Fix crashes when a civ does not have a capital (#6889)

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OptimizedForDensity 2022-05-22 11:00:42 -04:00 committed by GitHub
parent 740886c890
commit 39bbb2de1c
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18 changed files with 172 additions and 168 deletions

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@ -100,8 +100,8 @@ class BarbarianManager {
if (campsToAdd <= 0) return
// Camps can't spawn within 7 tiles of each other or within 4 tiles of major civ capitals
val tooCloseToCapitals = gameInfo.civilizations.filterNot { it.isBarbarian() || it.isSpectator() || it.cities.isEmpty() || it.isCityState() }
.flatMap { it.getCapital().getCenterTile().getTilesInDistance(4) }.toSet()
val tooCloseToCapitals = gameInfo.civilizations.filterNot { it.isBarbarian() || it.isSpectator() || it.cities.isEmpty() || it.isCityState() || it.getCapital() == null }
.flatMap { it.getCapital()!!.getCenterTile().getTilesInDistance(4) }.toSet()
val tooCloseToCamps = camps
.flatMap { tileMap[it.key].getTilesInDistance(
if (it.value.destroyed) 4 else 7

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@ -345,7 +345,7 @@ class GameInfo {
getAliveCityStates()
.asSequence()
.filter { it.cityStateResource == resourceName }
.map { it.getCapital().getCenterTile() }
.map { it.getCapital()!!.getCenterTile() }
} else {
tileMap.values
.asSequence()

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@ -213,7 +213,7 @@ object Automation {
// If we have vision of our entire starting continent (ish) we are not afraid
civInfo.gameInfo.tileMap.assignContinents(TileMap.AssignContinentsMode.Ensure)
val startingContinent = civInfo.getCapital().getCenterTile().getContinent()
val startingContinent = civInfo.getCapital()!!.getCenterTile().getContinent()
val startingContinentSize = civInfo.gameInfo.tileMap.continentSizes[startingContinent]
if (startingContinentSize != null && startingContinentSize < civInfo.viewableTiles.size * multiplier)
return false

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@ -722,7 +722,7 @@ object NextTurnAutomation {
&& (owner == otherCiv || owner == null || civInfo.canPassThroughTiles(owner))
}
val reachableEnemyCitiesBfs = BFS(civInfo.getCapital().getCenterTile()) { isTileCanMoveThrough(it) }
val reachableEnemyCitiesBfs = BFS(civInfo.getCapital()!!.getCenterTile()) { isTileCanMoveThrough(it) }
reachableEnemyCitiesBfs.stepToEnd()
val reachableEnemyCities = otherCiv.cities.filter { reachableEnemyCitiesBfs.hasReachedTile(it.getCenterTile()) }
if (reachableEnemyCities.isEmpty()) return 0 // Can't even reach the enemy city, no point in war.

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@ -279,7 +279,8 @@ object SpecificUnitAutomation {
}
fun automateAddInCapital(unit: MapUnit) {
val capitalTile = unit.civInfo.getCapital().getCenterTile()
if (unit.civInfo.getCapital() == null) return // safeguard
val capitalTile = unit.civInfo.getCapital()!!.getCenterTile()
if (unit.movement.canReach(capitalTile))
unit.movement.headTowards(capitalTile)
if (unit.getTile() == capitalTile) {

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@ -57,7 +57,7 @@ class WorkerAutomation(
&& !it.isCapital() && !it.isBeingRazed // Cities being razed should not be connected.
&& !it.cityStats.isConnectedToCapital(bestRoadAvailable)
}.sortedBy {
it.getCenterTile().aerialDistanceTo(civInfo.getCapital().getCenterTile())
it.getCenterTile().aerialDistanceTo(civInfo.getCapital()!!.getCenterTile())
}.toList()
if (WorkerAutomationConst.consoleOutput) {
println("WorkerAutomation citiesThatNeedConnecting for ${civInfo.civName} turn $cachedForTurn:")

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@ -49,9 +49,9 @@ object BattleDamage {
for (unique in combatant.getMatchingUniques(
UniqueType.StrengthNearCapital, conditionalState, true
)) {
if (civInfo.cities.isEmpty()) break
if (civInfo.cities.isEmpty() || civInfo.getCapital() == null) break
val distance =
combatant.getTile().aerialDistanceTo(civInfo.getCapital().getCenterTile())
combatant.getTile().aerialDistanceTo(civInfo.getCapital()!!.getCenterTile())
// https://steamcommunity.com/sharedfiles/filedetails/?id=326411722#464287
val effect = unique.params[0].toInt() - 3 * distance
if (effect <= 0) continue

