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Added health conditionals (#5707)
* Added health conditionals * Whenefied conditional
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@ -83,6 +83,10 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
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|| (state.unit != null && state.unit.matchesFilter(condition.params[0]))
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|| (state.unit != null && state.unit.matchesFilter(condition.params[0]))
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UniqueType.ConditionalAttacking -> state.combatAction == CombatAction.Attack
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UniqueType.ConditionalAttacking -> state.combatAction == CombatAction.Attack
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UniqueType.ConditionalDefending -> state.combatAction == CombatAction.Defend
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UniqueType.ConditionalDefending -> state.combatAction == CombatAction.Defend
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UniqueType.ConditionalAboveHP ->
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state.ourCombatant != null && state.ourCombatant.getHealth() > condition.params[0].toInt()
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UniqueType.ConditionalBelowHP ->
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state.ourCombatant != null && state.ourCombatant.getHealth() < condition.params[0].toInt()
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UniqueType.ConditionalInTiles ->
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UniqueType.ConditionalInTiles ->
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state.attackedTile != null && state.attackedTile.matchesFilter(condition.params[0])
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state.attackedTile != null && state.attackedTile.matchesFilter(condition.params[0])
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UniqueType.ConditionalVsLargerCiv -> {
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UniqueType.ConditionalVsLargerCiv -> {
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@ -433,6 +433,8 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags:
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ConditionalDefending("when defending", UniqueTarget.Conditional),
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ConditionalDefending("when defending", UniqueTarget.Conditional),
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ConditionalInTiles("when fighting in [tileFilter] tiles", UniqueTarget.Conditional),
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ConditionalInTiles("when fighting in [tileFilter] tiles", UniqueTarget.Conditional),
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ConditionalForeignContinent("on foreign continents", UniqueTarget.Conditional),
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ConditionalForeignContinent("on foreign continents", UniqueTarget.Conditional),
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ConditionalAboveHP("when above [amount] HP", UniqueTarget.Conditional),
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ConditionalBelowHP("when below [amount] HP", UniqueTarget.Conditional),
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/////// tile conditionals
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/////// tile conditionals
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ConditionalNeighborTiles("with [amount] to [amount] neighboring [tileFilter] tiles", UniqueTarget.Conditional),
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ConditionalNeighborTiles("with [amount] to [amount] neighboring [tileFilter] tiles", UniqueTarget.Conditional),
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@ -213,7 +213,7 @@ class Translations : LinkedHashMap<String, TranslationEntry>(){
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// Whenever this string is changed, it should also be changed in the translation files!
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// Whenever this string is changed, it should also be changed in the translation files!
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// It is mostly used as the template for translating the order of conditionals
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// It is mostly used as the template for translating the order of conditionals
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const val englishConditionalOrderingString =
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const val englishConditionalOrderingString =
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"<for [mapUnitFilter] units> <vs cities> <vs [mapUnitFilter] units> <when fighting in [tileFilter] tiles> <when attacking> <when defending> <if this city has at least [amount] specialists> <when at war> <when not at war> <while the empire is happy> <during a Golden Age> <during the [era]> <before the [era]> <starting from the [era]> <with [techOrPolicy]> <without [techOrPolicy]>"
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"<for [mapUnitFilter] units> <above [amount] HP> <below [amount] HP> <vs cities> <vs [mapUnitFilter] units> <when fighting in [tileFilter] tiles> <when attacking> <when defending> <if this city has at least [amount] specialists> <when at war> <when not at war> <while the empire is happy> <during a Golden Age> <during the [era]> <before the [era]> <starting from the [era]> <with [techOrPolicy]> <without [techOrPolicy]>"
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const val conditionalUniqueOrderString = "ConditionalsPlacement"
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const val conditionalUniqueOrderString = "ConditionalsPlacement"
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const val shouldCapitalizeString = "StartWithCapitalLetter"
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const val shouldCapitalizeString = "StartWithCapitalLetter"
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}
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}
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