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Simplified civ info stats happiness breakdown
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@ -290,67 +290,54 @@ class CivInfoStats(val civInfo: CivilizationInfo) {
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statMap["Natural Wonders"] = happinessPerNaturalWonder * civInfo.naturalWonders.size
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if (civInfo.religionManager.religion != null) {
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statMap["Religion"] = 0f
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var religionHappiness = 0f
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for (unique in civInfo.religionManager.religion!!.getBeliefs(BeliefType.Founder)
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.flatMap { it.uniqueObjects }) {
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if (unique.placeholderText == "[] for each global city following this religion") {
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statMap["Religion"] =
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statMap["Religion"]!! +
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unique.stats.happiness * civInfo.religionManager.numberOfCitiesFollowingThisReligion()
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.toFloat()
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val followingCities =
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civInfo.religionManager.numberOfCitiesFollowingThisReligion()
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religionHappiness += unique.stats.happiness * followingCities
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}
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if (unique.placeholderText == "[] for every [] global followers []") {
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statMap["Religion"] =
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statMap["Religion"]!! +
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unique.stats.happiness *
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civInfo.religionManager.numberOfFollowersFollowingThisReligion(
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unique.params[2]
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).toFloat() /
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unique.params[1].toFloat()
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val followers =
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civInfo.religionManager.numberOfFollowersFollowingThisReligion(unique.params[2])
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religionHappiness +=
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unique.stats.happiness * (followers / unique.params[1].toInt())
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}
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}
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if (statMap["Religion"] == 0f)
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statMap.remove("Religion")
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if (religionHappiness > 0) statMap["Religion"] = religionHappiness
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}
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//From city-states
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var cityStatesHappiness = 0f
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for (otherCiv in civInfo.getKnownCivs()) {
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val relationshipLevel = otherCiv.getDiplomacyManager(civInfo).relationshipLevel()
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if (otherCiv.isCityState() && relationshipLevel >= RelationshipLevel.Friend) {
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val eraInfo = civInfo.getEra()
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if (!otherCiv.isCityState() || relationshipLevel < RelationshipLevel.Friend) continue
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val eraInfo = civInfo.getEra()
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// Deprecated, assume Civ V values for compatibility
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if (!eraInfo.undefinedCityStateBonuses()) {
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for (bonus in eraInfo.getCityStateBonuses(otherCiv.cityStateType, relationshipLevel)) {
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if (!bonus.conditionalsApply(otherCiv)) continue
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if (bonus.isOfType(UniqueType.CityStateHappiness)) {
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if (statMap.containsKey("City-States"))
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statMap["City-States"] =
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statMap["City-States"]!! + bonus.params[0].toFloat()
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else
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statMap["City-States"] = bonus.params[0].toFloat()
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}
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}
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} else {
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// Deprecated, assume Civ V values for compatibility
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if (otherCiv.cityStateType == CityStateType.Mercantile) {
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val happinessBonus = if (civInfo.getEraNumber() in 0..1) 2f else 3f
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if (statMap.containsKey("City-States"))
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statMap["City-States"] = statMap["City-States"]!! + happinessBonus
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else
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statMap["City-States"] = happinessBonus
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}
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if (bonus.isOfType(UniqueType.CityStateHappiness))
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cityStatesHappiness += bonus.params[0].toFloat()
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}
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} else if (otherCiv.cityStateType == CityStateType.Mercantile) {
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// compatibility mode for
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cityStatesHappiness += if (civInfo.getEraNumber() in 0..1) 2f else 3f
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}
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}
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// Just in case
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if (statMap.containsKey("City-States")) {
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if (cityStatesHappiness > 0) {
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for (unique in civInfo.getMatchingUniques("[]% [] from City-States")) {
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if (unique.params[1] == Stat.Happiness.name)
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statMap["City-States"] = statMap["City-States"]!! * unique.params[0].toPercent()
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cityStatesHappiness *= unique.params[0].toPercent()
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}
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}
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if (cityStatesHappiness > 0) statMap["City-States"] = cityStatesHappiness
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return statMap
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}
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@ -665,22 +665,12 @@ class BaseUnit : RulesetObject(), INonPerpetualConstruction {
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unique.isOfType(UniqueType.StrengthNearCapital) && unique.params[0].toInt() > 0 ->
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power *= (unique.params[0].toInt() / 4f).toPercent() // Bonus decreasing with distance from capital - not worth much most of the map???
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// Deprecated since 3.17.4
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unique.isOfType(UniqueType.StrengthAttacking) // Attack - half the bonus
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-> power += (power * unique.params[0].toInt()) / 200
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unique.isOfType(UniqueType.StrengthDefending) // Defense - half the bonus
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-> power += (power * unique.params[0].toInt()) / 200
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//
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unique.placeholderText == "May Paradrop up to [] tiles from inside friendly territory" // Paradrop - 25% bonus
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-> power += power / 4
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unique.isOfType(UniqueType.MustSetUp) // Must set up - 20 % penalty
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-> power -= power / 5
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unique.placeholderText == "[] additional attacks per turn" // Extra attacks - 20% bonus per extra attack
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-> power += (power * unique.params[0].toInt()) / 5
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// Deprecated since 3.17.5
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unique.isOfType(UniqueType.StrengthIn) // Bonus in terrain or feature - half the bonus
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-> power += (power * unique.params[0].toInt()) / 200
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//
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}
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}
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