mirror of
https://github.com/yairm210/Unciv.git
synced 2025-03-15 04:14:44 +07:00
Fix crashes when a civ does not have a capital (#6889)
This commit is contained in:
parent
740886c890
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@ -100,8 +100,8 @@ class BarbarianManager {
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if (campsToAdd <= 0) return
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// Camps can't spawn within 7 tiles of each other or within 4 tiles of major civ capitals
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val tooCloseToCapitals = gameInfo.civilizations.filterNot { it.isBarbarian() || it.isSpectator() || it.cities.isEmpty() || it.isCityState() }
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.flatMap { it.getCapital().getCenterTile().getTilesInDistance(4) }.toSet()
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val tooCloseToCapitals = gameInfo.civilizations.filterNot { it.isBarbarian() || it.isSpectator() || it.cities.isEmpty() || it.isCityState() || it.getCapital() == null }
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.flatMap { it.getCapital()!!.getCenterTile().getTilesInDistance(4) }.toSet()
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val tooCloseToCamps = camps
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.flatMap { tileMap[it.key].getTilesInDistance(
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if (it.value.destroyed) 4 else 7
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@ -132,7 +132,7 @@ class BarbarianManager {
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tile = viableTiles.random()
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} else
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tile = viableTiles.random()
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tile.improvement = Constants.barbarianEncampment
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val newCamp = Encampment(tile.position)
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newCamp.gameInfo = gameInfo
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@ -296,4 +296,4 @@ class Encampment() {
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}
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countdown /= 100
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}
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}
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}
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@ -345,7 +345,7 @@ class GameInfo {
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getAliveCityStates()
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.asSequence()
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.filter { it.cityStateResource == resourceName }
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.map { it.getCapital().getCenterTile() }
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.map { it.getCapital()!!.getCenterTile() }
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} else {
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tileMap.values
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.asSequence()
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@ -213,7 +213,7 @@ object Automation {
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// If we have vision of our entire starting continent (ish) we are not afraid
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civInfo.gameInfo.tileMap.assignContinents(TileMap.AssignContinentsMode.Ensure)
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val startingContinent = civInfo.getCapital().getCenterTile().getContinent()
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val startingContinent = civInfo.getCapital()!!.getCenterTile().getContinent()
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val startingContinentSize = civInfo.gameInfo.tileMap.continentSizes[startingContinent]
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if (startingContinentSize != null && startingContinentSize < civInfo.viewableTiles.size * multiplier)
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return false
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@ -473,7 +473,7 @@ object NextTurnAutomation {
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for (resource in civInfo.gameInfo.spaceResources) {
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// Have enough resources already
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val resourceCount = civInfo.getCivResourcesByName()[resource] ?: 0
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val resourceCount = civInfo.getCivResourcesByName()[resource] ?: 0
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if (resourceCount >= Automation.getReservedSpaceResourceAmount(civInfo))
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continue
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@ -691,7 +691,7 @@ object NextTurnAutomation {
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private fun motivationToAttack(civInfo: CivilizationInfo, otherCiv: CivilizationInfo): Int {
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if(civInfo.cities.isEmpty() || otherCiv.cities.isEmpty()) return 0
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val baseForce = 30f
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val ourCombatStrength = civInfo.getStatForRanking(RankingType.Force).toFloat() + baseForce
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var theirCombatStrength = otherCiv.getStatForRanking(RankingType.Force).toFloat() + baseForce
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@ -705,9 +705,9 @@ object NextTurnAutomation {
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val closestCities = getClosestCities(civInfo, otherCiv)
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val ourCity = closestCities.city1
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val theirCity = closestCities.city2
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if (civInfo.getCivUnits().filter { it.isMilitary() }.none {
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val damageRecievedWhenAttacking =
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val damageRecievedWhenAttacking =
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BattleDamage.calculateDamageToAttacker(
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MapUnitCombatant(it),
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CityCombatant(theirCity)
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@ -722,7 +722,7 @@ object NextTurnAutomation {
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&& (owner == otherCiv || owner == null || civInfo.canPassThroughTiles(owner))
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}
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val reachableEnemyCitiesBfs = BFS(civInfo.getCapital().getCenterTile()) { isTileCanMoveThrough(it) }
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val reachableEnemyCitiesBfs = BFS(civInfo.getCapital()!!.getCenterTile()) { isTileCanMoveThrough(it) }
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reachableEnemyCitiesBfs.stepToEnd()
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val reachableEnemyCities = otherCiv.cities.filter { reachableEnemyCitiesBfs.hasReachedTile(it.getCenterTile()) }
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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 {
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}
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fun automateAddInCapital(unit: MapUnit) {
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val capitalTile = unit.civInfo.getCapital().getCenterTile()
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if (unit.civInfo.getCapital() == null) return // safeguard
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val capitalTile = unit.civInfo.getCapital()!!.getCenterTile()
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if (unit.movement.canReach(capitalTile))
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unit.movement.headTowards(capitalTile)
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if (unit.getTile() == capitalTile) {
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@ -287,7 +288,7 @@ object SpecificUnitAutomation {
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return
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}
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}
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fun automateMissionary(unit: MapUnit) {
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if (unit.religion != unit.civInfo.religionManager.religion?.name)
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return unit.destroy()
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@ -425,7 +426,7 @@ object SpecificUnitAutomation {
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val firstStepInPath = pathsToCities[closestCityThatCanAttackFrom]!!.first()
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airUnit.movement.moveToTile(firstStepInPath)
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}
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fun automateNukes(unit: MapUnit) {
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val tilesInRange = unit.currentTile.getTilesInDistance(unit.getRange())
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for (tile in tilesInRange) {
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@ -443,7 +444,7 @@ object SpecificUnitAutomation {
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if (BattleHelper.tryAttackNearbyEnemy(unit)) return
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tryRelocateToNearbyAttackableCities(unit)
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}
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private fun tryRelocateToNearbyAttackableCities(unit: MapUnit) {
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val tilesInRange = unit.currentTile.getTilesInDistance(unit.getRange())
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val immediatelyReachableCities = tilesInRange
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@ -455,7 +456,7 @@ object SpecificUnitAutomation {
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unit.movement.moveToTile(city)
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return
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}
