mirror of
https://github.com/yairm210/Unciv.git
synced 2025-07-31 23:29:53 +07:00
Added Privateer unit; updated Coastal Raider promotion (#4301)
* Added privateer unit * Privateers can now capture other naval units * Updated Coastal Raider promotion to include the gold gained from damaging cities * Added missing translatable notification * Implemented requested changes * Implemented requested changes _but better_ * Forgot to update a variable name
This commit is contained in:
@ -12,7 +12,6 @@ import com.unciv.models.AttackableTile
|
||||
import com.unciv.models.ruleset.Unique
|
||||
import com.unciv.models.ruleset.unit.UnitType
|
||||
import com.unciv.models.stats.Stat
|
||||
import com.unciv.models.translations.tr
|
||||
import java.util.*
|
||||
import kotlin.math.max
|
||||
|
||||
@ -72,20 +71,16 @@ object Battle {
|
||||
if (!defender.isDefeated() && defender is MapUnitCombatant && defender.unit.action == Constants.unitActionExplore)
|
||||
defender.unit.action = null
|
||||
|
||||
// we're a melee unit and we destroyed\captured an enemy unit
|
||||
postBattleMoveToAttackedTile(attacker, defender, attackedTile)
|
||||
|
||||
reduceAttackerMovementPointsAndAttacks(attacker, defender)
|
||||
|
||||
if (!isAlreadyDefeatedCity) postBattleAddXp(attacker, defender)
|
||||
|
||||
// Add culture when defeating a barbarian when Honor policy is adopted, gold from enemy killed when honor is complete
|
||||
// or any enemy military unit with Sacrificial captives unique (can be either attacker or defender!)
|
||||
// or check if unit is captured by the attacker (prize ships unique)
|
||||
if (defender.isDefeated() && defender is MapUnitCombatant && !defender.getUnitType().isCivilian()) {
|
||||
tryEarnFromKilling(attacker, defender)
|
||||
tryCaptureUnit(attacker, defender)
|
||||
tryHealAfterKilling(attacker)
|
||||
} else if (attacker.isDefeated() && attacker is MapUnitCombatant && !attacker.getUnitType().isCivilian()) {
|
||||
tryEarnFromKilling(defender, attacker)
|
||||
tryCaptureUnit(defender, attacker)
|
||||
tryHealAfterKilling(defender)
|
||||
}
|
||||
|
||||
@ -95,6 +90,14 @@ object Battle {
|
||||
else if (attacker.unit.isMoving())
|
||||
attacker.unit.action = null
|
||||
}
|
||||
|
||||
// we're a melee unit and we destroyed\captured an enemy unit
|
||||
// Should be called after tryCaptureUnit(), as that might spawn a unit on the tile we go to
|
||||
postBattleMoveToAttackedTile(attacker, defender, attackedTile)
|
||||
|
||||
reduceAttackerMovementPointsAndAttacks(attacker, defender)
|
||||
|
||||
if (!isAlreadyDefeatedCity) postBattleAddXp(attacker, defender)
|
||||
}
|
||||
|
||||
private fun tryEarnFromKilling(civUnit: ICombatant, defeatedUnit: MapUnitCombatant) {
|
||||
@ -125,33 +128,79 @@ object Battle {
|
||||
} catch (ex: Exception) {
|
||||
} // parameter is not a stat
|
||||
}
|
||||
}
|
||||
|
||||
private fun tryCaptureUnit(attacker: ICombatant, defender: ICombatant) {
|
||||
// https://forums.civfanatics.com/threads/prize-ships-for-land-units.650196/
|
||||
// https://civilization.fandom.com/wiki/Module:Data/Civ5/GK/Defines
|
||||
if (!defender.isDefeated()) return
|
||||
if (attacker !is MapUnitCombatant) return
|
||||
if (defender is MapUnitCombatant && !defender.getUnitType().isMilitary()) return
|
||||
if (attacker.unit.getMatchingUniques("May capture killed [] units").none { defender.matchesCategory(it.params[0]) }) return
|
||||
|
||||
var captureChance = 10 + attacker.getAttackingStrength().toFloat() / defender.getDefendingStrength().toFloat() * 40
|
||||
if (captureChance > 80) captureChance = 80f
|
||||
if (100 * Random().nextFloat() > captureChance) return
|
||||
|
||||
val newUnit = attacker.getCivInfo().placeUnitNearTile(defender.getTile().position, defender.getName())
|
||||
if (newUnit == null) return // silently fail
|
||||
attacker.getCivInfo().addNotification("Your [${attacker.getName()}] captured an enemy [${defender.getName()}]", newUnit.getTile().position, NotificationIcon.War)
|
||||
|
||||
newUnit.currentMovement = 0f
|
||||
newUnit.health = 50
|
||||
}
|
||||
|
||||
private fun takeDamage(attacker: ICombatant, defender: ICombatant) {
|
||||
var damageToDefender = BattleDamage.calculateDamageToDefender(attacker, attacker.getTile(), defender)
|
||||
var damageToAttacker = BattleDamage.calculateDamageToAttacker(attacker, attacker.getTile(), defender)
|
||||
var potentialDamageToDefender = BattleDamage.calculateDamageToDefender(attacker, attacker.getTile(), defender)
|
||||
var potentialDamageToAttacker = BattleDamage.calculateDamageToAttacker(attacker, attacker.getTile(), defender)
|
||||
|
||||
var damageToAttacker = attacker.getHealth() // These variables names don't make any sense as of yet ...
