateinit var Current: UnCivGame

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@ -34,7 +34,6 @@ class GameInfo {
civInfo.endTurn()
}
// We need to update the stats after ALL the cities are done updating because
// maybe one of them has a wonder that affects the stats of all the rest of the cities

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@ -45,10 +45,12 @@ class PopulationManager {
// starvation!
{
population--
val lowestRankedWorkedTile = cityInfo.workedTiles
.map{cityInfo.tileMap[it]}
.minBy { Automation().rankTile(it,cityInfo.civInfo) }!!
cityInfo.workedTiles.remove(lowestRankedWorkedTile.position)
if(cityInfo.workedTiles.size>population) {
val lowestRankedWorkedTile = cityInfo.workedTiles
.map { cityInfo.tileMap[it] }
.minBy { Automation().rankTile(it, cityInfo.civInfo) }!!
cityInfo.workedTiles.remove(lowestRankedWorkedTile.position)
}
foodStored = 0
cityInfo.civInfo.addNotification(cityInfo.name + " is starving!", cityInfo.location)
}

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@ -1,5 +1,9 @@
package com.unciv.models.gamebasics
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.utils.Json
import com.unciv.models.stats.INamed
object GameBasics {
val Buildings = LinkedHashMap<String, Building>()
val Terrains = LinkedHashMap<String, Terrain>()
@ -11,4 +15,58 @@ object GameBasics {
val Civilizations = LinkedHashMap<String, Civilization>()
val PolicyBranches = LinkedHashMap<String, PolicyBranch>()
val Tutorials = LinkedHashMap<String, List<String>>()
private fun <T> getFromJson(tClass: Class<T>, name: String): T {
val jsonText = Gdx.files.internal("jsons/$name.json").readString()
return Json().fromJson(tClass, jsonText)
}
private fun <T : INamed> createHashmap(items: Array<T>): LinkedHashMap<String, T> {
val hashMap = LinkedHashMap<String, T>()
for (item in items)
hashMap[item.name] = item
return hashMap
}
init {
Buildings += createHashmap(getFromJson(Array<Building>::class.java, "Buildings"))
Terrains += createHashmap(getFromJson(Array<Terrain>::class.java, "Terrains"))
TileResources += createHashmap(getFromJson(Array<TileResource>::class.java, "TileResources"))
TileImprovements += createHashmap(getFromJson(Array<TileImprovement>::class.java, "TileImprovements"))
Helps += createHashmap(getFromJson(Array<BasicHelp>::class.java, "BasicHelp"))
Units += createHashmap(getFromJson(Array<Unit>::class.java, "Units"))
PolicyBranches += createHashmap(getFromJson(Array<PolicyBranch>::class.java, "Policies"))
Civilizations += createHashmap(getFromJson(Array<Civilization>::class.java, "Civilizations"))
// ...Yes. Total Voodoo. I wish I didn't have to do this.
val x = LinkedHashMap<String,com.badlogic.gdx.utils.Array<com.badlogic.gdx.utils.Array<String>>>()
val tutorials = getFromJson(x.javaClass, "Tutorials")
for (tut in tutorials)
Tutorials[tut.key] = tut.value.map{it.joinToString("\r\n")}
val techColumns = getFromJson(Array<TechColumn>::class.java, "Techs")
for (techColumn in techColumns) {
for (tech in techColumn.techs) {
tech.cost = techColumn.techCost
tech.column = techColumn
Technologies[tech.name] = tech
}
}
for (building in Buildings.values) {
if (building.requiredTech == null) continue
val column = building.getRequiredTech().column
if (building.cost == 0)
building.cost = if (building.isWonder) column!!.wonderCost else column!!.buildingCost
}
for (branch in PolicyBranches.values) {
branch.requires = ArrayList()
branch.branch = branch.name
for (policy in branch.policies) {
policy.branch = branch.name
if (policy.requires == null) policy.requires = arrayListOf(branch.name)
}
branch.policies.last().name = branch.name + " Complete"
}
}
}

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@ -1,13 +1,10 @@
package com.unciv.ui
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.scenes.scene2d.ui.SelectBox
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.badlogic.gdx.utils.Array
import com.unciv.UnCivGame
import com.unciv.logic.GameSaver
import com.unciv.models.gamebasics.GameBasics
import com.unciv.ui.cityscreen.addClickListener
import com.unciv.ui.pickerscreens.PickerScreen
import com.unciv.ui.utils.CameraStageBaseScreen
@ -56,36 +53,3 @@ class LoadScreen : PickerScreen() {
}
class NewGameScreen:CameraStageBaseScreen(){
init {
val table = Table()
table.skin=skin
table.add("Civilization: ")
val civSelectBox = SelectBox<String>(skin)
val civArray = Array<String>()
GameBasics.Civilizations.keys.filterNot { it=="Barbarians" }.forEach{civArray.add(it)}
civSelectBox.setItems(civArray)
civSelectBox.selected = civSelectBox.items.first()
table.add(civSelectBox).pad(10f).row()
table.add("World size: ")
val worldSizeToRadius=LinkedHashMap<String,Int>()
worldSizeToRadius.put("Small",10)
worldSizeToRadius.put("Medium",20)
worldSizeToRadius.put("Large",30)
val worldSizeSelectBox = SelectBox<String>(skin)
val worldSizeArray = Array<String>()
worldSizeToRadius.keys.forEach{worldSizeArray.add(it)}
worldSizeSelectBox.setItems(worldSizeArray)
worldSizeSelectBox.selected = "Medium"
table.add(worldSizeSelectBox)
val createButton = TextButton("Start game!",skin)
createButton.addClickListener { }
table.setFillParent(true)
table.pack()
stage.addActor(table)
}
}

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@ -0,0 +1,2 @@
package com.unciv.ui

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@ -4,10 +4,7 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.ui.CivilopediaScreen
import com.unciv.ui.LoadScreen
import com.unciv.ui.SaveScreen
import com.unciv.ui.VictoryScreen
import com.unciv.ui.*
import com.unciv.ui.cityscreen.addClickListener
import com.unciv.ui.pickerscreens.PolicyPickerScreen
import com.unciv.ui.utils.CameraStageBaseScreen
@ -48,7 +45,7 @@ class WorldScreenOptionsTable internal constructor(worldScreen: WorldScreen, pri
add(saveGameButton ).row()
val startNewGameButton = TextButton("Start new game", CameraStageBaseScreen.skin).apply { color=ImageGetter.getBlue() }
startNewGameButton.addClickListener { worldScreen.game.startNewGame(true) }
startNewGameButton.addClickListener { worldScreen.game.screen = NewGameScreen() }
add(startNewGameButton).row()
val openVictoryScreen = TextButton("Victory status", CameraStageBaseScreen.skin).apply { color=ImageGetter.getBlue() }