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chore: single use of GUI in city button to get viewing civ
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@ -18,12 +18,6 @@ import com.unciv.logic.city.PerpetualConstruction
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import com.unciv.logic.civilization.diplomacy.RelationshipLevel
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import com.unciv.models.TutorialTrigger
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import com.unciv.models.translations.tr
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import com.unciv.ui.screens.cityscreen.CityReligionInfoTable
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import com.unciv.ui.screens.cityscreen.CityScreen
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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.diplomacyscreen.DiplomacyScreen
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import com.unciv.ui.screens.basescreen.BaseScreen
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import com.unciv.ui.components.BorderedTable
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import com.unciv.ui.components.Fonts
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import com.unciv.ui.components.extensions.center
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@ -33,7 +27,12 @@ import com.unciv.ui.components.extensions.darken
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import com.unciv.ui.components.extensions.onClick
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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.screens.worldscreen.WorldScreen
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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.cityscreen.CityReligionInfoTable
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import com.unciv.ui.screens.cityscreen.CityScreen
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import com.unciv.ui.screens.diplomacyscreen.DiplomacyScreen
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import kotlin.math.max
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import kotlin.math.min
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@ -403,6 +402,8 @@ class CityButton(val city: City, private val tileGroup: TileGroup): Table(BaseSc
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private var isButtonMoved = false
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private var isViewable = true
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val viewingPlayer = GUI.getViewingPlayer()
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fun isMoved(): Boolean {
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return isButtonMoved
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}
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@ -429,8 +430,8 @@ class CityButton(val city: City, private val tileGroup: TileGroup): Table(BaseSc
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add(cityTable).row()
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// If city state - add influence bar
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if (city.civ.isCityState() && city.civ.knows(GUI.getViewingPlayer())) {
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val diplomacyManager = city.civ.getDiplomacyManager(GUI.getViewingPlayer())
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if (city.civ.isCityState() && city.civ.knows(viewingPlayer)) {
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val diplomacyManager = city.civ.getDiplomacyManager(viewingPlayer)
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add(InfluenceTable(diplomacyManager.getInfluence(), diplomacyManager.relationshipLevel())).padTop(1f).row()
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}
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@ -479,13 +480,13 @@ class CityButton(val city: City, private val tileGroup: TileGroup): Table(BaseSc
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(tile.civilianUnit != null) && direction.epsilonEquals(0f, 1f) ->
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insertHiddenUnitMarker(HiddenUnitMarkerPosition.Left)
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// detect military under the city
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(tile.militaryUnit != null && !tile.hasEnemyInvisibleUnit(GUI.getViewingPlayer())) && direction.epsilonEquals(1f, 1f) ->
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(tile.militaryUnit != null && !tile.hasEnemyInvisibleUnit(viewingPlayer)) && direction.epsilonEquals(1f, 1f) ->
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insertHiddenUnitMarker(HiddenUnitMarkerPosition.Center)
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// detect civilian right-below the city
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(tile.civilianUnit != null) && direction.epsilonEquals(1f, 0f) ->
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insertHiddenUnitMarker(HiddenUnitMarkerPosition.Right)
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}
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} else if (tile.militaryUnit != null && !tile.hasEnemyInvisibleUnit(GUI.getViewingPlayer())) {
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} else if (tile.militaryUnit != null && !tile.hasEnemyInvisibleUnit(viewingPlayer)) {
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when {
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// detect military left from the city
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direction.epsilonEquals(0f, 1f) ->
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@ -516,7 +517,7 @@ class CityButton(val city: City, private val tileGroup: TileGroup): Table(BaseSc
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listOfHiddenUnitMarkers.add(indicator)
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}
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private fun belongsToViewingCiv() = city.civ == GUI.getViewingPlayer()
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private fun belongsToViewingCiv() = city.civ == viewingPlayer
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private fun setButtonActions() {
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@ -529,13 +530,12 @@ class CityButton(val city: City, private val tileGroup: TileGroup): Table(BaseSc
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// clicking swings the button a little down to allow selection of units there.
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// this also allows to target selected units to move to the city tile from elsewhere.
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if (isButtonMoved) {
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val viewingCiv = GUI.getViewingPlayer()
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// second tap on the button will go to the city screen
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// if this city belongs to you and you are not iterating though the air units
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if (GUI.isDebugMapVisible() || viewingCiv.isSpectator()
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if (GUI.isDebugMapVisible() || viewingPlayer.isSpectator()
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|| (belongsToViewingCiv() && !tileGroup.tile.airUnits.contains(unitTable.selectedUnit))) {
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GUI.pushScreen(CityScreen(city))
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} else if (viewingCiv.knows(city.civ)) {
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} else if (viewingPlayer.knows(city.civ)) {
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foreignCityInfoPopup()
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}
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} else {
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@ -582,7 +582,7 @@ class CityButton(val city: City, private val tileGroup: TileGroup): Table(BaseSc
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private fun foreignCityInfoPopup() {
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fun openDiplomacy() {
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// If city doesn't belong to you, go directly to its owner's diplomacy screen.
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GUI.pushScreen(DiplomacyScreen(GUI.getViewingPlayer(), city.civ))
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GUI.pushScreen(DiplomacyScreen(viewingPlayer, city.civ))
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}
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// If there's nothing to display cuz no Religion - skip popup
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