CityStateType deprecation p1

This commit is contained in:
Yair Morgenstern
2022-11-21 20:03:05 +02:00
parent 6976360da6
commit 7d9db1e119
9 changed files with 19 additions and 20 deletions

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@ -1,6 +1,6 @@
package com.unciv.logic.civilization
enum class CityStateType(val color: String = "") {
enum class CityStateTypeOld(val color: String = "") {
Cultured("#8b60ff"),
Maritime("#38ff70"),
Mercantile("#ffd800"),

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@ -346,7 +346,7 @@ class CivilizationInfo : IsPartOfGameInfoSerialization {
fun isBarbarian() = nation.isBarbarian()
fun isSpectator() = nation.isSpectator()
fun isCityState(): Boolean = nation.isCityState()
val cityStateType: CityStateType get() = nation.cityStateType!!
val cityStateType: CityStateTypeOld get() = nation.cityStateType!!
var cityStatePersonality: CityStatePersonality = CityStatePersonality.Neutral
var cityStateResource: String? = null
var cityStateUniqueUnit: String? = null // Unique unit for militaristic city state. Might still be null if there are no appropriate units

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@ -1,7 +1,7 @@
package com.unciv.models.ruleset
import com.badlogic.gdx.graphics.Color
import com.unciv.logic.civilization.CityStateType
import com.unciv.logic.civilization.CityStateTypeOld
import com.unciv.logic.civilization.diplomacy.RelationshipLevel
import com.unciv.models.ruleset.unique.StateForConditionals
import com.unciv.models.ruleset.unique.Unique
@ -34,9 +34,9 @@ class Era : RulesetObject() {
var friendBonus = HashMap<String, List<String>>()
var allyBonus = HashMap<String, List<String>>()
@Suppress("MemberVisibilityCanBePrivate")
val friendBonusObjects: Map<CityStateType, UniqueMap> by lazy { initBonuses(friendBonus) }
val friendBonusObjects: Map<CityStateTypeOld, UniqueMap> by lazy { initBonuses(friendBonus) }
@Suppress("MemberVisibilityCanBePrivate")
val allyBonusObjects: Map<CityStateType, UniqueMap> by lazy { initBonuses(allyBonus) }
val allyBonusObjects: Map<CityStateTypeOld, UniqueMap> by lazy { initBonuses(allyBonus) }
private var iconRGB: List<Int>? = null
@ -87,17 +87,17 @@ class Era : RulesetObject() {
}.map { it.first }.distinct()
}
private fun initBonuses(bonusMap: Map<String, List<String>>): Map<CityStateType, UniqueMap> {
val objectMap = HashMap<CityStateType, UniqueMap>()
private fun initBonuses(bonusMap: Map<String, List<String>>): Map<CityStateTypeOld, UniqueMap> {
val objectMap = HashMap<CityStateTypeOld, UniqueMap>()
for ((cityStateType, bonusList) in bonusMap) {
val cityStateTypeUniqueMap = UniqueMap()
cityStateTypeUniqueMap.addUniques(bonusList.map { Unique(it, UniqueTarget.CityState)})
objectMap[CityStateType.valueOf(cityStateType)] = cityStateTypeUniqueMap
objectMap[CityStateTypeOld.valueOf(cityStateType)] = cityStateTypeUniqueMap
}
return objectMap
}
fun getCityStateBonuses(cityStateType: CityStateType, relationshipLevel: RelationshipLevel, uniqueType:UniqueType?=null): Sequence<Unique> {
fun getCityStateBonuses(cityStateType: CityStateTypeOld, relationshipLevel: RelationshipLevel, uniqueType:UniqueType?=null): Sequence<Unique> {
val cityStateUniqueMap = when (relationshipLevel) {
RelationshipLevel.Ally -> allyBonusObjects[cityStateType]
RelationshipLevel.Friend -> friendBonusObjects[cityStateType]

