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great scienstist does the job like original game (#1453)
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@ -2127,29 +2127,32 @@
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"Songhai":{
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Italian:"Songhai"
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French:"Songhaï"
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Traditional_Chinese:"桑海帝國"
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Portuguese:"Songhai" //not sure but will do
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Czech:"Songhajská říše"
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// same in German
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Polish:"Songhaj"
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Simplified_Chinese:"桑海"
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Traditional_Chinese:"桑海"
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Korean:"송가이"
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}
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"Askia":{
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Traditional_Chinese:"阿斯基亞"
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Italian:"Askia"
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Simplified_Chinese:"阿斯基亚"
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Traditional_Chinese:"阿斯基亞"
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Korean:"아스키아"
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French:"Askia"
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}
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"Receive triple Gold from Barbarian encampments and pillaging Cities. Embarked units can defend themselves.":{
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Traditional_Chinese:"能從蠻族營地與掠奪城市中獲得三倍金錢。單位船運時有自衛能力。"
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Italian:"Saccheggiare città o conquistare accampamenti barbari frutta una quantità tripla di Oro. Le unità imbarcate possono difendersi da sole."
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Portuguese:"Receba 3x mais ouro de campos bárbaros e ao pilhar cidades. Unidades embarcadas podem se defender."
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French:"Reçoit 3 fois plus d'or lors des pillages de campement barbare et de villes. Les unités embarquées peuvent se défendre."
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Czech:"Získává trojnásobek zlata z Barbarských táborů a drancování měst. Jednotky při naloďování se můžou bránit."
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German:"Erhalte dreimal soviel Gold von Barbaren-Camps und plündern von Städten. Eingeschiffte Einheiten können sich selbst verteidigen."
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Polish:"Odtrymaj potrojone Złoto od Barbażyńskich obozowisk i plądrowanych Miast. Zaokrętowane jednostki mogą same się bronić"
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Simplified_Chinese:"摧毁蛮族营地及劫掠城市时获得三倍金钱,单位船运时拥有攻击能力"
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Traditional_Chinese:"摧毀蠻族營地及劫掠城市時獲得三倍金錢,單位船運时擁有攻擊能力"
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Korean:"야만인 주둔지나 도시 약탈에서 얻는 금이 세 배가 됩니다. 승선한 유닛들이 스스로를 방어할 수 있습니다."
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}
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@ -65,8 +65,8 @@
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French:"[cityName] - Un [greatPerson] est né!",
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Romanian:"[cityName] - S-a născut un [greatPerson]!",
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Spanish:"¡[cityName] - Un [greatPerson] ha nacido!",
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Simplified_Chinese:"[cityName] - 一个[greatPerson]已经出现!",
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Traditional_Chinese:"[cityName] - 一個[greatPerson]已經出現!",
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Simplified_Chinese:"一个[greatPerson]在[cityName]诞生了!",
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Traditional_Chinese:"一個[greatPerson]在[cityName]誕生了!",
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Portuguese:"[cityName] - Um [greatPerson] nasceu!",
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German:"[cityName] - Ein [greatPerson] wurde geboren!",
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Dutch:"[cityName] - Een [greatPerson] is geboren!",
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@ -1975,19 +1975,9 @@
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// for unit action button
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"Discover Technology":{
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Romanian:"Descoperă tehnologie"
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Spanish:"Descubrir Tecnologia"
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Simplified_Chinese:"发现科技"
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Traditional_Chinese:"發現科技"
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Italian:"Scopri tecnologia"
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German:"Entdecke Technologie"
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Portuguese:"Descobrir uma tecnologia" //do you mean discover "a" tecnology?
