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https://github.com/yairm210/Unciv.git
synced 2025-07-08 23:08:35 +07:00
Great Person Points - Rounding changes, Breakdown UI (#10714)
* Change per-City GPP points math and separate breakdown (producer w/ source doc) from aggregates (consumer ignoring source) * Change CityScreen GPP list to not do aggregation itself, but show a breakdown on click * Change "birth" city for GPP to a ***weighted*** random - no Great Mufties from cities not generating any Mufty points! * Nicer signature for getGreatPersonPointsBreakdown * Minor warnings linting and template for Sweden's bonus in the breakdown Popup
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@ -34,7 +34,6 @@ enum class CityFlags {
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class City : IsPartOfGameInfoSerialization {
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@Suppress("JoinDeclarationAndAssignment")
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@Transient
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lateinit var civ: Civilization
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@ -210,68 +209,100 @@ class City : IsPartOfGameInfoSerialization {
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fun containsBuildingUnique(uniqueType: UniqueType) =
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cityConstructions.builtBuildingUniqueMap.getUniques(uniqueType).any()
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fun getGreatPersonPercentageBonus(): Int{
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var allGppPercentageBonus = 0
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fun getGreatPersonPercentageBonus() = getGreatPersonPercentageBonusBreakdown().sumOf { it.second }
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@Suppress("RemoveExplicitTypeArguments") // Clearer readability
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/** Collects percentage boni applying to all GPP. Each returned entry is a Pair naming the source and the integer percentage. */
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private fun getGreatPersonPercentageBonusBreakdown() = sequence<Pair<String, Int>> {
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for (unique in getMatchingUniques(UniqueType.GreatPersonPointPercentage)) {
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if (!matchesFilter(unique.params[1])) continue
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allGppPercentageBonus += unique.params[0].toInt()
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yield((unique.sourceObjectName ?: "Bonus") to unique.params[0].toInt())
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}
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// Sweden UP
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for (otherCiv in civ.getKnownCivs()) {
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if (!civ.getDiplomacyManager(otherCiv).hasFlag(DiplomacyFlags.DeclarationOfFriendship))
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continue
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for (ourUnique in civ.getMatchingUniques(UniqueType.GreatPersonBoostWithFriendship))
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allGppPercentageBonus += ourUnique.params[0].toInt()
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for (theirUnique in otherCiv.getMatchingUniques(UniqueType.GreatPersonBoostWithFriendship))
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allGppPercentageBonus += theirUnique.params[0].toInt()
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val boostUniques = civ.getMatchingUniques(UniqueType.GreatPersonBoostWithFriendship) +
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otherCiv.getMatchingUniques(UniqueType.GreatPersonBoostWithFriendship)
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for (unique in boostUniques)
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yield("Declaration of Friendship" to unique.params[0].toInt())
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}
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return allGppPercentageBonus
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}
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fun getGreatPersonPointsForNextTurn(): HashMap<String, Counter<String>> {
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val sourceToGPP = HashMap<String, Counter<String>>()
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data class GreatPersonPointsBreakdownEntry(val source: String, val isBonus: Boolean, val counter: Counter<String> = Counter())
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fun getGreatPersonPointsBreakdown(): Sequence<GreatPersonPointsBreakdownEntry> {
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// First part: Base GPP points, materialized since we'll need to scan them twice
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val basePoints = mutableListOf<GreatPersonPointsBreakdownEntry>()
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val specialistsCounter = Counter<String>()
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// ... from Specialists
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val specialists = GreatPersonPointsBreakdownEntry("Specialists", false)
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for ((specialistName, amount) in population.getNewSpecialists())
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if (getRuleset().specialists.containsKey(specialistName)) { // To solve problems in total remake mods
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val specialist = getRuleset().specialists[specialistName]!!