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@ -3,7 +3,7 @@
import com.badlogic.gdx.graphics.Color
import com.unciv.Constants
import com.unciv.UncivGame
import com.unciv.logic.civilization.CityStateType
import com.unciv.logic.civilization.CityStateTypeOld
import com.unciv.models.ruleset.unique.Unique
import com.unciv.models.ruleset.unique.UniqueFlag
import com.unciv.models.ruleset.unique.UniqueTarget
@ -23,7 +23,7 @@ class Nation : RulesetObject() {
val style = ""
fun getStyleOrCivName() = style.ifEmpty { name }
var cityStateType: CityStateType? = null
var cityStateType: CityStateTypeOld? = null
var preferredVictoryType: String = Constants.neutralVictoryType
var declaringWar = ""
var attacked = ""

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@ -2,7 +2,6 @@ package com.unciv.ui.newgamescreen
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.unciv.UncivGame
import com.unciv.logic.civilization.CityStateType
import com.unciv.models.ruleset.RulesetCache
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.models.translations.tr

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@ -243,13 +243,13 @@ class CapitalConnectionsFinderTests {
createCity(ourCiv, Vector2(0f, 4f), "Connected"))
val openCiv = civilizations["Germany"]!!
openCiv.nation.cityStateType = CityStateType.Cultured
openCiv.nation.cityStateType = CityStateTypeOld.Cultured
openCiv.cities = listOf( createCity(openCiv, Vector2(0f, 2f), "Berlin", true))
ourCiv.diplomacy["Germany"] = DiplomacyManager(ourCiv, "Germany")
.apply { diplomaticStatus = DiplomaticStatus.Peace }
val closedCiv = civilizations["Greece"]!!
closedCiv.nation.cityStateType = CityStateType.Cultured
closedCiv.nation.cityStateType = CityStateTypeOld.Cultured
closedCiv.cities = listOf( createCity(closedCiv, Vector2(0f, -2f), "Athens", true))
ourCiv.diplomacy["Greece"] = DiplomacyManager(ourCiv, "Greece")
.apply { diplomaticStatus = DiplomaticStatus.War }

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@ -3,7 +3,7 @@ package com.unciv.uniques
import com.badlogic.gdx.math.Vector2
import com.unciv.Constants
import com.unciv.logic.civilization.CityStateType
import com.unciv.logic.civilization.CityStateTypeOld
import com.unciv.logic.map.RoadStatus
import com.unciv.models.ruleset.BeliefType
import com.unciv.models.stats.Stats
@ -364,7 +364,7 @@ class GlobalUniquesTests {
fun bonusStatsFromCityStates() {
game.makeHexagonalMap(1)
val civInfo = game.addCiv()
val cityState = game.addCiv(cityState = CityStateType.Maritime)
val cityState = game.addCiv(cityState = CityStateTypeOld.Maritime)
val tile = game.getTile(Vector2(0f,0f))
val city = game.addCity(civInfo, tile, true)

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@ -5,7 +5,7 @@ import com.unciv.Constants
import com.unciv.UncivGame
import com.unciv.logic.GameInfo
import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.CityStateType
import com.unciv.logic.civilization.CityStateTypeOld
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.PlayerType
import com.unciv.logic.map.MapSizeNew
@ -104,7 +104,7 @@ class TestGame {
return tile
}
fun addCiv(vararg uniques: String, isPlayer: Boolean = false, cityState: CityStateType? = null): CivilizationInfo {
fun addCiv(vararg uniques: String, isPlayer: Boolean = false, cityState: CityStateTypeOld? = null): CivilizationInfo {
fun nationFactory() = Nation().apply {
cities = arrayListOf("The Capital")
cityStateType = cityState

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@ -1,7 +1,7 @@
package com.unciv.uniques
import com.badlogic.gdx.math.Vector2
import com.unciv.logic.civilization.CityStateType
import com.unciv.logic.civilization.CityStateTypeOld
import com.unciv.testing.GdxTestRunner
import com.unciv.ui.worldscreen.unit.UnitActions
import org.junit.Assert.assertNotNull
@ -22,7 +22,7 @@ class UnitUniquesTests {
fun `Sweden can gift Great Persons to City States`() {
// when
game.makeHexagonalMap(1)
val cityState = game.addCiv(cityState = CityStateType.Cultured)
val cityState = game.addCiv(cityState = CityStateTypeOld.Cultured)
val cityStateCapitalTile = game.getTile(Vector2(0f, 0f))
val cityStateCapital = game.addCity(cityState, cityStateCapitalTile)