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@ -83,7 +83,7 @@ class CityStats(val cityInfo: CityInfo) {
val stats = Stats()
if (!cityInfo.isCapital() && cityInfo.isConnectedToCapital()) {
val civInfo = cityInfo.civInfo
stats.gold = civInfo.getCapital().population.population * 0.15f + cityInfo.population.population * 1.1f - 1 // Calculated by http://civilization.wikia.com/wiki/Trade_route_(Civ5)
stats.gold = civInfo.getCapital()!!.population.population * 0.15f + cityInfo.population.population * 1.1f - 1 // Calculated by http://civilization.wikia.com/wiki/Trade_route_(Civ5)
for (unique in cityInfo.getMatchingUniques(UniqueType.StatsFromTradeRoute))
stats.add(unique.stats)
val percentageStats = Stats()
@ -317,7 +317,8 @@ class CityStats(val cityInfo: CityInfo) {
if (currentConstruction is Building
&& cityInfo.civInfo.cities.isNotEmpty()
&& cityInfo.civInfo.getCapital().cityConstructions.builtBuildings.contains(currentConstruction.name)
&& cityInfo.civInfo.getCapital() != null
&& cityInfo.civInfo.getCapital()!!.cityConstructions.builtBuildings.contains(currentConstruction.name)
) {
for (unique in cityInfo.getMatchingUniques(UniqueType.PercentProductionBuildingsInCapital))
addUniqueStats(unique, Stat.Production, unique.params[0].toFloat())

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@ -8,7 +8,7 @@ import kotlin.collections.set
class CapitalConnectionsFinder(private val civInfo: CivilizationInfo) {
private val citiesReachedToMediums = HashMap<CityInfo, MutableSet<String>>()
private var citiesToCheck = mutableListOf(civInfo.getCapital())
private var citiesToCheck = mutableListOf(civInfo.getCapital()!!)
private lateinit var newCitiesToCheck: MutableList<CityInfo>
private val openBordersCivCities = civInfo.gameInfo.getCities().filter { civInfo.canEnterBordersOf(it.civInfo) }
@ -24,7 +24,7 @@ class CapitalConnectionsFinder(private val civInfo: CivilizationInfo) {
private val railroadIsResearched = ruleset.tileImprovements.containsKey(railroad) && civInfo.tech.isResearched(ruleset.tileImprovements[railroad]!!.techRequired!!)
init {
citiesReachedToMediums[civInfo.getCapital()] = hashSetOf("Start")
citiesReachedToMediums[civInfo.getCapital()!!] = hashSetOf("Start")
}
fun find(): Map<CityInfo, Set<String>> {

