Add notification when a civ is resurrected through liberation (#7276)

This commit is contained in:
OptimizedForDensity
2022-06-23 19:24:29 -04:00
committed by GitHub
parent e69789a683
commit 4f6a2eb2f4
2 changed files with 19 additions and 1 deletions

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@ -848,6 +848,9 @@ Your [unitName] lost its faith after spending too long inside enemy territory! =
You have unlocked [ability] =
A new b'ak'tun has just begun! =
A Great Person joins you! =
[civ1] has liberated [civ2] =
[civ] has liberated an unknown civilization =
An unknown civilization has liberated [civ] =
# World Screen UI

View File

@ -205,7 +205,22 @@ class CityInfoConquestFunctions(val city: CityInfo){
conquerCity(conqueringCiv, oldCiv, foundingCiv)
if (foundingCiv.cities.size == 1) cityConstructions.addBuilding(capitalCityIndicator()) // Resurrection!
if (foundingCiv.cities.size == 1) {
// Resurrection!
cityConstructions.addBuilding(capitalCityIndicator())
for (civ in civInfo.gameInfo.civilizations) {
if (civ == foundingCiv || civ == conqueringCiv) continue // don't need to notify these civs
when {
civ.knows(conqueringCiv) && civ.knows(foundingCiv) ->
civ.addNotification("[$conqueringCiv] has liberated [$foundingCiv]", foundingCiv.civName, NotificationIcon.Diplomacy, conqueringCiv.civName)
civ.knows(conqueringCiv) && !civ.knows(foundingCiv) ->
civ.addNotification("[$conqueringCiv] has liberated an unknown civilization", NotificationIcon.Diplomacy, conqueringCiv.civName)
!civ.knows(conqueringCiv) && civ.knows(foundingCiv) ->
civ.addNotification("An unknown civilization has liberated [$foundingCiv]", NotificationIcon.Diplomacy, foundingCiv.civName)
else -> continue
}
}
}
isPuppet = false
cityStats.update()