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Russian:"Откройте для себя технологию"
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French:"Découvrir une technologie"
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Czech:"Objevit technologii"
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Ukrainian:"Відкрийте для себе технологію"
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Korean:"무료 기술 발견"
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"Hurry Research":{
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Simplified_Chinese:"加速科技研究"
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Traditional_Chinese:"加速科技研究"
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}
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// for unit action button
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@ -1996,7 +1996,9 @@
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Czech:"Atomová bomba"
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German:"Atombombe"
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French:"Bombardier Atomique"
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Polish:"Bomba atomowa"
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Simplified_Chinese:"原子弹"
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Traditional_Chinese:"原子彈"
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Polish:"Bomba atomowa"
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Ukrainian:"Ядерна бомба"
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Korean:"원자폭탄"
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}
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@ -2145,20 +2147,9 @@
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}
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"Can discover a technology":{
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Spanish:"Puede descubrir una tecnologia"
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Italian:"Può scoprire una tecnologia"
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French:"Peut découvrir une technologie"
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Romanian:"Poate descoperi o tehnologie"
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Simplified_Chinese:"可以发现1项科技",
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Traditional_Chinese:"可以發現1項科技",
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Portuguese:"Pode descobrir uma tecnologia"
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German:"Kann eine Technologie entdecken"
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Russian:"Может открыть технологию"
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Czech:"Může vyzkoumat technologii"
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Polish:"Może odkryć technologię"
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Ukrainian:"Може відкрити технологію"
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Korean:"기술 하나를 무료로 발견 가능"
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"Can gain a large sum of science immediately to hurry technology research":{
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Simplified_Chinese:"可以立即获得大量科研以加速科技研究",
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Traditional_Chinese:"可以立即獲得大量科研以加速科技研究",
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}
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"Can build improvement: Academy":{
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@ -1268,7 +1268,7 @@
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name:"Great Scientist",
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unbuildable:true,
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unitType:"Civilian",
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uniques:["Can discover a technology","Can build improvement: Academy"]
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uniques:["Can gain a large sum of science immediately to hurry technology research","Can build improvement: Academy"]
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movement:2
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},
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{
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@ -13,6 +13,7 @@ import kotlin.collections.ArrayList
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import kotlin.collections.HashSet
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import kotlin.math.ceil
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import kotlin.math.max
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import kotlin.math.min
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class TechManager {
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@Transient lateinit var civInfo: CivilizationInfo
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@ -27,6 +28,7 @@ class TechManager {
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@Transient var movementSpeedOnRoadsImproved=false
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var freeTechs = 0
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var recently8turnsScience = IntArray(8){0}
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var techsResearched = HashSet<String>()
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/* When moving towards a certain tech, the user doesn't have to manually pick every one. */
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var techsToResearch = ArrayList<String>()
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@ -40,6 +42,8 @@ class TechManager {
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toReturn.freeTechs=freeTechs
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toReturn.techsInProgress.putAll(techsInProgress)
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toReturn.techsToResearch.addAll(techsToResearch)
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toReturn.recently8turnsScience=recently8turnsScience.clone()
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toReturn.overflowScience=overflowScience
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return toReturn
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}
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@ -117,7 +121,43 @@ class TechManager {
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return prerequisites.sortedBy { it.column!!.columnNumber }.map { it.name }
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}
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fun greatscientistgetScience(): Int {
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// https://civilization.fandom.com/wiki/Great_Scientist_(Civ5)
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return (recently8turnsScience.sum() * civInfo.gameInfo.gameParameters.gameSpeed.getModifier()).toInt()
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}
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fun recently8turnsScience() {
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// Science greatscientist gets does not include Science from Polocies, Trade routes and City States.
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var allcitiesScience = 0f
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civInfo.cities.forEach{
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val m= it.cityStats.baseStatList.values.map { it.science }.sum()
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val n= it.cityStats.statPercentBonusList.filter { it.key!="Policies" }.values.map { it.science }.sum()
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allcitiesScience += m*(1+n/100)
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}
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recently8turnsScience[civInfo.gameInfo.turns%8] = allcitiesScience.toInt()
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}
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fun hurryResearch() {
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val currentTechnology = currentTechnologyName()
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if (currentTechnology == null) return
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techsInProgress[currentTechnology] = researchOfTech(currentTechnology) + greatscientistgetScience()
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if (techsInProgress[currentTechnology]!! < costOfTech(currentTechnology))
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return
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// We finished it!
