chore: move UnitMovement to subfolder, for splitting

This commit is contained in:
Yair Morgenstern 2023-10-04 21:53:14 +03:00
parent 701b8c3a52
commit 5b3c3f3aaf
6 changed files with 12 additions and 9 deletions

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@ -3,7 +3,7 @@ package com.unciv.logic.battle
import com.unciv.Constants
import com.unciv.logic.city.City
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.mapunit.PathsToTilesWithinTurn
import com.unciv.logic.map.mapunit.movement.PathsToTilesWithinTurn
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.unique.UniqueType

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@ -6,7 +6,7 @@ import com.unciv.logic.civilization.Civilization
import com.unciv.logic.civilization.NotificationCategory
import com.unciv.logic.civilization.NotificationIcon
import com.unciv.logic.civilization.PopupAlert
import com.unciv.logic.map.mapunit.UnitMovement
import com.unciv.logic.map.mapunit.movement.UnitMovement
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.models.stats.Stat
@ -86,7 +86,7 @@ class DiplomacyFunctions(val civInfo: Civilization){
}
}
}
fun canSignDeclarationOfFriendshipWith(otherCiv: Civilization): Boolean {
return otherCiv.isMajorCiv() && !otherCiv.isAtWarWith(civInfo)
&& !civInfo.getDiplomacyManager(otherCiv).hasFlag(DiplomacyFlags.Denunciation)

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@ -10,6 +10,7 @@ import com.unciv.logic.city.City
import com.unciv.logic.civilization.Civilization
import com.unciv.logic.civilization.NotificationCategory
import com.unciv.logic.civilization.NotificationIcon
import com.unciv.logic.map.mapunit.movement.UnitMovement
import com.unciv.logic.map.tile.Tile
import com.unciv.models.UnitActionType
import com.unciv.models.ruleset.Ruleset

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@ -1,22 +1,24 @@
package com.unciv.logic.map.mapunit
package com.unciv.logic.map.mapunit.movement
import com.badlogic.gdx.math.Vector2
import com.unciv.Constants
import com.unciv.logic.civilization.Civilization
import com.unciv.logic.map.BFS
import com.unciv.logic.map.HexMath.getDistance
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.mapunit.MapUnitCache
import com.unciv.logic.map.tile.RoadStatus
import com.unciv.logic.map.tile.Tile
import com.unciv.models.UnitActionType
import com.unciv.ui.components.UnitMovementMemoryType
import com.unciv.models.ruleset.unique.StateForConditionals
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.ui.components.UnitMovementMemoryType
class UnitMovement(val unit: MapUnit) {
private val pathfindingCache = PathfindingCache(unit)
fun getEnemyMovementPenalty(civInfo:Civilization, enemyUnit: MapUnit): Float {
private fun getEnemyMovementPenalty(civInfo:Civilization, enemyUnit: MapUnit): Float {
if (civInfo.enemyMovementPenaltyUniques != null && civInfo.enemyMovementPenaltyUniques!!.any()) {
return civInfo.enemyMovementPenaltyUniques!!.sumOf {
if (it.type!! == UniqueType.EnemyUnitsSpendExtraMovement
@ -741,7 +743,7 @@ class UnitMovement(val unit: MapUnit) {
}
// Can a paratrooper land at this tile?
fun canParadropOn(destination: Tile): Boolean {
private fun canParadropOn(destination: Tile): Boolean {
if (unit.cache.cannotMove) return false
// Can only move to land tiles within range that are visible and not impassible
// Based on some testing done in the base game

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@ -12,7 +12,7 @@ import com.unciv.logic.map.MapParameters
import com.unciv.logic.map.MapResources
import com.unciv.logic.map.TileMap
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.mapunit.UnitMovement
import com.unciv.logic.map.mapunit.movement.UnitMovement
import com.unciv.models.ruleset.Ruleset
import com.unciv.models.ruleset.tile.ResourceType
import com.unciv.models.ruleset.tile.Terrain

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@ -24,7 +24,7 @@ import com.unciv.logic.city.City
import com.unciv.logic.civilization.Civilization
import com.unciv.logic.map.TileMap
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.mapunit.UnitMovement
import com.unciv.logic.map.mapunit.movement.UnitMovement
import com.unciv.logic.map.tile.Tile
import com.unciv.models.UncivSound
import com.unciv.models.ruleset.unique.LocalUniqueCache