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if (unit.baseUnit.isAirUnit()) {
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val pathsToCities = unit.movement.getAerialPathsToCities()
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if (pathsToCities.isEmpty()) return // can't actually move anywhere else
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@ -479,7 +480,7 @@ object SpecificUnitAutomation {
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fun foundReligion(unit: MapUnit) {
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val cityToFoundReligionAt =
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if (unit.getTile().isCityCenter() && !unit.getTile().owningCity!!.isHolyCity()) unit.getTile().owningCity
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if (unit.getTile().isCityCenter() && !unit.getTile().owningCity!!.isHolyCity()) unit.getTile().owningCity
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else unit.civInfo.cities.firstOrNull {
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!it.isHolyCity()
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&& unit.movement.canMoveTo(it.getCenterTile())
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@ -493,16 +494,16 @@ object SpecificUnitAutomation {
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UnitActions.getFoundReligionAction(unit)()
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}
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fun enhanceReligion(unit: MapUnit) {
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// Try go to a nearby city
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if (!unit.getTile().isCityCenter())
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UnitAutomation.tryEnterOwnClosestCity(unit)
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// If we were unable to go there this turn, unable to do anything else
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if (!unit.getTile().isCityCenter())
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return
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UnitActions.getEnhanceReligionAction(unit)()
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}
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@ -28,7 +28,7 @@ private object WorkerAutomationConst {
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* Contains the logic for worker automation.
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*
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* This is instantiated from [CivilizationInfo.getWorkerAutomation] and cached there.
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*
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*
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* @param civInfo The Civilization - data common to all automated workers is cached once per Civ
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* @param cachedForTurn The turn number this was created for - a recreation of the instance is forced on different turn numbers
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*/
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@ -57,7 +57,7 @@ class WorkerAutomation(
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&& !it.isCapital() && !it.isBeingRazed // Cities being razed should not be connected.
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&& !it.cityStats.isConnectedToCapital(bestRoadAvailable)
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}.sortedBy {
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it.getCenterTile().aerialDistanceTo(civInfo.getCapital().getCenterTile())
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it.getCenterTile().aerialDistanceTo(civInfo.getCapital()!!.getCenterTile())
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}.toList()
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if (WorkerAutomationConst.consoleOutput) {
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println("WorkerAutomation citiesThatNeedConnecting for ${civInfo.civName} turn $cachedForTurn:")
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@ -88,9 +88,9 @@ class WorkerAutomation(
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}
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/** Caches BFS by city locations (cities needing connecting).
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*
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*
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* key: The city to connect from as [hex position][Vector2].
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*
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*
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* value: The [BFS] searching from that city, whether successful or not.
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*/
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//todo: If BFS were to deal in vectors instead of TileInfos, we could copy this on cloning
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@ -116,7 +116,7 @@ class WorkerAutomation(
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fun evaluateFortPlacement(tile: TileInfo, civInfo: CivilizationInfo, isCitadel: Boolean): Boolean {
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return civInfo.getWorkerAutomation().evaluateFortPlacement(tile, isCitadel)
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}
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/** For console logging only */
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private fun MapUnit.label() = toString() + " " + getTile().position.toString()
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}
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@ -297,7 +297,7 @@ class WorkerAutomation(
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if (tile.improvementInProgress != null && unit.canBuildImprovement(tile.getTileImprovementInProgress()!!, tile)) return true
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val chosenImprovement = chooseImprovement(unit, tile)
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if (chosenImprovement != null && tile.canBuildImprovement(chosenImprovement, civInfo) && unit.canBuildImprovement(chosenImprovement, tile)) return true
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} else if (!tile.containsGreatImprovement() && tile.hasViewableResource(civInfo)
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&& tile.tileResource.isImprovedBy(tile.improvement!!)
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&& (chooseImprovement(unit, tile) // if the chosen improvement is not null and buildable
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@ -16,7 +16,7 @@ import kotlin.math.pow
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import kotlin.math.roundToInt
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object BattleDamage {
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private fun getModifierStringFromUnique(unique: Unique): String {
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val source = when (unique.sourceObjectType) {
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UniqueTarget.Unit -> "Unit ability"
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@ -49,9 +49,9 @@ object BattleDamage {
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for (unique in combatant.getMatchingUniques(
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UniqueType.StrengthNearCapital, conditionalState, true
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)) {
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if (civInfo.cities.isEmpty()) break
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if (civInfo.cities.isEmpty() || civInfo.getCapital() == null) break
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val distance =
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combatant.getTile().aerialDistanceTo(civInfo.getCapital().getCenterTile())
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combatant.getTile().aerialDistanceTo(civInfo.getCapital()!!.getCenterTile())
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// https://steamcommunity.com/sharedfiles/filedetails/?id=326411722#464287
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val effect = unique.params[0].toInt() - 3 * distance
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if (effect <= 0) continue
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@ -168,7 +168,7 @@ object BattleDamage {
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fun getDefenceModifiers(attacker: ICombatant, defender: ICombatant): Counter<String> {
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val modifiers = getGeneralModifiers(defender, attacker, CombatAction.Defend)
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val tile = defender.getTile()
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if (defender is MapUnitCombatant) {
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if (defender.unit.isEmbarked()) {
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@ -196,7 +196,7 @@ object BattleDamage {
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return modifiers
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}
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@Deprecated("As of 4.0.3", level=DeprecationLevel.WARNING)
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private fun getTileSpecificModifiers(unit: MapUnitCombatant, tile: TileInfo): Counter<String> {
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val modifiers = Counter<String>()
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@ -225,7 +225,7 @@ object BattleDamage {
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1f
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}
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// Each 3 points of health reduces damage dealt by 1%
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else 1 - (100 - combatant.getHealth()) / 300f
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else 1 - (100 - combatant.getHealth()) / 300f
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}
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@ -55,12 +55,12 @@ class StatTreeNode {
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}
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/** Holds and calculates [Stats] for a city.