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specialistsCounter.add(specialist.greatPersonPoints.times(amount))
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specialists.counter.add(specialist.greatPersonPoints.times(amount))
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}
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sourceToGPP["Specialists"] = specialistsCounter
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basePoints.add(specialists)
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val buildingsCounter = Counter<String>()
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for (building in cityConstructions.getBuiltBuildings())
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buildingsCounter.add(building.greatPersonPoints)
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sourceToGPP["Buildings"] = buildingsCounter
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// ... and from buildings, allowing multiples of the same name to be aggregated since builtBuildingObjects is a List
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basePoints.addAll(
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cityConstructions.getBuiltBuildings()
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.groupBy({ it.name }, { it.greatPersonPoints })
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.map { GreatPersonPointsBreakdownEntry(
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it.key,
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false,
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it.value.fold(null) { a: Counter<String>?, b -> if (a == null) b else a + b }!! // Just a sumOf<Counter>, !! because groupBy doesn't output empty lists
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) }
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)
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val stateForConditionals = StateForConditionals(civInfo = civ, city = this)
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for ((_, gppCounter) in sourceToGPP) {
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return sequence {
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// Second part: passing the first part through first, but collecting all names with base points while doing so
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val allGpp = mutableSetOf<String>()
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for (element in basePoints) {
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yield(element)
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allGpp += element.counter.keys
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}
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// Now add boni: GreatPersonPointPercentage and GreatPersonBoostWithFriendship
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for ((source, bonus) in getGreatPersonPercentageBonusBreakdown()) {
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val bonusEntry = GreatPersonPointsBreakdownEntry(source, true)
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for (gppName in allGpp)
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bonusEntry.counter[gppName] = bonus
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yield(bonusEntry)
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}
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// And last, the GPP-type-specific GreatPersonEarnedFaster Unique
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val stateForConditionals = StateForConditionals(civInfo = civ, city = this@City)
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for (unique in civ.getMatchingUniques(UniqueType.GreatPersonEarnedFaster, stateForConditionals)) {
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val unitName = unique.params[0]
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if (!gppCounter.containsKey(unitName)) continue
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gppCounter.add(unitName, gppCounter[unitName] * unique.params[1].toInt() / 100)
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val bonusEntry = GreatPersonPointsBreakdownEntry(unique.sourceObjectName ?: "Bonus", true)
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bonusEntry.counter.add(unique.params[0], unique.params[1].toInt())
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yield(bonusEntry)
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}
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val allGppPercentageBonus = getGreatPersonPercentageBonus()
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for (unitName in gppCounter.keys)
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gppCounter.add(unitName, gppCounter[unitName] * allGppPercentageBonus / 100)
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}
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return sourceToGPP
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}
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fun getGreatPersonPoints(): Counter<String> {
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val gppCounter = Counter<String>()
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for (entry in getGreatPersonPointsForNextTurn().values)
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gppCounter.add(entry)
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fun getGreatPersonPoints() = Counter<String>().apply {
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// Using fixed-point(n.3) math to avoid surprises by rounding while still leveraging the Counter class
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// Also accumulating boni separately - to ensure they operate additively not multiplicatively
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val boni = Counter<String>()
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for ((_, isBonus, counter) in getGreatPersonPointsBreakdown()) {
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if (!isBonus) {
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add(counter * 1000)
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} else {
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boni.add(counter)
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}
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}
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for (key in keys.filter { it in boni }) {
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add(key, this[key] * boni[key] / 100)
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}
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// round fixed-point to integers
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for (key in keys)
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this[key] = (this[key] * 0.001).roundToInt()
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// Remove all "gpp" values that are not valid units
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for (key in gppCounter.keys.toSet())
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for (key in keys.toSet())
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if (key !in getRuleset().units)
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gppCounter.remove(key)
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return gppCounter
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remove(key)
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}
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fun addStat(stat: Stat, amount: Int) {
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@ -3,6 +3,7 @@ package com.unciv.logic.civilization.managers
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import com.unciv.UncivGame
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import com.unciv.logic.VictoryData
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import com.unciv.logic.automation.civilization.NextTurnAutomation
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import com.unciv.logic.city.City
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import com.unciv.logic.city.managers.CityTurnManager
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import com.unciv.logic.civilization.AlertType
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import com.unciv.logic.civilization.CivFlags
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@ -20,6 +21,7 @@ import com.unciv.models.ruleset.unique.UniqueType
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import com.unciv.models.ruleset.unique.endTurn
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import com.unciv.models.stats.Stats
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import com.unciv.ui.components.MayaCalendar
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import com.unciv.ui.components.extensions.randomWeighted
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import com.unciv.ui.screens.worldscreen.status.NextTurnProgress
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import com.unciv.utils.Log
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import kotlin.math.max
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@ -59,7 +61,7 @@ class TurnManager(val civInfo: Civilization) {
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if (civInfo.cities.isNotEmpty()) { //if no city available, addGreatPerson will throw exception
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val greatPerson = civInfo.greatPeople.getNewGreatPerson()
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if (greatPerson != null && civInfo.gameInfo.ruleset.units.containsKey(greatPerson))
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civInfo.units.addUnit(greatPerson)
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civInfo.units.addUnit(greatPerson, getRandomWeightedCity(greatPerson))