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@ -111,7 +111,7 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
val placedUnit = receivingCiv.placeUnitNearTile(city.location, militaryUnit.name) ?: return
// The unit should have bonuses from Barracks, Alhambra etc as if it was built in the CS capital
militaryUnit.addConstructionBonuses(placedUnit, civInfo.getCapital().cityConstructions)
militaryUnit.addConstructionBonuses(placedUnit, civInfo.getCapital()!!.cityConstructions)
// Siam gets +10 XP for all CS units
for (unique in receivingCiv.getMatchingUniques(UniqueType.CityStateGiftedUnitsStartWithXp)) {
@ -236,7 +236,7 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
// If the city-state is captured by a civ, it stops being the ally of the civ it was previously an ally of.
// This means that it will NOT HAVE a capital at that time, so if we run getCapital we'll get a crash!
val capitalLocation = if (civInfo.cities.isNotEmpty()) civInfo.getCapital().location else null
val capitalLocation = if (civInfo.cities.isNotEmpty() && civInfo.getCapital() != null) civInfo.getCapital()!!.location else null
if (newAllyName != null) {
val newAllyCiv = civInfo.gameInfo.getCivilization(newAllyName)
@ -300,10 +300,10 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
otherCiv.addGold(-getDiplomaticMarriageCost())
otherCiv.addNotification("We have married into the ruling family of [${civInfo.civName}], bringing them under our control.",
civInfo.getCapital().location, civInfo.civName, NotificationIcon.Diplomacy, otherCiv.civName)
civInfo.getCapital()!!.location, civInfo.civName, NotificationIcon.Diplomacy, otherCiv.civName)
for (civ in civInfo.gameInfo.civilizations.filter { it != otherCiv })
civ.addNotification("[${otherCiv.civName}] has married into the ruling family of [${civInfo.civName}], bringing them under their control.",
civInfo.getCapital().location, civInfo.civName, NotificationIcon.Diplomacy, otherCiv.civName)
civInfo.getCapital()!!.location, civInfo.civName, NotificationIcon.Diplomacy, otherCiv.civName)
for (unit in civInfo.getCivUnits())
unit.gift(otherCiv)
for (city in civInfo.cities) {
@ -326,7 +326,7 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
modifiers["Major Civ"] = -999
return modifiers
}
if (civInfo.cities.isEmpty()) {
if (civInfo.cities.isEmpty() || civInfo.getCapital() == null) {
modifiers["No Cities"] = -999
return modifiers
}
@ -343,7 +343,7 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
modifiers["Has Protector"] = -20
if (demandingWorker)
modifiers["Demanding a Worker"] = -30
if (demandingWorker && civInfo.getCapital().population.population < 4)
if (demandingWorker && civInfo.getCapital()!!.population.population < 4)
modifiers["Demanding a Worker from small City-State"] = -300
val recentBullying = civInfo.getRecentBullyingCountdown()
if (recentBullying != null && recentBullying > 10)
@ -365,13 +365,13 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
return modifiers
val bullyRange = (civInfo.gameInfo.tileMap.tileMatrix.size / 10).coerceIn(5, 10) // Longer range for larger maps
val inRangeTiles = civInfo.getCapital().getCenterTile().getTilesInDistanceRange(1..bullyRange)
val inRangeTiles = civInfo.getCapital()!!.getCenterTile().getTilesInDistanceRange(1..bullyRange)
val forceNearCity = inRangeTiles
.sumOf { if (it.militaryUnit?.civInfo == demandingCiv)
it.militaryUnit!!.getForceEvaluation()
else 0
}
val csForce = civInfo.getCapital().getForceEvaluation() + inRangeTiles
val csForce = civInfo.getCapital()!!.getForceEvaluation() + inRangeTiles
.sumOf { if (it.militaryUnit?.civInfo == civInfo)
it.militaryUnit!!.getForceEvaluation()
else 0
@ -426,7 +426,7 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
it.value.isCivilian() && it.value.isBuildable(civInfo)
}
if (buildableWorkerLikeUnits.isEmpty()) return // Bad luck?
demandingCiv.placeUnitNearTile(civInfo.getCapital().location, buildableWorkerLikeUnits.keys.random())
demandingCiv.placeUnitNearTile(civInfo.getCapital()!!.location, buildableWorkerLikeUnits.keys.random())
civInfo.getDiplomacyManager(demandingCiv).addInfluence(-50f)
cityStateBullied(demandingCiv)
@ -660,7 +660,7 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
) {
thirdCiv.addNotification(
"[${civInfo.civName}] is being attacked by [${attacker.civName}] and asks all major civilizations to help them out by gifting them military units.",
civInfo.getCapital().location,
civInfo.getCapital()!!.location,
civInfo.civName,
"OtherIcons/Present",
)

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@ -145,13 +145,13 @@ class CivInfoTransientUpdater(val civInfo: CivilizationInfo) {
}
fun updateCitiesConnectedToCapital(initialSetup: Boolean = false) {
if (civInfo.cities.isEmpty()) return // eg barbarians
if (civInfo.cities.isEmpty() || civInfo.getCapital() == null) return // eg barbarians
val citiesReachedToMediums = CapitalConnectionsFinder(civInfo).find()
if (!initialSetup) { // In the initial setup we're loading an old game state, so it doesn't really count
for (city in citiesReachedToMediums.keys)
if (city !in civInfo.citiesConnectedToCapitalToMediums && city.civInfo == civInfo && city != civInfo.getCapital())
if (city !in civInfo.citiesConnectedToCapitalToMediums && city.civInfo == civInfo && city != civInfo.getCapital()!!)
civInfo.addNotification("[${city.name}] has been connected to your capital!", city.location, NotificationIcon.Gold)
// This may still contain cities that have just been destroyed by razing - thus the population test

