mirror of
https://github.com/yairm210/Unciv.git
synced 2025-07-22 05:41:11 +07:00
Continuation of d2541e6
, to better fit coding standards (everything worked fine)
I reallly like the way you did this, so I'm making it enabled by default =D
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@ -5,7 +5,7 @@ import com.unciv.logic.GameSaver
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class GameSettings {
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class GameSettings {
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var showWorkedTiles: Boolean = false
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var showWorkedTiles: Boolean = false
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var showResourcesAndImprovements: Boolean = true
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var showResourcesAndImprovements: Boolean = true
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var checkForDueUnits: Boolean = false
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var checkForDueUnits: Boolean = true
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var language: String = "English"
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var language: String = "English"
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var resolution: String = "1050x700"
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var resolution: String = "1050x700"
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var tutorialsShown = ArrayList<String>()
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var tutorialsShown = ArrayList<String>()
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@ -300,14 +300,12 @@ class CivilizationInfo {
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units=newList
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units=newList
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}
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}
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fun getDueUnits() = getCivUnits().filter { it.due }
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fun getDueUnits() = getCivUnits().filter { it.due && it.isIdle() }
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fun hasDueUnits() = getDueUnits().isNotEmpty()
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fun shouldOpenTechPicker() = tech.freeTechs != 0
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fun shouldOpenTechPicker() = tech.freeTechs != 0
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|| tech.currentTechnology()==null && cities.isNotEmpty()
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|| tech.currentTechnology()==null && cities.isNotEmpty()
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fun shouldGoToDueUnit() = UnCivGame.Current.settings.checkForDueUnits && hasDueUnits()
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fun shouldGoToDueUnit() = UnCivGame.Current.settings.checkForDueUnits && getDueUnits().isNotEmpty()
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fun getNextDueUnit(selectedUnit: MapUnit?): MapUnit? {
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fun getNextDueUnit(selectedUnit: MapUnit?): MapUnit? {
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val dueUnits = getDueUnits()
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val dueUnits = getDueUnits()
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@ -36,7 +36,6 @@ class MapUnit {
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var attacksThisTurn = 0
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var attacksThisTurn = 0
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var promotions = UnitPromotions()
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var promotions = UnitPromotions()
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var due: Boolean = true
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var due: Boolean = true
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get() = field && isIdle()
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//region pure functions
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//region pure functions
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fun clone(): MapUnit {
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fun clone(): MapUnit {
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@ -228,8 +228,9 @@ class WorldScreen : CameraStageBaseScreen() {
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// cycle through units not yet done
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// cycle through units not yet done
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if (currentPlayerCiv.shouldGoToDueUnit()) {
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if (currentPlayerCiv.shouldGoToDueUnit()) {
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currentPlayerCiv.getNextDueUnit(bottomBar.unitTable.selectedUnit)?.let {
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val nextDueUnit = currentPlayerCiv.getNextDueUnit(bottomBar.unitTable.selectedUnit)
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tileMapHolder.setCenterPosition(it.currentTile.position)
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if(nextDueUnit!=null) {
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tileMapHolder.setCenterPosition(nextDueUnit.currentTile.position)
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shouldUpdate=true
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shouldUpdate=true
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return@onClick
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return@onClick
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}
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}
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@ -51,7 +51,7 @@ class WorldScreenOptionsTable(screen:WorldScreen) : PopupTable(screen){
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else addButton("Show") { settings.showResourcesAndImprovements = true; update() }
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else addButton("Show") { settings.showResourcesAndImprovements = true; update() }
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add("Check for idle units".toLabel())
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add("Check for idle units".toLabel())
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addButton(if(settings.checkForDueUnits) "Yes" else "No") {
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addButton(if(settings.checkForDueUnits) "Yes".tr() else "No".tr()) {
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settings.checkForDueUnits = !settings.checkForDueUnits
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settings.checkForDueUnits = !settings.checkForDueUnits
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update()
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update()
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}
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}
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