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chore: Rename CityInfo -> City
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@ -2,7 +2,7 @@ package com.unciv.logic.civilization
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import com.badlogic.gdx.math.Vector2
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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.city.City
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import com.unciv.logic.civilization.diplomacy.DiplomacyManager
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import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
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import com.unciv.logic.civilization.transients.CapitalConnectionsFinder
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@ -111,8 +111,8 @@ class CapitalConnectionsFinderTests {
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tile.roadStatus = type
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}
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private fun createCity(civInfo: CivilizationInfo, position: Vector2, name: String, capital: Boolean = false, hasHarbor: Boolean = false): CityInfo {
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return CityInfo().apply {
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private fun createCity(civInfo: CivilizationInfo, position: Vector2, name: String, capital: Boolean = false, hasHarbor: Boolean = false): City {
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return City().apply {
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location = position
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if (capital)
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cityConstructions.builtBuildings.add(rules.buildings.values.first { it.hasUnique(UniqueType.IndicatesCapital) }.name)
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@ -1,7 +1,7 @@
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package com.unciv.logic.civilization.diplomacy
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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.city.City
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.models.ruleset.nation.Nation
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import com.unciv.testing.GdxTestRunner
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@ -41,7 +41,7 @@ class DiplomacyManagerTests {
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it.gameInfo = mockGameInfo
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it.nation = Nation() // for isMajorCiv() (as cityStateType will be null)
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it.nation.name = it.civName // for isBarbarian()
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it.cities = listOf(CityInfo()) // for isDefeated()
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it.cities = listOf(City()) // for isDefeated()
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it.hasEverOwnedOriginalCapital = true // also isDefeated() - adding a unit is much harder so we need the other defeat condition
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}
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}
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@ -2,7 +2,7 @@
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package com.unciv.logic.map
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import com.badlogic.gdx.math.Vector2
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.city.City
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.tile.Tile
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import com.unciv.models.ruleset.Ruleset
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@ -20,7 +20,7 @@ import org.junit.runner.RunWith
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class TileImprovementConstructionTests {
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private var civInfo = CivilizationInfo()
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private var city = CityInfo()
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private var city = City()
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private var ruleSet = Ruleset()
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private val tileMap = TileMap()
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@ -3,7 +3,7 @@ package com.unciv.logic.map
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import com.unciv.Constants
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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.city.City
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.diplomacy.DiplomacyManager
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import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
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@ -81,7 +81,7 @@ class UnitMovementAlgorithmsTests {
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otherTile.position.y = 1f
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map.tileMatrix[0].add(otherTile)
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val city = CityInfo()
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val city = City()
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city.location = cityTile.position
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city.civInfo = civInfo
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cityTile.setOwningCity(city)
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@ -248,7 +248,7 @@ class UnitMovementAlgorithmsTests {
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otherCiv.civName = "Other civ"
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otherCiv.nation = Nation().apply { name = "Other nation" }
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val city = CityInfo()
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val city = City()
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city.location = tile.position.cpy().add(1f,1f)
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city.civInfo = otherCiv
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tile.setOwningCity(city)
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@ -305,7 +305,7 @@ class UnitMovementAlgorithmsTests {
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val otherCiv = createOpponentCiv("Other", DiplomaticStatus.Peace)
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val city = CityInfo()
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val city = City()
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city.location = tile.position.cpy().add(5f, 5f) // random shift to avoid of being in city
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city.civInfo = otherCiv
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tile.setOwningCity(city)
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@ -414,7 +414,7 @@ class UnitMovementAlgorithmsTests {
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newTiles[3].baseTerrain = "Grand Mesa"
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newTiles[3].setTransients()
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// create our city
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CityInfo().apply {
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City().apply {
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this.civInfo = this@UnitMovementAlgorithmsTests.civInfo
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location = newTiles.last().position.cpy()
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tiles.add(location)
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@ -4,7 +4,7 @@ import com.badlogic.gdx.math.Vector2
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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.city.City
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import com.unciv.logic.city.managers.CityFounder
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.PlayerType
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@ -133,7 +133,7 @@ class TestGame {
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tile: Tile,
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replacePalace: Boolean = false,
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initialPopulation: Int = 0
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): CityInfo {
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): City {
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val cityInfo = CityFounder().foundCity(civInfo, tile.position)
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if (initialPopulation != 1)
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cityInfo.population.addPopulation(initialPopulation - 1) // With defaults this will remove population
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@ -147,7 +147,7 @@ class TestGame {
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return cityInfo
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}
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fun addTileToCity(city: CityInfo, tile: Tile) {
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fun addTileToCity(city: City, tile: Tile) {
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city.tiles.add(tile.position)
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}
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