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*
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*
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* No field needs to be saved, all are calculated on the fly,
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* so its field in [CityInfo] is @Transient and no such annotation is needed here.
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*/
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class CityStats(val cityInfo: CityInfo) {
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//region Fields, Transient
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//region Fields, Transient
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var baseStatTree = StatTreeNode()
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@ -83,7 +83,7 @@ class CityStats(val cityInfo: CityInfo) {
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val stats = Stats()
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if (!cityInfo.isCapital() && cityInfo.isConnectedToCapital()) {
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val civInfo = cityInfo.civInfo
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stats.gold = civInfo.getCapital().population.population * 0.15f + cityInfo.population.population * 1.1f - 1 // Calculated by http://civilization.wikia.com/wiki/Trade_route_(Civ5)
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stats.gold = civInfo.getCapital()!!.population.population * 0.15f + cityInfo.population.population * 1.1f - 1 // Calculated by http://civilization.wikia.com/wiki/Trade_route_(Civ5)
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for (unique in cityInfo.getMatchingUniques(UniqueType.StatsFromTradeRoute))
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stats.add(unique.stats)
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val percentageStats = Stats()
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@ -161,7 +161,7 @@ class CityStats(val cityInfo: CityInfo) {
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}
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}
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}
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for (unique in cityInfo.civInfo.getMatchingUniques(UniqueType.BonusStatsFromCityStates)) {
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stats[Stat.valueOf(unique.params[1])] *= unique.params[0].toPercent()
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}
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@ -314,10 +314,11 @@ class CityStats(val cityInfo: CityInfo) {
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unique.params[0].toFloat() * cityInfo.religion.getFollowersOfMajorityReligion(),
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unique.params[2].toFloat()
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))
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if (currentConstruction is Building
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&& cityInfo.civInfo.cities.isNotEmpty()
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&& cityInfo.civInfo.getCapital().cityConstructions.builtBuildings.contains(currentConstruction.name)
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&& cityInfo.civInfo.getCapital() != null
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&& cityInfo.civInfo.getCapital()!!.cityConstructions.builtBuildings.contains(currentConstruction.name)
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) {
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for (unique in cityInfo.getMatchingUniques(UniqueType.PercentProductionBuildingsInCapital))
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addUniqueStats(unique, Stat.Production, unique.params[0].toFloat())
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@ -399,19 +400,19 @@ class CityStats(val cityInfo: CityInfo) {
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unhappinessFromCity *= 2f //doubled for the Indian
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newHappinessList["Cities"] = unhappinessFromCity * unhappinessModifier
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var unhappinessFromCitizens = cityInfo.population.population.toFloat()
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for (unique in cityInfo.getMatchingUniques(UniqueType.UnhappinessFromPopulationTypePercentageChange))
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if (cityInfo.matchesFilter(unique.params[2]))
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unhappinessFromCitizens += (unique.params[0].toFloat() / 100f) * cityInfo.population.getPopulationFilterAmount(unique.params[1])
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// Deprecated as of 3.19.19
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for (unique in cityInfo.getMatchingUniques(UniqueType.UnhappinessFromSpecialistsPercentageChange)) {
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if (cityInfo.matchesFilter(unique.params[1]))
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unhappinessFromCitizens += unique.params[0].toFloat() / 100f * cityInfo.population.getNumberOfSpecialists()
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}
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for (unique in cityInfo.getMatchingUniques(UniqueType.UnhappinessFromPopulationPercentageChange))
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if (cityInfo.matchesFilter(unique.params[1]))
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unhappinessFromCitizens += unique.params[0].toFloat() / 100f * cityInfo.population.population
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@ -423,7 +424,7 @@ class CityStats(val cityInfo: CityInfo) {
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unhappinessFromCitizens *= 2f
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if (unhappinessFromCitizens < 0) unhappinessFromCitizens = 0f
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newHappinessList["Population"] = -unhappinessFromCitizens * unhappinessModifier
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if (hasExtraAnnexUnhappiness()) newHappinessList["Occupied City"] = -2f //annexed city
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@ -453,7 +454,7 @@ class CityStats(val cityInfo: CityInfo) {
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val newBaseStatTree = StatTreeNode()
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// We don't edit the existing baseStatList directly, in order to avoid concurrency exceptions
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val newBaseStatList = StatMap()
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val newBaseStatList = StatMap()
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newBaseStatTree.addStats(Stats(
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science = cityInfo.population.population.toFloat(),
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@ -605,7 +606,7 @@ class CityStats(val cityInfo: CityInfo) {
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newFinalStatList["Excess food to production"] =
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Stats(production = getProductionFromExcessiveFood(totalFood), food = -totalFood)
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}
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val growthNullifyingUnique = cityInfo.getMatchingUniques(UniqueType.NullifiesGrowth).firstOrNull()
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if (growthNullifyingUnique != null) {
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val amountToRemove = -newFinalStatList.values.sumOf { it[Stat.Food].toDouble() }
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@ -615,7 +616,7 @@ class CityStats(val cityInfo: CityInfo) {
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if (cityInfo.isInResistance())
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newFinalStatList.clear() // NOPE
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if (newFinalStatList.values.map { it.production }.sum() < 1) // Minimum production for things to progress
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newFinalStatList["Production"] = Stats(production = 1f)
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finalStatList = newFinalStatList
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@ -8,7 +8,7 @@ import kotlin.collections.set
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class CapitalConnectionsFinder(private val civInfo: CivilizationInfo) {
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private val citiesReachedToMediums = HashMap<CityInfo, MutableSet<String>>()
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private var citiesToCheck = mutableListOf(civInfo.getCapital())
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private var citiesToCheck = mutableListOf(civInfo.getCapital()!!)