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@ -303,7 +303,7 @@ class CivilizationInfo {
compareByDescending<CivilizationInfo> { it.isMajorCiv() }
.thenBy (UncivGame.Current.settings.getCollatorFromLocale()) { it.civName.tr() }
)
fun getCapital() = cities.first { it.isCapital() }
fun getCapital() = cities.firstOrNull { it.isCapital() }
fun isPlayerCivilization() = playerType == PlayerType.Human
fun isOneCityChallenger() = (
playerType == PlayerType.Human &&
@ -536,7 +536,7 @@ class CivilizationInfo {
if (!(isCityState() && otherCiv.isMajorCiv())) return
if (warOnContact || otherCiv.isMinorCivAggressor()) return // No gift if they are bad people, or we are just about to be at war
val cityStateLocation = if (cities.isEmpty()) null else getCapital().location
val cityStateLocation = if (cities.isEmpty()) null else getCapital()!!.location
val giftAmount = Stats(gold = 15f)
val faithAmount = Stats(faith = 4f)
@ -563,7 +563,7 @@ class CivilizationInfo {
otherCiv.addStat(key, value.toInt())
if (cities.isNotEmpty())
otherCiv.exploredTiles = otherCiv.exploredTiles.withItem(getCapital().location)
otherCiv.exploredTiles = otherCiv.exploredTiles.withItem(getCapital()!!.location)
questManager.justMet(otherCiv) // Include them in war with major pseudo-quest
}
@ -1000,6 +1000,7 @@ class CivilizationInfo {
flagsCountdown[CivFlags.ShowDiplomaticVotingResults.name] == 0
&& gameInfo.civilizations.any { it.isMajorCiv() && !it.isDefeated() && it != this }
private fun updateRevolts() {
if (gameInfo.civilizations.none { it.isBarbarian() }) {
// Can't spawn revolts without barbarians ¯\_(ツ)_/¯
@ -1272,7 +1273,7 @@ class CivilizationInfo {
// Check if different continents (unless already max distance, or water map)
if (connections > 0 && proximity != Proximity.Distant && !gameInfo.tileMap.isWaterMap()
&& getCapital().getCenterTile().getContinent() != otherCiv.getCapital().getCenterTile().getContinent()
&& getCapital()!!.getCenterTile().getContinent() != otherCiv.getCapital()!!.getCenterTile().getContinent()
) {
// Different continents - increase separation by one step
proximity = when (proximity) {
@ -1299,8 +1300,9 @@ class CivilizationInfo {
* Removes current capital then moves capital to argument city if not null
*/
fun moveCapitalTo(city: CityInfo?) {
if (cities.isNotEmpty()) {
getCapital().cityConstructions.removeBuilding(getCapital().capitalCityIndicator())
if (cities.isNotEmpty() && getCapital() != null) {
val oldCapital = getCapital()!!
oldCapital.cityConstructions.removeBuilding(oldCapital.capitalCityIndicator())
}
if (city == null) return // can't move a non-existent city but we can always remove our old capital
@ -1311,7 +1313,7 @@ class CivilizationInfo {
fun moveCapitalToNextLargest() {
moveCapitalTo(cities
.filterNot { it == getCapital() }
.filterNot { it.isCapital() }
.maxByOrNull { it.population.population})
}

