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chore(modding): Rename Austrian unique to remove trailing dot
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@ -42,7 +42,7 @@ object UseGoldAutomation {
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val knownCityStates = civ.getKnownCivs().filter { it.isCityState && MotivationToAttackAutomation.hasAtLeastMotivationToAttack(civ, it, 0f) <= 0 }.toList()
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// canBeMarriedBy checks actual cost, but it can't be below 500*speedmodifier, and the later check is expensive
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if (civ.gold >= 330 && civ.getHappiness() > 0 && civ.hasUnique(UniqueType.CityStateCanBeBoughtForGold)) {
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if (civ.gold >= 330 && civ.getHappiness() > 0 && (civ.hasUnique(UniqueType.CityStateCanBeBoughtForGold) || civ.hasUnique(UniqueType.CityStateCanBeBoughtForGoldOld))) {
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for (cityState in knownCityStates.toList() ) { // Materialize sequence as diplomaticMarriage may kill a CS
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if (cityState.cityStateFunctions.canBeMarriedBy(civ))
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cityState.cityStateFunctions.diplomaticMarriage(civ)
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@ -297,7 +297,7 @@ class CityStateFunctions(val civInfo: Civilization) {
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)
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newAllyCiv.cache.updateViewableTiles()
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newAllyCiv.cache.updateCivResources()
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for (unique in newAllyCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGold))
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for (unique in newAllyCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGold) + newAllyCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGoldOld))
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newAllyCiv.getDiplomacyManager(civInfo)!!.setFlag(DiplomacyFlags.MarriageCooldown, unique.params[0].toInt())
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// Join the wars of our new ally - loop through all civs they are at war with
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@ -363,7 +363,7 @@ class CityStateFunctions(val civInfo: Civilization) {
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&& civInfo.cities.any()
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&& civInfo.getDiplomacyManager(otherCiv)!!.isRelationshipLevelEQ(RelationshipLevel.Ally)
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&& !otherCiv.getDiplomacyManager(civInfo)!!.hasFlag(DiplomacyFlags.MarriageCooldown)
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&& otherCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGold).any()
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&& (otherCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGold).any() || otherCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGoldOld).any())
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&& otherCiv.gold >= getDiplomaticMarriageCost())
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}
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@ -71,7 +71,13 @@ enum class UniqueType(
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CityStateMoreGiftedUnits("Militaristic City-States grant units [amount] times as fast when you are at war with a common nation", UniqueTarget.Global),
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CityStateGoldGiftsProvideMoreInfluence("Gifts of Gold to City-States generate [relativeAmount]% more Influence", UniqueTarget.Global),
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CityStateCanBeBoughtForGold("Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.", UniqueTarget.Global),
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CityStateCanBeBoughtForGold("Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns", UniqueTarget.Global),
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@Deprecated("As of 4.15.2", ReplaceWith("Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns"))
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CityStateCanBeBoughtForGoldOld("Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns.", UniqueTarget.Global),
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CityStateTerritoryAlwaysFriendly("City-State territory always counts as friendly territory", UniqueTarget.Global),
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CityStateCanGiftGreatPeople("Allied City-States will occasionally gift Great People", UniqueTarget.Global), // used in Policy
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@ -306,7 +306,7 @@ class CityStateDiplomacyTable(private val diplomacyScreen: DiplomacyScreen) {
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}
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private fun getDiplomaticMarriageButton(otherCiv: Civilization): TextButton? {
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if (!viewingCiv.hasUnique(UniqueType.CityStateCanBeBoughtForGold))
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if (!viewingCiv.hasUnique(UniqueType.CityStateCanBeBoughtForGold) && !viewingCiv.hasUnique(UniqueType.CityStateCanBeBoughtForGoldOld))
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return null
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val diplomaticMarriageButton =
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