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private lateinit var newCitiesToCheck: MutableList<CityInfo>
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private val openBordersCivCities = civInfo.gameInfo.getCities().filter { civInfo.canEnterBordersOf(it.civInfo) }
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@ -24,7 +24,7 @@ class CapitalConnectionsFinder(private val civInfo: CivilizationInfo) {
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private val railroadIsResearched = ruleset.tileImprovements.containsKey(railroad) && civInfo.tech.isResearched(ruleset.tileImprovements[railroad]!!.techRequired!!)
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init {
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citiesReachedToMediums[civInfo.getCapital()] = hashSetOf("Start")
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citiesReachedToMediums[civInfo.getCapital()!!] = hashSetOf("Start")
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}
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fun find(): Map<CityInfo, Set<String>> {
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@ -124,4 +124,4 @@ class CapitalConnectionsFinder(private val civInfo: CivilizationInfo) {
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citiesReachedToMediums[this]!!.add(transportType)
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}
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}
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}
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@ -99,7 +99,7 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
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return null
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return uniqueUnit
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}
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fun randomGiftableUnit() =
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fun randomGiftableUnit() =
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city.cityConstructions.getConstructableUnits()
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.filter { !it.isCivilian() && it.isLandUnit() && it.uniqueTo == null }
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.toList().randomOrNull()
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@ -111,7 +111,7 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
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val placedUnit = receivingCiv.placeUnitNearTile(city.location, militaryUnit.name) ?: return
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||||
|
||||
// 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",
|
||||
)
|
||||
@ -676,4 +676,4 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
|
||||
}
|
||||
return newDetailedCivResources
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
@ -166,7 +166,7 @@ class CivInfoTransientUpdater(val civInfo: CivilizationInfo) {
|
||||
fun updateCivResources() {
|
||||
val newDetailedCivResources = ResourceSupplyList()
|
||||
for (city in civInfo.cities) newDetailedCivResources.add(city.getCityResources())
|
||||
|
||||
|
||||
if (!civInfo.isCityState()) {
|
||||
// First we get all these resources of each city state separately
|
||||
val cityStateProvidedResources = ResourceSupplyList()
|
||||
@ -192,10 +192,10 @@ class CivInfoTransientUpdater(val civInfo: CivilizationInfo) {
|
||||
for (unit in civInfo.getCivUnits())
|
||||
for ((resource, amount) in unit.baseUnit.getResourceRequirements())
|
||||
newDetailedCivResources.add(civInfo.gameInfo.ruleSet.tileResources[resource]!!, -amount, "Units")
|
||||
|
||||
|
||||
// Check if anything has actually changed so we don't update stats for no reason - this uses List equality which means it checks the elements
|
||||
if (civInfo.detailedCivResources == newDetailedCivResources) return
|
||||
|
||||
|
||||
civInfo.detailedCivResources = newDetailedCivResources
|
||||
|
||||
val newSummarizedCivResources = ResourceSupplyList()
|
||||
@ -206,4 +206,4 @@ class CivInfoTransientUpdater(val civInfo: CivilizationInfo) {
|
||||
|
||||
civInfo.updateStatsForNextTurn() // More or less resources = more or less happiness, with potential domino effects
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -150,13 +150,13 @@ class CivilizationInfo {
|
||||
|
||||
/** See DiplomacyManager.flagsCountdown for why this does not map Enums to ints */
|
||||
private var flagsCountdown = HashMap<String, Int>()
|
||||
|
||||
|
||||
/** Arraylist instead of HashMap as the same unique might appear multiple times
|
||||
* We don't use pairs, as these cannot be serialized due to having no no-arg constructor
|
||||
* This can also contain NON-temporary uniques but I can't be bothered to do the deprecation dance with this one
|
||||
*/
|
||||
val temporaryUniques = ArrayList<TemporaryUnique>()
|
||||
|
||||
|
||||
// if we only use lists, and change the list each time the cities are changed,
|
||||
// we won't get concurrent modification exceptions.
|
||||
// This is basically a way to ensure our lists are immutable.
|
||||
@ -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 &&
|
||||
@ -344,11 +344,11 @@ class CivilizationInfo {
|
||||
return if (preferredVictoryType == Constants.neutralVictoryType) null
|
||||
else gameInfo.ruleSet.victories[getPreferredVictoryType()]!!
|
||||
}
|
||||
|
||||
|
||||
fun wantsToFocusOn(focus: Victory.Focus): Boolean {
|
||||
return thingsToFocusOnForVictory.contains(focus)
|
||||
}
|
||||
|
||||
|
||||
@Transient
|
||||
private val civInfoStats = CivInfoStats(this)
|
||||
fun stats() = civInfoStats
|
||||
@ -413,7 +413,7 @@ class CivilizationInfo {
|
||||
|
||||
fun hasUnique(uniqueType: UniqueType, stateForConditionals: StateForConditionals =
|
||||
StateForConditionals(this)) = getMatchingUniques(uniqueType, stateForConditionals).any()
|
||||
|
||||
|
||||
// Does not return local uniques, only global ones.