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@ -226,7 +226,7 @@ class QuestManager {
&& !it.isAtWarWith(civInfo)
&& it.getProximity(civInfo) <= Proximity.Far }) {
otherCiv.addNotification("[${civInfo.civName}] is being invaded by Barbarians! Destroy Barbarians near their territory to earn Influence.",
civInfo.getCapital().location, civInfo.civName, NotificationIcon.War)
civInfo.getCapital()!!.location, civInfo.civName, NotificationIcon.War)
}
civInfo.addFlag(CivFlags.TurnsTillCallForBarbHelp.name, 30)
}
@ -358,10 +358,10 @@ class QuestManager {
return when (quest.name) {
QuestName.ClearBarbarianCamp.value -> getBarbarianEncampmentForQuest() != null
QuestName.Route.value -> !challenger.cities.none()
&& !challenger.isCapitalConnectedToCity(civInfo.getCapital())
&& !challenger.isCapitalConnectedToCity(civInfo.getCapital()!!)
// Need to have a city within 7 tiles on the same continent
&& challenger.cities.any { it.getCenterTile().aerialDistanceTo(civInfo.getCapital().getCenterTile()) <= 7
&& it.getCenterTile().getContinent() == civInfo.getCapital().getCenterTile().getContinent() }
&& challenger.cities.any { it.getCenterTile().aerialDistanceTo(civInfo.getCapital()!!.getCenterTile()) <= 7
&& it.getCenterTile().getContinent() == civInfo.getCapital()!!.getCenterTile().getContinent() }
QuestName.ConnectResource.value -> getResourceForQuest(challenger) != null
QuestName.ConstructWonder.value -> getWonderToBuildForQuest(challenger) != null
QuestName.GreatPerson.value -> getGreatPersonForQuest(challenger) != null
@ -373,7 +373,7 @@ class QuestManager {
&& !challenger.getDiplomacyManager(mostRecentBully).hasFlag(DiplomacyFlags.Denunciation)
&& challenger.getDiplomacyManager(mostRecentBully).diplomaticStatus != DiplomaticStatus.War
&& !( challenger.playerType == PlayerType.Human && civInfo.gameInfo.getCivilization(mostRecentBully).playerType == PlayerType.Human)
QuestName.SpreadReligion.value -> playerReligion != null && civInfo.getCapital().religion.getMajorityReligion()?.name != playerReligion
QuestName.SpreadReligion.value -> playerReligion != null && civInfo.getCapital()!!.religion.getMajorityReligion()?.name != playerReligion
QuestName.ConquerCityState.value -> getCityStateTarget(challenger) != null && civInfo.cityStatePersonality != CityStatePersonality.Friendly
QuestName.BullyCityState.value -> getCityStateTarget(challenger) != null
QuestName.ContestFaith.value -> civInfo.gameInfo.isReligionEnabled()
@ -385,7 +385,7 @@ class QuestManager {
private fun isComplete(assignedQuest: AssignedQuest): Boolean {
val assignee = civInfo.gameInfo.getCivilization(assignedQuest.assignee)
return when (assignedQuest.questName) {
QuestName.Route.value -> assignee.isCapitalConnectedToCity(civInfo.getCapital())
QuestName.Route.value -> assignee.isCapitalConnectedToCity(civInfo.getCapital()!!)
QuestName.ConnectResource.value -> assignee.detailedCivResources.map { it.resource }.contains(civInfo.gameInfo.ruleSet.tileResources[assignedQuest.data1])
QuestName.ConstructWonder.value -> assignee.cities.any { it.cityConstructions.isBuilt(assignedQuest.data1) }
QuestName.GreatPerson.value -> assignee.getCivGreatPeople().any { it.baseUnit.getReplacedUnit(civInfo.gameInfo.ruleSet).name == assignedQuest.data1 }
@ -393,7 +393,7 @@ class QuestManager {
QuestName.FindNaturalWonder.value -> assignee.naturalWonders.contains(assignedQuest.data1)
QuestName.PledgeToProtect.value -> assignee in civInfo.getProtectorCivs()
QuestName.DenounceCiv.value -> assignee.getDiplomacyManager(assignedQuest.data1).hasFlag(DiplomacyFlags.Denunciation)
QuestName.SpreadReligion.value -> civInfo.getCapital().religion.getMajorityReligion() == civInfo.gameInfo.religions[assignedQuest.data2]
QuestName.SpreadReligion.value -> civInfo.getCapital()!!.religion.getMajorityReligion() == civInfo.gameInfo.religions[assignedQuest.data2]
else -> false
}
}
@ -421,7 +421,7 @@ class QuestManager {
if (rewardInfluence > 0)
assignee.addNotification(
"[${civInfo.civName}] rewarded you with [${rewardInfluence.toInt()}] influence for completing the [${assignedQuest.questName}] quest.",
civInfo.getCapital().location, civInfo.civName, "OtherIcons/Quest"
civInfo.getCapital()!!.location, civInfo.civName, "OtherIcons/Quest"
)
// We may have received bonuses from city-state friend-ness or ally-ness
@ -436,11 +436,11 @@ class QuestManager {
if (winners.isEmpty()) {
assignee.addNotification(
"[${civInfo.civName}] no longer needs your help with the [${assignedQuest.questName}] quest.",
civInfo.getCapital().location, civInfo.civName, "OtherIcons/Quest")
civInfo.getCapital()!!.location, civInfo.civName, "OtherIcons/Quest")
} else {
assignee.addNotification(
"The [${assignedQuest.questName}] quest for [${civInfo.civName}] has ended. It was won by [${winners.joinToString { it.assignee.tr() }}].",
civInfo.getCapital().location, civInfo.civName, "OtherIcons/Quest")
civInfo.getCapital()!!.location, civInfo.civName, "OtherIcons/Quest")
}
}
@ -532,8 +532,8 @@ class QuestManager {
unitsToKillForCiv[attacker.civName] = unitsToKill
val location = if (civInfo.cities.isEmpty()) null
else civInfo.getCapital().location
val location = if (civInfo.cities.isEmpty() || civInfo.getCapital() == null) null
else civInfo.getCapital()!!.location
// Ask for assistance
for (thirdCiv in civInfo.getKnownCivs().filter { it.isAlive() && !it.isAtWarWith(civInfo) && it.isMajorCiv() }) {
@ -571,8 +571,8 @@ class QuestManager {
/** Called when a major civ meets the city-state for the first time. Mainly for war with major pseudo-quest. */
fun justMet(otherCiv: CivilizationInfo) {
val location = if (civInfo.cities.isEmpty()) null
else civInfo.getCapital().location
val location = if (civInfo.cities.isEmpty() || civInfo.getCapital() == null) null
else civInfo.getCapital()!!.location
for ((attackerName, unitsToKill) in unitsToKillForCiv) {
if (location != null)
@ -755,7 +755,7 @@ class QuestManager {
* to be destroyed
*/
private fun getBarbarianEncampmentForQuest(): TileInfo? {
val encampments = civInfo.getCapital().getCenterTile().getTilesInDistance(8)
val encampments = civInfo.getCapital()!!.getCenterTile().getTilesInDistance(8)
.filter { it.improvement == Constants.barbarianEncampment }.toList()
if (encampments.isNotEmpty())
@ -923,7 +923,7 @@ class AssignedQuest(val questName: String = "",
}
QuestName.Route.value -> {
game.resetToWorldScreen()
game.worldScreen.mapHolder.setCenterPosition(gameInfo.getCivilization(assigner).getCapital().location, selectUnit = false)
game.worldScreen.mapHolder.setCenterPosition(gameInfo.getCivilization(assigner).getCapital()!!.location, selectUnit = false)
}
}
}