|
||||
var damageToDefender = defender.getHealth()
|
||||
|
||||
if (defender.getUnitType().isCivilian() && attacker.isMelee()) {
|
||||
captureCivilianUnit(attacker, defender as MapUnitCombatant)
|
||||
} else if (attacker.isRanged()) {
|
||||
defender.takeDamage(damageToDefender) // straight up
|
||||
defender.takeDamage(potentialDamageToDefender) // straight up
|
||||
} else {
|
||||
//melee attack is complicated, because either side may defeat the other midway
|
||||
//so...for each round, we randomize who gets the attack in. Seems to be a good way to work for now.
|
||||
|
||||
while (damageToDefender + damageToAttacker > 0) {
|
||||
if (Random().nextInt(damageToDefender + damageToAttacker) < damageToDefender) {
|
||||
damageToDefender--
|
||||
while (potentialDamageToDefender + potentialDamageToAttacker > 0) {
|
||||
if (Random().nextInt(potentialDamageToDefender + potentialDamageToAttacker) < potentialDamageToDefender) {
|
||||
potentialDamageToDefender--
|
||||
defender.takeDamage(1)
|
||||
if (defender.isDefeated()) break
|
||||
} else {
|
||||
damageToAttacker--
|
||||
potentialDamageToAttacker--
|
||||
attacker.takeDamage(1)
|
||||
if (attacker.isDefeated()) break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
damageToAttacker -= attacker.getHealth() // ... but from here on they are accurate
|
||||
damageToDefender -= defender.getHealth()
|
||||
|
||||
if (attacker is MapUnitCombatant) {
|
||||
for (unique in attacker.unit.getMatchingUniques("Earn []% of the damage done to [] units as []"))
|
||||
if (defender.matchesCategory(unique.params[1])) {
|
||||
val resourcesPlundered =
|
||||
(unique.params[0].toFloat() / 100f * damageToDefender).toInt()
|
||||
attacker.getCivInfo().addStat(Stat.valueOf(unique.params[2]), resourcesPlundered)
|
||||
attacker.getCivInfo()
|
||||
.addNotification(
|
||||
"Your [${attacker.getName()}] plundered [${resourcesPlundered}] [${unique.params[2]}] from [${defender.getName()}]",
|
||||
defender.getTile().position,
|
||||
NotificationIcon.War
|
||||
)
|
||||
}
|
||||
}
|
||||
if (defender is MapUnitCombatant) {
|
||||
for (unique in defender.unit.getMatchingUniques("Earn []% of the damage done to [] units as []"))
|
||||
if (attacker.matchesCategory(unique.params[1]))
|
||||
defender.getCivInfo().addStat(Stat.valueOf(unique.params[2]), (unique.params[0].toFloat() / 100f * damageToAttacker).toInt())
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -380,7 +429,7 @@ object Battle {
|
||||
attacker.popupAlerts.add(PopupAlert(AlertType.Defeated, attackedCiv.civName))
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fun NUKE(attacker: MapUnitCombatant, targetTile: TileInfo) {
|
||||
val attackingCiv = attacker.getCivInfo()
|
||||
fun tryDeclareWar(civSuffered: CivilizationInfo) {
|
||||
@ -392,8 +441,8 @@ object Battle {
|
||||
attackingCiv.addNotification("After being hit by our [${attacker.getName()}], [${civSuffered}] has declared war on us!", targetTile.position, NotificationIcon.War)
|
||||
}
|
||||
}
|
||||
|
||||
val blastRadius =
|
||||
|
||||
val blastRadius =
|
||||
if (!attacker.unit.hasUnique("Blast radius []")) 2
|
||||
else attacker.unit.getMatchingUniques("Blast radius []").first().params[0].toInt()
|
||||
|
||||
@ -405,13 +454,13 @@ object Battle {
|
||||
//
|
||||
else -> return
|
||||
}
|
||||
|
||||
|
||||
// Calculate the tiles that are hit
|
||||
val hitTiles = targetTile.getTilesInDistance(blastRadius)
|
||||
|
||||
|
||||
// Declare war on the owners of all hit tiles
|
||||
for (hitCiv in hitTiles.mapNotNull { it.getOwner() }.distinct()) {
|
||||
hitCiv.addNotification("A(n) [${attacker.getName()}] exploded in our territory!".tr(), targetTile.position, NotificationIcon.War)
|
||||
hitCiv.addNotification("A(n) [${attacker.getName()}] exploded in our territory!", targetTile.position, NotificationIcon.War)
|
||||
tryDeclareWar(hitCiv)
|
||||
}
|
||||
|
||||
@ -423,14 +472,14 @@ object Battle {
|
||||
}
|
||||
}
|
||||
if (attacker.isDefeated()) return
|
||||
|
||||
|
||||
// Destroy units on the target tile
|
||||
for (defender in targetTile.getUnits().filter { it != attacker.unit }) {
|
||||
defender.destroy()
|
||||
postBattleNotifications(attacker, MapUnitCombatant(defender), defender.getTile())
|
||||
destroyIfDefeated(defender.civInfo, attacker.getCivInfo())
|
||||
}
|
||||
|
||||
|
||||
for (tile in hitTiles) {
|
||||
// Handle complicated effects
|
||||
when (strength) {
|
||||
@ -439,19 +488,19 @@ object Battle {
|
||||
else -> nukeStrength1Effect(attacker, tile)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Instead of postBattleAction() just destroy the unit, all other functions are not relevant
|
||||
if (attacker.unit.hasUnique("Self-destructs when attacking")) {
|
||||
attacker.unit.destroy()
|
||||
}
|
||||
|
||||
|
||||
// It's unclear whether using nukes results in a penalty with all civs, or only affected civs.