|
||||
/** Destined to replace getMatchingUniques, gradually, as we fill the enum */
|
||||
fun getMatchingUniques(uniqueType: UniqueType, stateForConditionals: StateForConditionals = StateForConditionals(this), cityToIgnore: CityInfo? = null) = sequence {
|
||||
@ -433,16 +433,16 @@ class CivilizationInfo {
|
||||
if (religionManager.religion != null)
|
||||
yieldAll(religionManager.religion!!.getFounderUniques()
|
||||
.filter { it.isOfType(uniqueType) && it.conditionalsApply(stateForConditionals) })
|
||||
|
||||
|
||||
yieldAll(getCivResources().asSequence()
|
||||
.filter { it.amount > 0 }
|
||||
.flatMap { it.resource.getMatchingUniques(uniqueType, stateForConditionals) }
|
||||
)
|
||||
|
||||
|
||||
yieldAll(gameInfo.ruleSet.globalUniques.getMatchingUniques(uniqueType, stateForConditionals))
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//region Units
|
||||
fun getCivUnitsSize(): Int = units.size
|
||||
fun getCivUnits(): Sequence<MapUnit> = units.asSequence()
|
||||
@ -507,7 +507,7 @@ class CivilizationInfo {
|
||||
val baseUnit = gameInfo.ruleSet.units[baseUnitName]
|
||||
?: throw UncivShowableException("Unit $baseUnitName doesn't seem to exist!")
|
||||
return getEquivalentUnit(baseUnit)
|
||||
}
|
||||
}
|
||||
fun getEquivalentUnit(baseUnit: BaseUnit): BaseUnit {
|
||||
if (baseUnit.replaces != null)
|
||||
return getEquivalentUnit(baseUnit.replaces!!) // Equivalent of unique unit is the equivalent of the replaced unit
|
||||
@ -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)
|
||||
@ -561,10 +561,10 @@ class CivilizationInfo {
|
||||
}
|
||||
for ((key, value) in giftAmount)
|
||||
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
|
||||
}
|
||||
|
||||
@ -987,7 +987,7 @@ class CivilizationInfo {
|
||||
fun getTurnsTillCallForBarbHelp() = flagsCountdown[CivFlags.TurnsTillCallForBarbHelp.name]
|
||||
|
||||
fun mayVoteForDiplomaticVictory() =
|
||||
getTurnsTillNextDiplomaticVote() == 0
|
||||
getTurnsTillNextDiplomaticVote() == 0
|
||||
&& civName !in gameInfo.diplomaticVictoryVotesCast.keys
|
||||
// Only vote if there is someone to vote for, may happen in one-more-turn mode
|
||||
&& gameInfo.civilizations.any { it.isMajorCiv() && !it.isDefeated() && it != this }
|
||||
@ -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)_/¯
|
||||
@ -1031,7 +1032,7 @@ class CivilizationInfo {
|
||||
val spawnCity = cities.maxByOrNull { random.nextInt(it.population.population + 10) } ?: return
|
||||
val spawnTile = spawnCity.getTiles().maxByOrNull { rateTileForRevoltSpawn(it) } ?: return
|
||||
val unitToSpawn = gameInfo.ruleSet.units.values.asSequence().filter {
|
||||
it.uniqueTo == null && it.isMelee() && it.isLandUnit()
|
||||
it.uniqueTo == null && it.isMelee() && it.isLandUnit()
|
||||
&& !it.hasUnique(UniqueType.CannotAttack) && it.isBuildable(this)
|
||||
}.maxByOrNull {
|
||||
random.nextInt(1000)
|
||||
@ -1046,14 +1047,14 @@ class CivilizationInfo {
|
||||
}
|
||||
|
||||
// Will be automatically added again as long as unhappiness is still low enough
|
||||
removeFlag(CivFlags.RevoltSpawning.name)
|
||||
removeFlag(CivFlags.RevoltSpawning.name)
|
||||
|
||||
addNotification("Your citizens are revolting due to very high unhappiness!", spawnTile.position, unitToSpawn.name, "StatIcons/Malcontent")
|
||||
}
|
||||
|
||||
// Higher is better
|
||||
private fun rateTileForRevoltSpawn(tile: TileInfo): Int {
|
||||
if (tile.isWater || tile.militaryUnit != null || tile.civilianUnit != null || tile.isCityCenter() || tile.isImpassible())
|
||||
if (tile.isWater || tile.militaryUnit != null || tile.civilianUnit != null || tile.isCityCenter() || tile.isImpassible())
|
||||
return -1
|
||||
var score = 10
|
||||
if (tile.improvement == null) {
|
||||
@ -1164,7 +1165,7 @@ class CivilizationInfo {
|
||||
}
|
||||
|
||||
if (placedUnit.hasUnique(UniqueType.ReligiousUnit) && gameInfo.isReligionEnabled()) {
|
||||
placedUnit.religion =
|
||||
placedUnit.religion =
|
||||
when {
|
||||
placedUnit.hasUnique(UniqueType.TakeReligionOverBirthCity)
|
||||
&& religionManager.religion?.isMajorReligion() == true ->
|
||||
@ -1181,7 +1182,7 @@ class CivilizationInfo {
|
||||
passableImpassables.add(unique.params[0]) // Add to list of passable impassables
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return placedUnit
|
||||
}
|
||||
|
||||
@ -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})
|
||||
}
|
||||
|
||||
|
@ -117,7 +117,7 @@ class QuestManager {
|
||||
|
||||
tryStartNewGlobalQuest()
|
||||
tryStartNewIndividualQuests()
|
||||
|
||||
|
||||
tryBarbarianInvasion()
|
||||
tryEndWarWithMajorQuests()
|
||||
}
|
||||
@ -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")
|
||||
}
|
||||
}
|
||||
|
||||
@ -530,10 +530,10 @@ class QuestManager {
|
||||
val totalMilitaryUnits = attacker.getCivUnits().count { !it.isCivilian() }
|
||||
val unitsToKill = max(3, totalMilitaryUnits / 4)
|
||||
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() }) {
|
||||
@ -568,12 +568,12 @@ class QuestManager {
|
||||
endWarWithMajorQuest(killed)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/** 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)
|
||||
otherCiv.addNotification("[${civInfo.civName}] is being attacked by [$attackerName]! Kill [$unitsToKill] of the attacker's military units and they will be immensely grateful.",
|
||||
@ -604,15 +604,15 @@ class QuestManager {
|
||||
unitsToKillForCiv.remove(attacker.civName)
|
||||
unitsKilledFromCiv.remove(attacker.civName)
|
||||
}
|
||||
|
||||
|
||||
fun warWithMajorActive(target: CivilizationInfo): Boolean {
|
||||
return unitsToKillForCiv.containsKey(target.civName)
|
||||
}
|
||||
|
||||
|
||||
fun unitsToKill(target: CivilizationInfo): Int {
|
||||
return unitsToKillForCiv[target.civName] ?: 0
|
||||
}
|
||||
|
||||
|
||||
fun unitsKilledSoFar(target: CivilizationInfo, viewingCiv: CivilizationInfo): Int {
|
||||
val killMap = unitsKilledFromCiv[target.civName] ?: return 0
|
||||
return killMap[viewingCiv.civName] ?: 0
|
||||
@ -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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -14,7 +14,7 @@ import kotlin.math.max
|
||||
import kotlin.math.min
|
||||
|
||||
enum class RelationshipLevel(val color: Color) {
|
||||
// War is tested separately for the Diplomacy Screen. Colored RED.
