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https://github.com/yairm210/Unciv.git
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CityStateType deprecation p1
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@ -1,6 +1,6 @@
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package com.unciv.logic.civilization
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enum class CityStateType(val color: String = "") {
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enum class CityStateTypeOld(val color: String = "") {
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Cultured("#8b60ff"),
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Maritime("#38ff70"),
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Mercantile("#ffd800"),
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@ -346,7 +346,7 @@ class CivilizationInfo : IsPartOfGameInfoSerialization {
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fun isBarbarian() = nation.isBarbarian()
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fun isSpectator() = nation.isSpectator()
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fun isCityState(): Boolean = nation.isCityState()
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val cityStateType: CityStateType get() = nation.cityStateType!!
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val cityStateType: CityStateTypeOld get() = nation.cityStateType!!
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var cityStatePersonality: CityStatePersonality = CityStatePersonality.Neutral
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var cityStateResource: String? = null
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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 @@
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package com.unciv.models.ruleset
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import com.badlogic.gdx.graphics.Color
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import com.unciv.logic.civilization.CityStateType
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import com.unciv.logic.civilization.CityStateTypeOld
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import com.unciv.logic.civilization.diplomacy.RelationshipLevel
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import com.unciv.models.ruleset.unique.StateForConditionals
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import com.unciv.models.ruleset.unique.Unique
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@ -34,9 +34,9 @@ class Era : RulesetObject() {
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var friendBonus = HashMap<String, List<String>>()
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var allyBonus = HashMap<String, List<String>>()
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@Suppress("MemberVisibilityCanBePrivate")
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val friendBonusObjects: Map<CityStateType, UniqueMap> by lazy { initBonuses(friendBonus) }
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val friendBonusObjects: Map<CityStateTypeOld, UniqueMap> by lazy { initBonuses(friendBonus) }
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@Suppress("MemberVisibilityCanBePrivate")
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val allyBonusObjects: Map<CityStateType, UniqueMap> by lazy { initBonuses(allyBonus) }
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val allyBonusObjects: Map<CityStateTypeOld, UniqueMap> by lazy { initBonuses(allyBonus) }
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private var iconRGB: List<Int>? = null
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@ -87,17 +87,17 @@ class Era : RulesetObject() {
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}.map { it.first }.distinct()
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}
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private fun initBonuses(bonusMap: Map<String, List<String>>): Map<CityStateType, UniqueMap> {
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val objectMap = HashMap<CityStateType, UniqueMap>()
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private fun initBonuses(bonusMap: Map<String, List<String>>): Map<CityStateTypeOld, UniqueMap> {
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val objectMap = HashMap<CityStateTypeOld, UniqueMap>()
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for ((cityStateType, bonusList) in bonusMap) {
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val cityStateTypeUniqueMap = UniqueMap()
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cityStateTypeUniqueMap.addUniques(bonusList.map { Unique(it, UniqueTarget.CityState)})
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objectMap[CityStateType.valueOf(cityStateType)] = cityStateTypeUniqueMap
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objectMap[CityStateTypeOld.valueOf(cityStateType)] = cityStateTypeUniqueMap
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}
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return objectMap
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}
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fun getCityStateBonuses(cityStateType: CityStateType, relationshipLevel: RelationshipLevel, uniqueType:UniqueType?=null): Sequence<Unique> {
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fun getCityStateBonuses(cityStateType: CityStateTypeOld, relationshipLevel: RelationshipLevel, uniqueType:UniqueType?=null): Sequence<Unique> {
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val cityStateUniqueMap = when (relationshipLevel) {
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RelationshipLevel.Ally -> allyBonusObjects[cityStateType]
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RelationshipLevel.Friend -> friendBonusObjects[cityStateType]
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@ -3,7 +3,7 @@
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import com.badlogic.gdx.graphics.Color
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import com.unciv.Constants
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import com.unciv.UncivGame
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import com.unciv.logic.civilization.CityStateType
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import com.unciv.logic.civilization.CityStateTypeOld
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import com.unciv.models.ruleset.unique.Unique
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import com.unciv.models.ruleset.unique.UniqueFlag
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import com.unciv.models.ruleset.unique.UniqueTarget
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@ -23,7 +23,7 @@ class Nation : RulesetObject() {
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val style = ""
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fun getStyleOrCivName() = style.ifEmpty { name }
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var cityStateType: CityStateType? = null
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var cityStateType: CityStateTypeOld? = null
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var preferredVictoryType: String = Constants.neutralVictoryType
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var declaringWar = ""
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var attacked = ""
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@ -2,7 +2,6 @@ package com.unciv.ui.newgamescreen
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.unciv.UncivGame
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import com.unciv.logic.civilization.CityStateType
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import com.unciv.models.ruleset.RulesetCache
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import com.unciv.models.ruleset.unique.UniqueType
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import com.unciv.models.translations.tr
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@ -243,13 +243,13 @@ class CapitalConnectionsFinderTests {
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createCity(ourCiv, Vector2(0f, 4f), "Connected"))
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val openCiv = civilizations["Germany"]!!