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@ -240,9 +240,9 @@ class DiplomacyManager() {
for (unique in otherCiv().getMatchingUniques(UniqueType.CityStateRestingPoint))
restingPoint += unique.params[0].toInt()
if (civInfo.cities.any()) // no capital if no cities
if (civInfo.cities.any() && civInfo.getCapital() != null)
for (unique in otherCiv().getMatchingUniques(UniqueType.RestingPointOfCityStatesFollowingReligionChange))
if (otherCiv().religionManager.religion?.name == civInfo.getCapital().religion.getMajorityReligionName())
if (otherCiv().religionManager.religion?.name == civInfo.getCapital()!!.religion.getMajorityReligionName())
restingPoint += unique.params[0].toInt()
if (diplomaticStatus == DiplomaticStatus.Protector) restingPoint += 10
@ -266,8 +266,8 @@ class DiplomacyManager() {
for (unique in otherCiv().getMatchingUniques(UniqueType.CityStateInfluenceDegradation))
modifierPercent += unique.params[0].toFloat()
val religion = if (civInfo.cities.isEmpty()) null
else civInfo.getCapital().religion.getMajorityReligionName()
val religion = if (civInfo.cities.isEmpty() || civInfo.getCapital() == null) null
else civInfo.getCapital()!!.religion.getMajorityReligionName()
if (religion != null && religion == otherCiv().religionManager.religion?.name)
modifierPercent -= 25f // 25% slower degrade when sharing a religion
@ -291,8 +291,8 @@ class DiplomacyManager() {
if (otherCiv().hasUnique(UniqueType.CityStateInfluenceRecoversTwiceNormalRate))
modifierPercent += 100f
val religion = if (civInfo.cities.isEmpty()) null
else civInfo.getCapital().religion.getMajorityReligionName()
val religion = if (civInfo.cities.isEmpty() || civInfo.getCapital() == null) null
else civInfo.getCapital()!!.religion.getMajorityReligionName()
if (religion != null && religion == otherCiv().religionManager.religion?.name)
modifierPercent += 50f // 50% quicker recovery when sharing a religion
@ -456,7 +456,7 @@ class DiplomacyManager() {
}
if (!civInfo.isDefeated()) { // don't display city state relationship notifications when the city state is currently defeated
val civCapitalLocation = if (civInfo.cities.isNotEmpty()) civInfo.getCapital().location else null
val civCapitalLocation = if (civInfo.cities.isNotEmpty() || civInfo.getCapital() != null) civInfo.getCapital()!!.location else null
if (getTurnsToRelationshipChange() == 1) {
val text = "Your relationship with [${civInfo.civName}] is about to degrade"
if (civCapitalLocation != null) otherCiv().addNotification(text, civCapitalLocation, civInfo.civName, NotificationIcon.Diplomacy)