|
||||
// War is tested separately for the Diplomacy Screen. Colored RED.
|
||||
Unforgivable(Color.FIREBRICK),
|
||||
Afraid(Color(0x5300ffff)), // HSV(260,100,100)
|
||||
Enemy(Color.YELLOW),
|
||||
@ -116,7 +116,7 @@ class DiplomacyManager() {
|
||||
|
||||
/** For city-states. Influence is saved in the CITY STATE -> major civ Diplomacy, NOT in the major civ -> city state diplomacy.
|
||||
* Access via getInfluence() and setInfluence() unless you know what you're doing.
|
||||
* Note that not using the setter skips recalculating the ally and bounds checks,
|
||||
* Note that not using the setter skips recalculating the ally and bounds checks,
|
||||
* and skipping the getter bypasses the modified value when at war */
|
||||
private var influence = 0f
|
||||
|
||||
@ -230,7 +230,7 @@ class DiplomacyManager() {
|
||||
influence = max(amount, MINIMUM_INFLUENCE)
|
||||
civInfo.updateAllyCivForCityState()
|
||||
}
|
||||
|
||||
|
||||
fun getInfluence() = if (civInfo.isAtWarWith(otherCiv())) MINIMUM_INFLUENCE else influence
|
||||
|
||||
// To be run from City-State DiplomacyManager, which holds the influence. Resting point for every major civ can be different.
|
||||
@ -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
|
||||
|
||||
@ -373,7 +373,7 @@ class DiplomacyManager() {
|
||||
if (offer.type in listOf(TradeType.Luxury_Resource, TradeType.Strategic_Resource)
|
||||
&& (offer.name in negativeCivResources || !civInfo.gameInfo.ruleSet.tileResources.containsKey(offer.name))
|
||||
) {
|
||||
|
||||
|
||||
trades.remove(trade)
|
||||
val otherCivTrades = otherCiv().getDiplomacyManager(civInfo).trades
|
||||
otherCivTrades.removeAll { it.equalTrade(trade.reverse()) }
|
||||
@ -382,7 +382,7 @@ class DiplomacyManager() {
|
||||
if (trade.theirOffers.any { it.name == Constants.peaceTreaty }) {
|
||||
remakePeaceTreaty(trade.theirOffers.first { it.name == Constants.peaceTreaty }.duration)
|
||||
}
|
||||
|
||||
|
||||
civInfo.addNotification("One of our trades with [$otherCivName] has been cut short", NotificationIcon.Trade, otherCivName)
|
||||
otherCiv().addNotification("One of our trades with [${civInfo.civName}] has been cut short", NotificationIcon.Trade, civInfo.civName)
|
||||
civInfo.updateDetailedCivResources()
|
||||
@ -390,7 +390,7 @@ class DiplomacyManager() {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private fun remakePeaceTreaty(durationLeft: Int) {
|
||||
val treaty = Trade()
|
||||
treaty.ourOffers.add(
|
||||
@ -444,7 +444,7 @@ class DiplomacyManager() {
|
||||
val initialRelationshipLevel = relationshipLevel()
|
||||
|
||||
val restingPoint = getCityStateInfluenceRestingPoint()
|
||||
// We don't use `getInfluence()` here, as then during war with the ally of this CS,
|
||||
// We don't use `getInfluence()` here, as then during war with the ally of this CS,
|
||||
// our influence would be set to -59, overwriting the old value, which we want to keep
|
||||
// as it should be restored once the war ends (though we keep influence degradation from time during the war)
|
||||
if (influence > restingPoint) {
|
||||
@ -456,7 +456,7 @@ class DiplomacyManager() {
|
||||
}
|
||||
|
||||
if (!civInfo.isDefeated()) { // don't display city state relationship notifications when the city state is currently defeated
|
||||
val civCapitalLocation = if (civInfo.cities.isNotEmpty()) civInfo.getCapital().location else null
|
||||
val civCapitalLocation = if (civInfo.cities.isNotEmpty() || civInfo.getCapital() != null) civInfo.getCapital()!!.location else null
|
||||
if (getTurnsToRelationshipChange() == 1) {
|
||||
val text = "Your relationship with [${civInfo.civName}] is about to degrade"
|
||||
if (civCapitalLocation != null) otherCiv().addNotification(text, civCapitalLocation, civInfo.civName, NotificationIcon.Diplomacy)
|
||||
@ -612,17 +612,17 @@ class DiplomacyManager() {
|
||||
revertToZero(DiplomaticModifiers.DeclarationOfFriendship, 1 / 2f) //decreases slowly and will revert to full if it is declared later
|
||||
|
||||
if (!otherCiv().isCityState()) return
|
||||
|
||||
|
||||
val eraInfo = civInfo.getEra()
|
||||
|
||||
if (relationshipLevel() < RelationshipLevel.Friend) {
|
||||
if (hasFlag(DiplomacyFlags.ProvideMilitaryUnit))
|
||||
if (hasFlag(DiplomacyFlags.ProvideMilitaryUnit))
|
||||
removeFlag(DiplomacyFlags.ProvideMilitaryUnit)
|
||||
return
|
||||
}
|
||||
|
||||
|
||||
val variance = listOf(-1, 0, 1).random()
|
||||
|
||||
|
||||
if (eraInfo.undefinedCityStateBonuses() && otherCiv().cityStateType == CityStateType.Militaristic) {
|
||||
// Deprecated, assume Civ V values for compatibility
