chore: Rename CityInfo -> City

This commit is contained in:
Yair Morgenstern
2023-01-22 00:24:02 +02:00
parent 82010e8564
commit 81a5e15413
60 changed files with 729 additions and 727 deletions

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@ -2,7 +2,7 @@ package com.unciv.logic.civilization
import com.badlogic.gdx.math.Vector2
import com.unciv.logic.GameInfo
import com.unciv.logic.city.CityInfo
import com.unciv.logic.city.City
import com.unciv.logic.civilization.diplomacy.DiplomacyManager
import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
import com.unciv.logic.civilization.transients.CapitalConnectionsFinder
@ -111,8 +111,8 @@ class CapitalConnectionsFinderTests {
tile.roadStatus = type
}
private fun createCity(civInfo: CivilizationInfo, position: Vector2, name: String, capital: Boolean = false, hasHarbor: Boolean = false): CityInfo {
return CityInfo().apply {
private fun createCity(civInfo: CivilizationInfo, position: Vector2, name: String, capital: Boolean = false, hasHarbor: Boolean = false): City {
return City().apply {
location = position
if (capital)
cityConstructions.builtBuildings.add(rules.buildings.values.first { it.hasUnique(UniqueType.IndicatesCapital) }.name)

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@ -1,7 +1,7 @@
package com.unciv.logic.civilization.diplomacy
import com.unciv.logic.GameInfo
import com.unciv.logic.city.CityInfo
import com.unciv.logic.city.City
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.models.ruleset.nation.Nation
import com.unciv.testing.GdxTestRunner
@ -41,7 +41,7 @@ class DiplomacyManagerTests {
it.gameInfo = mockGameInfo
it.nation = Nation() // for isMajorCiv() (as cityStateType will be null)
it.nation.name = it.civName // for isBarbarian()
it.cities = listOf(CityInfo()) // for isDefeated()
it.cities = listOf(City()) // for isDefeated()
it.hasEverOwnedOriginalCapital = true // also isDefeated() - adding a unit is much harder so we need the other defeat condition
}
}

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@ -2,7 +2,7 @@
package com.unciv.logic.map
import com.badlogic.gdx.math.Vector2
import com.unciv.logic.city.CityInfo
import com.unciv.logic.city.City
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.Ruleset
@ -20,7 +20,7 @@ import org.junit.runner.RunWith
class TileImprovementConstructionTests {
private var civInfo = CivilizationInfo()
private var city = CityInfo()
private var city = City()
private var ruleSet = Ruleset()
private val tileMap = TileMap()

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@ -3,7 +3,7 @@ package com.unciv.logic.map
import com.unciv.Constants
import com.unciv.logic.GameInfo
import com.unciv.logic.city.CityInfo
import com.unciv.logic.city.City
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.diplomacy.DiplomacyManager
import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
@ -81,7 +81,7 @@ class UnitMovementAlgorithmsTests {
otherTile.position.y = 1f
map.tileMatrix[0].add(otherTile)
val city = CityInfo()
val city = City()
city.location = cityTile.position
city.civInfo = civInfo
cityTile.setOwningCity(city)
@ -248,7 +248,7 @@ class UnitMovementAlgorithmsTests {
otherCiv.civName = "Other civ"
otherCiv.nation = Nation().apply { name = "Other nation" }
val city = CityInfo()
val city = City()
city.location = tile.position.cpy().add(1f,1f)
city.civInfo = otherCiv
tile.setOwningCity(city)
@ -305,7 +305,7 @@ class UnitMovementAlgorithmsTests {
val otherCiv = createOpponentCiv("Other", DiplomaticStatus.Peace)
val city = CityInfo()
val city = City()
city.location = tile.position.cpy().add(5f, 5f) // random shift to avoid of being in city
city.civInfo = otherCiv
tile.setOwningCity(city)
@ -414,7 +414,7 @@ class UnitMovementAlgorithmsTests {
newTiles[3].baseTerrain = "Grand Mesa"
newTiles[3].setTransients()
// create our city
CityInfo().apply {
City().apply {
this.civInfo = this@UnitMovementAlgorithmsTests.civInfo
location = newTiles.last().position.cpy()
tiles.add(location)

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@ -4,7 +4,7 @@ import com.badlogic.gdx.math.Vector2
import com.unciv.Constants
import com.unciv.UncivGame
import com.unciv.logic.GameInfo
import com.unciv.logic.city.CityInfo
import com.unciv.logic.city.City
import com.unciv.logic.city.managers.CityFounder
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.PlayerType
@ -133,7 +133,7 @@ class TestGame {
tile: Tile,
replacePalace: Boolean = false,
initialPopulation: Int = 0
): CityInfo {
): City {
val cityInfo = CityFounder().foundCity(civInfo, tile.position)
if (initialPopulation != 1)
cityInfo.population.addPopulation(initialPopulation - 1) // With defaults this will remove population
@ -147,7 +147,7 @@ class TestGame {
return cityInfo
}
fun addTileToCity(city: CityInfo, tile: Tile) {
fun addTileToCity(city: City, tile: Tile) {
city.tiles.add(tile.position)
}