|
||||
// For now I'll make it give a diplomatic penalty to all known civs, but some testing for this would be appreciated
|
||||
for (civ in attackingCiv.getKnownCivs()) {
|
||||
civ.getDiplomacyManager(attackingCiv).setModifier(DiplomaticModifiers.UsedNuclearWeapons, -50f)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private fun nukeStrength1Effect(attacker: MapUnitCombatant, tile: TileInfo) {
|
||||
// https://forums.civfanatics.com/resources/unit-guide-modern-future-units-g-k.25628/
|
||||
// https://www.carlsguides.com/strategy/civilization5/units/aircraft-nukes.php
|
||||
@ -462,7 +511,7 @@ object Battle {
|
||||
if (civResources[resource]!! < 0 && !attacker.getCivInfo().isBarbarian())
|
||||
damageModifierFromMissingResource *= 0.5f // I could not find a source for this number, but this felt about right
|
||||
}
|
||||
|
||||
|
||||
// Decrease health & population of a hit city
|
||||
val city = tile.getCity()
|
||||
if (city != null && tile.position == city.location) {
|
||||
@ -484,7 +533,7 @@ object Battle {
|
||||
}
|
||||
postBattleNotifications(attacker, CityCombatant(city), city.getCenterTile())
|
||||
}
|
||||
|
||||
|
||||
// Damage and/or destroy units on the tile
|
||||
for (unit in tile.getUnits()) {
|
||||
val defender = MapUnitCombatant(unit)
|
||||
@ -496,7 +545,7 @@ object Battle {
|
||||
postBattleNotifications(attacker, defender, defender.getTile())
|
||||
destroyIfDefeated(defender.getCivInfo(), attacker.getCivInfo())
|
||||
}
|
||||
|
||||
|
||||
// Remove improvements, add fallout
|
||||
tile.improvement = null
|
||||
tile.improvementInProgress = null
|
||||
@ -514,7 +563,7 @@ object Battle {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private fun nukeStrength2Effect(attacker: MapUnitCombatant, tile: TileInfo) {
|
||||
// https://forums.civfanatics.com/threads/unit-guide-modern-future-units-g-k.429987/#2
|
||||
// https://www.carlsguides.com/strategy/civilization5/units/aircraft-nukes.php
|
||||
@ -525,7 +574,7 @@ object Battle {
|
||||
if (civResources[resource]!! < 0 && !attacker.getCivInfo().isBarbarian())
|
||||
damageModifierFromMissingResource *= 0.5f // I could not find a source for this number, but this felt about right
|
||||
}
|
||||
|
||||
|
||||
// Damage and/or destroy cities
|
||||
val city = tile.getCity()
|
||||
if (city != null && city.location == tile.position) {
|
||||
@ -549,14 +598,14 @@ object Battle {
|
||||
postBattleNotifications(attacker, CityCombatant(city), city.getCenterTile())
|
||||
destroyIfDefeated(city.civInfo, attacker.getCivInfo())
|
||||
}
|
||||
|
||||
|
||||
// Destroy all hit units
|
||||
for (defender in tile.getUnits()) {
|
||||
defender.destroy()
|
||||
postBattleNotifications(attacker, MapUnitCombatant(defender), defender.currentTile)
|
||||
destroyIfDefeated(defender.civInfo, attacker.getCivInfo())
|
||||
}
|
||||
|
||||
|
||||
// Remove improvements
|
||||
tile.improvement = null
|
||||
tile.improvementInProgress = null
|
||||
|
Reference in New Issue
Block a user