|
||||
if (!hasFlag(DiplomacyFlags.ProvideMilitaryUnit) && relationshipLevel() == RelationshipLevel.Friend)
|
||||
@ -632,7 +632,7 @@ class DiplomacyManager() {
|
||||
&& relationshipLevel() == RelationshipLevel.Ally)
|
||||
setFlag(DiplomacyFlags.ProvideMilitaryUnit, 17 + variance)
|
||||
}
|
||||
|
||||
|
||||
if (eraInfo.undefinedCityStateBonuses()) return
|
||||
|
||||
for (bonus in eraInfo.getCityStateBonuses(otherCiv().cityStateType, relationshipLevel())) {
|
||||
@ -657,7 +657,7 @@ class DiplomacyManager() {
|
||||
if (civInfo.isCityState() && civInfo.getProtectorCivs().contains(otherCiv())) {
|
||||
civInfo.removeProtectorCiv(otherCiv(), forced = true)
|
||||
}
|
||||
|
||||
|
||||
diplomaticStatus = DiplomaticStatus.War
|
||||
|
||||
removeModifier(DiplomaticModifiers.YearsOfPeace)
|
||||
@ -666,12 +666,12 @@ class DiplomacyManager() {
|
||||
removeFlag(DiplomacyFlags.BorderConflict)
|
||||
}
|
||||
|
||||
/** Declares war with the other civ in this diplomacy manager.
|
||||
/** Declares war with the other civ in this diplomacy manager.
|
||||
* Handles all war effects and diplomatic changes with other civs and such.
|
||||
*
|
||||
* @param indirectCityStateAttack Influence with city states should only be set to -60
|
||||
* when they are attacked directly, not when their ally is attacked.
|
||||
* When @indirectCityStateAttack is set to true, we thus don't reset the influence with this city state.
|
||||
*
|
||||
* @param indirectCityStateAttack Influence with city states should only be set to -60
|
||||
* when they are attacked directly, not when their ally is attacked.
|
||||
* When @indirectCityStateAttack is set to true, we thus don't reset the influence with this city state.
|
||||
* Should only ever be set to true for calls originating from within this function.
|
||||
*/
|
||||
fun declareWar(indirectCityStateAttack: Boolean = false) {
|
||||
|
@ -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 =
|
||||
@ -280,4 +280,4 @@ class TradeEvaluation {
|
||||
?: return 0
|
||||
return unique.params[0].toInt()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -105,7 +105,7 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
|
||||
if (finalPossibleUniques.size == 1) return finalPossibleUniques.first()
|
||||
|
||||
// filter out possible replacements that are obviously wrong
|
||||
val uniquesWithNoErrors = finalPossibleUniques.filter {
|
||||
val uniquesWithNoErrors = finalPossibleUniques.filter {
|
||||
val unique = Unique(it)
|
||||
val errors = ruleset.checkUnique(unique, true, "",
|
||||
UniqueType.UniqueComplianceErrorSeverity.RulesetSpecific, unique.type!!.targetTypes.first())
|
||||
@ -132,7 +132,7 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
|
||||
if (state.ourCombatant != null && state.ourCombatant is MapUnitCombatant) state.ourCombatant.unit
|
||||
else state.unit
|
||||
}
|
||||
|
||||
|
||||
val stateBasedRandom by lazy { Random(state.hashCode()) }
|
||||
|
||||
return when (condition.type) {
|
||||
@ -151,8 +151,8 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
|
||||
state.civInfo != null
|
||||
&& condition.params[0].toInt() <= state.civInfo.happinessForNextTurn
|
||||
&& state.civInfo.happinessForNextTurn < condition.params[1].toInt()
|
||||
UniqueType.ConditionalBelowHappiness ->
|
||||
state.civInfo != null && state.civInfo.happinessForNextTurn < condition.params[0].toInt()
|
||||
UniqueType.ConditionalBelowHappiness ->
|
||||
state.civInfo != null && state.civInfo.happinessForNextTurn < condition.params[0].toInt()
|
||||
UniqueType.ConditionalGoldenAge ->
|
||||
state.civInfo != null && state.civInfo.goldenAges.isGoldenAge()
|
||||
UniqueType.ConditionalBeforeEra ->
|
||||
@ -169,12 +169,12 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
|
||||
state.civInfo != null && state.civInfo.policies.isAdopted(condition.params[0])
|
||||
UniqueType.ConditionalNoPolicy ->
|
||||
state.civInfo != null && !state.civInfo.policies.isAdopted(condition.params[0])
|
||||
UniqueType.ConditionalBuildingBuilt ->
|
||||
UniqueType.ConditionalBuildingBuilt ->
|
||||
state.civInfo != null && state.civInfo.cities.any { it.cityConstructions.containsBuildingOrEquivalent(condition.params[0]) }
|
||||
|
||||
UniqueType.ConditionalCityWithBuilding ->
|
||||
UniqueType.ConditionalCityWithBuilding ->
|
||||
state.cityInfo != null && state.cityInfo.cityConstructions.containsBuildingOrEquivalent(condition.params[0])
|
||||
UniqueType.ConditionalCityWithoutBuilding ->
|
||||
UniqueType.ConditionalCityWithoutBuilding ->
|
||||