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openCiv.nation.cityStateType = CityStateType.Cultured
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openCiv.nation.cityStateType = CityStateTypeOld.Cultured
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openCiv.cities = listOf( createCity(openCiv, Vector2(0f, 2f), "Berlin", true))
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ourCiv.diplomacy["Germany"] = DiplomacyManager(ourCiv, "Germany")
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.apply { diplomaticStatus = DiplomaticStatus.Peace }
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val closedCiv = civilizations["Greece"]!!
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closedCiv.nation.cityStateType = CityStateType.Cultured
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closedCiv.nation.cityStateType = CityStateTypeOld.Cultured
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closedCiv.cities = listOf( createCity(closedCiv, Vector2(0f, -2f), "Athens", true))
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ourCiv.diplomacy["Greece"] = DiplomacyManager(ourCiv, "Greece")
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.apply { diplomaticStatus = DiplomaticStatus.War }
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@ -3,7 +3,7 @@ package com.unciv.uniques
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import com.badlogic.gdx.math.Vector2
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import com.unciv.Constants
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import com.unciv.logic.civilization.CityStateType
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import com.unciv.logic.civilization.CityStateTypeOld
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import com.unciv.logic.map.RoadStatus
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import com.unciv.models.ruleset.BeliefType
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import com.unciv.models.stats.Stats
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@ -364,7 +364,7 @@ class GlobalUniquesTests {
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fun bonusStatsFromCityStates() {
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game.makeHexagonalMap(1)
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val civInfo = game.addCiv()
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val cityState = game.addCiv(cityState = CityStateType.Maritime)
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val cityState = game.addCiv(cityState = CityStateTypeOld.Maritime)
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val tile = game.getTile(Vector2(0f,0f))
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val city = game.addCity(civInfo, tile, true)
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@ -5,7 +5,7 @@ import com.unciv.Constants
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import com.unciv.UncivGame
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import com.unciv.logic.GameInfo
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.civilization.CityStateType
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import com.unciv.logic.civilization.CityStateTypeOld
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.PlayerType
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import com.unciv.logic.map.MapSizeNew
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@ -104,7 +104,7 @@ class TestGame {
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return tile
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}
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fun addCiv(vararg uniques: String, isPlayer: Boolean = false, cityState: CityStateType? = null): CivilizationInfo {
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fun addCiv(vararg uniques: String, isPlayer: Boolean = false, cityState: CityStateTypeOld? = null): CivilizationInfo {
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fun nationFactory() = Nation().apply {
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cities = arrayListOf("The Capital")
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cityStateType = cityState
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@ -1,7 +1,7 @@
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package com.unciv.uniques
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import com.badlogic.gdx.math.Vector2
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import com.unciv.logic.civilization.CityStateType
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import com.unciv.logic.civilization.CityStateTypeOld
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import com.unciv.testing.GdxTestRunner
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import com.unciv.ui.worldscreen.unit.UnitActions
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import org.junit.Assert.assertNotNull
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@ -22,7 +22,7 @@ class UnitUniquesTests {
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fun `Sweden can gift Great Persons to City States`() {
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// when
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game.makeHexagonalMap(1)
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val cityState = game.addCiv(cityState = CityStateType.Cultured)
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val cityState = game.addCiv(cityState = CityStateTypeOld.Cultured)
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val cityStateCapitalTile = game.getTile(Vector2(0f, 0f))
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val cityStateCapital = game.addCity(cityState, cityStateCapitalTile)
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