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civInfo.religionManager.startTurn()
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if (civInfo.isLongCountActive())
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MayaCalendar.startTurnForMaya(civInfo)
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@ -94,6 +96,19 @@ class TurnManager(val civInfo: Civilization) {
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updateWinningCiv()
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}
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/** Determine which city gets a new Great Person
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*
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* - Choose randomly but chance proportional to the given city's contribution to [greatPerson]
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* - returning null will leave the decision to addUnit which will choose an unweighted random one
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*/
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private fun getRandomWeightedCity(greatPerson: String): City? {
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val cities = civInfo.cities.asSequence()
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.map { it to it.getGreatPersonPoints()[greatPerson] }
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.filter { it.second > 0 }
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.toList()
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if (cities.isEmpty()) return null
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return cities.map { it.first }.randomWeighted(cities.map { it.second.toFloat() })
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}
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private fun startTurnFlags() {
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for (flag in civInfo.flagsCountdown.keys.toList()) {
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@ -2,6 +2,7 @@ package com.unciv.ui.screens.cityscreen
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Actor
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.ui.Cell
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import com.badlogic.gdx.scenes.scene2d.ui.Label
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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@ -23,6 +24,7 @@ import com.unciv.ui.components.extensions.colorFromRGB
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import com.unciv.ui.components.extensions.surroundWithCircle
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import com.unciv.ui.components.extensions.toGroup
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import com.unciv.ui.components.extensions.toLabel
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import com.unciv.ui.components.extensions.toStringSigned
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import com.unciv.ui.components.extensions.toTextButton
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import com.unciv.ui.components.fonts.Fonts
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import com.unciv.ui.components.input.KeyboardBinding
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@ -30,6 +32,7 @@ import com.unciv.ui.components.input.onActivation
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import com.unciv.ui.components.input.onClick
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import com.unciv.ui.components.widgets.ExpanderTab
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import com.unciv.ui.images.ImageGetter
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import com.unciv.ui.popups.Popup
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import com.unciv.ui.screens.basescreen.BaseScreen
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import com.unciv.ui.screens.civilopediascreen.CivilopediaScreen
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import kotlin.math.ceil
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@ -350,31 +353,19 @@ class CityStatsTable(private val cityScreen: CityScreen) : Table() {
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val greatPeopleTable = Table()
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val greatPersonPoints = city.getGreatPersonPointsForNextTurn()
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val allGreatPersonNames = greatPersonPoints.asSequence().flatMap { it.value.keys }.distinct()
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if (allGreatPersonNames.none())
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val greatPersonPoints = city.getGreatPersonPoints()
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if (greatPersonPoints.isEmpty())
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return
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for (greatPersonName in allGreatPersonNames) {
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var gppPerTurn = 0
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for ((_, gppCounter) in greatPersonPoints) {
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val gppPointsFromSource = gppCounter[greatPersonName]
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if (gppPointsFromSource == 0) continue
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gppPerTurn += gppPointsFromSource
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}
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for ((greatPersonName, gppPerTurn) in greatPersonPoints.asIterable().sortedBy { it.key }) {
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val info = Table()
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info.add(ImageGetter.getUnitIcon(greatPersonName, Color.GOLD).toGroup(20f))
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.left().padBottom(4f).padRight(5f)
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val specialistIcon = ImageGetter.getUnitIcon(greatPersonName, Color.GOLD).toGroup(20f)
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info.add(specialistIcon).left().padBottom(4f).padRight(5f)
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info.add("{$greatPersonName} (+$gppPerTurn)".toLabel(hideIcons = true)).left().padBottom(4f).expandX().row()
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val gppCurrent = city.civ.greatPeople.greatPersonPointsCounter[greatPersonName]
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val gppNeeded = city.civ.greatPeople.getPointsRequiredForGreatPerson(greatPersonName)
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val percent = gppCurrent / gppNeeded.toFloat()
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val progressBar = ImageGetter.ProgressBar(300f, 25f, false)
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@ -389,14 +380,34 @@ class CityStatsTable(private val cityScreen: CityScreen) : Table() {
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bar.toBack()
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}
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progressBar.setLabel(Color.WHITE, "$gppCurrent/$gppNeeded", fontSize = 14)
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info.add(progressBar).colspan(2).left().expandX().row()
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greatPeopleTable.add(info).growX().top().padBottom(10f)
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greatPeopleTable.add(ImageGetter.getConstructionPortrait(greatPersonName, 50f)).row()
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val unitIcon = ImageGetter.getConstructionPortrait(greatPersonName, 45f) // Will be 2f bigger than ordered
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greatPeopleTable.add(unitIcon).padLeft(10f).row()
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info.touchable = Touchable.enabled
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info.onClick { GppBreakDownPopup(greatPersonName) }
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unitIcon.onClick { GppBreakDownPopup(greatPersonName) }
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}
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lowerTable.addCategory("Great People", greatPeopleTable, KeyboardBinding.GreatPeopleDetail)
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}
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inner class GppBreakDownPopup(gppName: String) : Popup(cityScreen) {
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init {
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for ((source, isBonus, counter) in city.getGreatPersonPointsBreakdown()) {
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val points = counter[gppName]
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if (points == 0) continue
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add("{$source}:".toLabel()).left().growX()
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add((if (isBonus) points.toStringSigned() + "%" else points.toString()).toLabel(alignment = Align.right)).right().row()
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}
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addSeparator()
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val total = city.getGreatPersonPoints()[gppName]
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add("{Total}:".toLabel()).left().growX()
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add(total.toString().toLabel(alignment = Align.right)).right().row()
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addCloseButton()
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open(true)
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}
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}
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}
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