state.cityInfo != null && !state.cityInfo.cityConstructions.containsBuildingOrEquivalent(condition.params[0])
|
||||
UniqueType.ConditionalPopulationFilter ->
|
||||
state.cityInfo != null && state.cityInfo.population.getPopulationFilterAmount(condition.params[1]) >= condition.params[0].toInt()
|
||||
@ -211,7 +211,7 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
|
||||
relevantTile != null && relevantTile!!.getTilesInDistance(condition.params[0].toInt()).any {
|
||||
it.matchesFilter(condition.params[1])
|
||||
}
|
||||
|
||||
|
||||
UniqueType.ConditionalVsLargerCiv -> {
|
||||
val yourCities = state.civInfo?.cities?.size ?: 1
|
||||
val theirCities = state.theirCombatant?.getCivInfo()?.cities?.size ?: 0
|
||||
@ -219,17 +219,17 @@ 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 ->
|
||||
state.civInfo != null
|
||||
state.civInfo != null
|
||||
&& relevantUnit != null
|
||||
&& relevantTile!!.neighbors.any {
|
||||
it.militaryUnit != null
|
||||
&& it.militaryUnit != relevantUnit
|
||||
&& it.militaryUnit!!.civInfo == state.civInfo
|
||||
&& it.militaryUnit!!.civInfo == state.civInfo
|
||||
&& it.militaryUnit!!.matchesFilter(condition.params[0])
|
||||
}
|
||||
|
||||
@ -241,7 +241,7 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
|
||||
UniqueType.ConditionalNeighborTilesAnd ->
|
||||
relevantTile != null
|
||||
&& relevantTile!!.neighbors.count {
|
||||
it.matchesFilter(condition.params[2], state.civInfo)
|
||||
it.matchesFilter(condition.params[2], state.civInfo)
|
||||
&& it.matchesFilter(condition.params[3], state.civInfo)
|
||||
} in (condition.params[0].toInt())..(condition.params[1].toInt())
|
||||
|
||||
@ -304,7 +304,7 @@ class UniqueMap: HashMap<String, ArrayList<Unique>>() {
|
||||
|
||||
fun getMatchingUniques(uniqueType: UniqueType, state: StateForConditionals) = getUniques(uniqueType)
|
||||
.filter { it.conditionalsApply(state) }
|
||||
|
||||
|
||||
fun getAllUniques() = this.asSequence().flatMap { it.value.asSequence() }
|
||||
}
|
||||
|
||||
|
@ -215,7 +215,7 @@ class DiplomacyScreen(
|
||||
}
|
||||
|
||||
val atWar = otherCiv.isAtWarWith(viewingCiv)
|
||||
|
||||
|
||||
val nextLevelString = when {
|
||||
atWar -> ""
|
||||
otherCivDiplomacyManager.getInfluence().toInt() < 30 -> "Reach 30 for friendship."
|
||||
@ -397,7 +397,7 @@ class DiplomacyScreen(
|
||||
diplomacyTable.add(declareWarButton).row()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
diplomacyTable.add(getGoToOnMapButton(otherCiv)).row()
|
||||
|
||||
val diplomaticMarriageButton = getDiplomaticMarriageButton(otherCiv)
|
||||
@ -428,7 +428,7 @@ class DiplomacyScreen(
|
||||
|
||||
for (improvableTile in improvableResourceTiles)
|
||||
for (tileImprovement in improvements.values)
|
||||
if (improvableTile.tileResource.isImprovedBy(tileImprovement.name)
|
||||
if (improvableTile.tileResource.isImprovedBy(tileImprovement.name)
|
||||
&& improvableTile.canBuildImprovement(tileImprovement, otherCiv)
|
||||
)
|
||||
needsImprovements = true
|
||||
@ -491,8 +491,8 @@ class DiplomacyScreen(
|
||||
return diplomacyTable
|
||||
}
|
||||
|
||||
fun getImprovableResourceTiles(otherCiv:CivilizationInfo) = otherCiv.getCapital().getTiles().filter {
|
||||
it.hasViewableResource(otherCiv)
|
||||
fun getImprovableResourceTiles(otherCiv:CivilizationInfo) = otherCiv.getCapital()!!.getTiles().filter {
|
||||
it.hasViewableResource(otherCiv)
|
||||
&& it.tileResource.resourceType != ResourceType.Bonus
|
||||
&& (it.improvement == null || !it.tileResource.isImprovedBy(it.improvement!!))
|
||||
}
|
||||
@ -751,9 +751,9 @@ 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
|
||||
diplomacyTable.add(getRelationshipTable(otherCivDiplomacyManager)).row()
|
||||
diplomacyTable.add(getDiplomacyModifiersTable(otherCivDiplomacyManager)).row()
|
||||
@ -938,10 +938,10 @@ 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
|
||||
}
|
||||
}
|
||||
|
||||
override fun resize(width: Int, height: Int) {
|
||||
super.resize(width, height)
|
||||
|
@ -155,7 +155,7 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Bas
|
||||
|
||||
stage.addActor(mapHolder)
|
||||
stage.scrollFocus = mapHolder
|
||||
stage.addActor(notificationsScroll) // very low in z-order, so we're free to let it extend _below_ tile info and minimap if we want
|
||||
stage.addActor(notificationsScroll) // very low in z-order, so we're free to let it extend _below_ tile info and minimap if we want
|
||||
stage.addActor(minimapWrapper)
|
||||
stage.addActor(topBar)
|
||||
stage.addActor(nextTurnButton)
|
||||
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user