Spy UI improvements (#11570)

* Minor linting

* More linting

* Consistent naming city/location, cache city on Spy (tile visibility perf)

* Empower SpyAction enum (minor perf)

* NotificationAction for Espionage, shorthand on the Spy instance

* Fix National Intelligence Agency giving one extra Spy level

* Fix "Move Spies" NextTurnButton prompt appearing every turn when spies are in Surveillance

* Fix failed tech theft rewarding tech anyway (and open spy kill chance when theft ordered but nothing to steal)

* Finally refactor SmallButtonStyle as standalone component

* Fix unable to assign spies for counter-intelligence

* Shorten establish-network phase for domestic spy placement

* Refactor and prettify MoveToCityButton, reuse as pointer who is to move (and some tiny changes)

* Decorate Spy icons by rank and show those in the hideout too

* Make city name labels in Espionage screen clickable

* Umm... duplicate targets behave same as single targets

* Spy mechanics - no establish network before counter-intelligence, commenting

* Oops, those lines do not belong in this branch anyway
This commit is contained in:
SomeTroglodyte
2024-05-11 20:36:07 +02:00
committed by GitHub
parent 7bbe218bf0
commit 628bd71830
15 changed files with 312 additions and 242 deletions

View File

@ -986,8 +986,11 @@
"cost": 120,
"culture": 1,
"isNationalWonder": true,
"uniques": ["Hidden when espionage is disabled", "Gain an extra spy", "Promotes all spies",
"[-15]% enemy spy effectiveness [in this city]", "New spies start with [1] level(s)",
"uniques": ["Hidden when espionage is disabled",
"New spies start with [1] level(s)",
"Promotes all spies",
"Gain an extra spy", // Order is significant here
"[-15]% enemy spy effectiveness [in this city]",
"Only available <if [Police Station] is constructed in all [non-[Puppeted]] cities>",
"Cost increases by [30] per owned city"],
"requiredTech": "Radio"