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@ -230,7 +230,7 @@ class TradeEvaluation {
val city = civInfo.cities.firstOrNull { it.id == offer.name }
?: throw Exception("Got an offer to sell city id " + offer.name + " which does't seem to exist for this civ!")
val capitalcity = civInfo.getCapital()
val capitalcity = civInfo.getCapital()!!
val distanceCost = distanceCityTradeModifier(civInfo, capitalcity, city)
val stats = city.cityStats.currentCityStats
val sumOfStats =

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@ -219,8 +219,8 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
}
UniqueType.ConditionalForeignContinent ->
state.civInfo != null && relevantTile != null
&& (state.civInfo.cities.isEmpty()
|| state.civInfo.getCapital().getCenterTile().getContinent()
&& (state.civInfo.cities.isEmpty() || state.civInfo.getCapital() == null
|| state.civInfo.getCapital()!!.getCenterTile().getContinent()
!= relevantTile!!.getContinent()
)
UniqueType.ConditionalAdjacentUnit ->

View File

@ -491,7 +491,7 @@ class DiplomacyScreen(
return diplomacyTable
}
fun getImprovableResourceTiles(otherCiv:CivilizationInfo) = otherCiv.getCapital().getTiles().filter {
fun getImprovableResourceTiles(otherCiv:CivilizationInfo) = otherCiv.getCapital()!!.getTiles().filter {
it.hasViewableResource(otherCiv)
&& it.tileResource.resourceType != ResourceType.Bonus
&& (it.improvement == null || !it.tileResource.isImprovedBy(it.improvement!!))
@ -751,7 +751,7 @@ class DiplomacyScreen(
diplomacyTable.add(demandsButton).row()
if (isNotPlayersTurn()) demandsButton.disable()
if (otherCiv.cities.isNotEmpty() && otherCiv.getCapital().location in viewingCiv.exploredTiles)
if (otherCiv.cities.isNotEmpty() && otherCiv.getCapital() != null && otherCiv.getCapital()!!.location in viewingCiv.exploredTiles)
diplomacyTable.add(getGoToOnMapButton(otherCiv)).row()
if (!otherCiv.isPlayerCivilization()) { // human players make their own choices
@ -938,7 +938,7 @@ class DiplomacyScreen(
val goToOnMapButton = "Go to on map".toTextButton()
goToOnMapButton.onClick {
UncivGame.Current.resetToWorldScreen()
UncivGame.Current.worldScreen.mapHolder.setCenterPosition(civilization.getCapital().location, selectUnit = false)
UncivGame.Current.worldScreen.mapHolder.setCenterPosition(civilization.getCapital()!!.location, selectUnit = false)
}
return goToOnMapButton
}

View File

@ -176,7 +176,7 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Bas
val tileToCenterOn: Vector2 =
when {
viewingCiv.cities.isNotEmpty() -> viewingCiv.getCapital().location
viewingCiv.cities.isNotEmpty() && viewingCiv.getCapital() != null -> viewingCiv.getCapital()!!.location
viewingCiv.getCivUnits().any() -> viewingCiv.getCivUnits().first().getTile().position
else -> Vector2.Zero
}
@ -282,7 +282,7 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Bas
keyPressDispatcher[Input.Keys.F12] = quickLoad // Quick Load
keyPressDispatcher[Input.Keys.HOME] = { // Capital City View
val capital = gameInfo.currentPlayerCiv.getCapital()
if (!mapHolder.setCenterPosition(capital.location))
if (capital != null && !mapHolder.setCenterPosition(capital.location))
game.setScreen(CityScreen(capital))
}
keyPressDispatcher[KeyCharAndCode.ctrl('O')] = { // Game Options