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// http://www.civclub.net/bbs/forum.php?mod=viewthread&tid=123976
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var overflowscience = techsInProgress[currentTechnology]!! - costOfTech(currentTechnology)
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overflowScience += overflowScience(overflowscience)
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addTechnology(currentTechnology)
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}
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fun overflowScience(overflowscience: Int): Int {
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// http://www.civclub.net/bbs/forum.php?mod=viewthread&tid=123976
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return min(overflowscience, max(civInfo.statsForNextTurn.science.toInt() * 5, getRuleset().Technologies[currentTechnologyName()]!!.cost))
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}
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fun nextTurn(scienceForNewTurn: Int) {
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recently8turnsScience()
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val currentTechnology = currentTechnologyName()
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if (currentTechnology == null) return
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techsInProgress[currentTechnology] = researchOfTech(currentTechnology) + scienceForNewTurn
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@ -125,15 +165,14 @@ class TechManager {
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val techsResearchedKnownCivs = civInfo.getKnownCivs().count { it.isMajorCiv() && it.tech.isResearched(currentTechnologyName()!!) }
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val undefeatedCivs = UncivGame.Current.gameInfo.civilizations.count { it.isMajorCiv() && !it.isDefeated() }
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techsInProgress[currentTechnology] = techsInProgress[currentTechnology]!! + ((1 + techsResearchedKnownCivs / undefeatedCivs.toFloat() * 0.3f)* overflowScience).toInt()
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overflowScience = 0
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}
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if (techsInProgress[currentTechnology]!! < costOfTech(currentTechnology))
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return
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// We finished it!
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// http://www.civclub.net/bbs/forum.php?mod=viewthread&tid=123976
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overflowScience = techsInProgress[currentTechnology]!! - costOfTech(currentTechnology)
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if(overflowScience > max(scienceForNewTurn * 5, getRuleset().Technologies[currentTechnology]!!.cost))
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overflowScience = max(scienceForNewTurn * 5, getRuleset().Technologies[currentTechnology]!!.cost)
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val overflowscience = techsInProgress[currentTechnology]!! - costOfTech(currentTechnology)
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overflowScience = overflowScience(overflowscience)
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addTechnology(currentTechnology)
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}
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@ -12,7 +12,6 @@ import com.unciv.models.ruleset.Building
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import com.unciv.models.ruleset.tr
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import com.unciv.ui.pickerscreens.ImprovementPickerScreen
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import com.unciv.ui.pickerscreens.PromotionPickerScreen
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import com.unciv.ui.pickerscreens.TechPickerScreen
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import com.unciv.ui.worldscreen.WorldScreen
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import com.unciv.ui.worldscreen.optionstable.YesNoPopupTable
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import java.util.*
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@ -196,11 +195,11 @@ class UnitActions {
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if (unit.name == "Great Scientist" && !unit.isEmbarked()) {
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actionList += UnitAction("Discover Technology", unit.currentMovement >0
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actionList += UnitAction("Hurry Research", unit.civInfo.tech.currentTechnologyName() != null
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&& unit.currentMovement >0
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) {
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unit.civInfo.tech.freeTechs += 1
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unit.civInfo.tech.hurryResearch()
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unit.destroy()
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worldScreen.game.setScreen(TechPickerScreen(true, unit.civInfo))
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}.sound("chimes")
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}
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@ -33,7 +33,7 @@ class UnitActionsTable(val worldScreen: WorldScreen) : Table(){
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"Automate" -> return ImageGetter.getUnitIcon("Great Engineer")
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"Stop automation" -> return ImageGetter.getImage("OtherIcons/Stop")
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"Found city" -> return ImageGetter.getUnitIcon(Constants.settler)
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"Discover Technology" -> return ImageGetter.getUnitIcon("Great Scientist")
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"Hurry Research" -> return ImageGetter.getUnitIcon("Great Scientist")
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"Construct Academy" -> return ImageGetter.getImprovementIcon("Academy")
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"Start Golden Age" -> return ImageGetter.getUnitIcon("Great Artist")
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"Construct Landmark" -> return ImageGetter.getImprovementIcon("Landmark")
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