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https://github.com/yairm210/Unciv.git
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chore: Rename TileInfo -> Tile
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@ -7,7 +7,7 @@ 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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import com.unciv.logic.map.tile.RoadStatus
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import com.unciv.logic.map.tile.TileInfo
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import com.unciv.logic.map.tile.Tile
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import com.unciv.logic.map.TileMap
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import com.unciv.models.ruleset.Ruleset
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import com.unciv.models.ruleset.RulesetCache
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@ -73,7 +73,7 @@ class CapitalConnectionsFinderTests {
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@After
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fun tearDown() {
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(tilesMap.values as ArrayList<TileInfo>).clear()
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(tilesMap.values as ArrayList<Tile>).clear()
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for (civ in civilizations.values) {
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civ.cities = emptyList()
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civ.diplomacy.clear()
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@ -86,7 +86,7 @@ class CapitalConnectionsFinderTests {
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tilesMap.bottomY = from
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tiles.add(ArrayList())
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for (y in from..to)
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tiles.last().add(TileInfo().apply { tileMap = tilesMap
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tiles.last().add(Tile().apply { tileMap = tilesMap
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position = Vector2(tiles.size-1f, y.toFloat())
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baseTerrain = rules.terrains.values.first { it.type == TerrainType.Land }.name })
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}
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@ -98,7 +98,7 @@ class CapitalConnectionsFinderTests {
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// here we assume the row with a land is already created
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tiles.add(ArrayList())
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for (y in from..to)
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tiles.last().add(TileInfo().apply { tileMap = tilesMap
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tiles.last().add(Tile().apply { tileMap = tilesMap
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position = Vector2(tiles.size-1f, y.toFloat())
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isWater = true
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baseTerrain = rules.terrains.values.first { it.type == TerrainType.Water }.name })
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@ -4,7 +4,7 @@ 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.civilization.CivilizationInfo
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import com.unciv.logic.map.tile.TileInfo
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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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import com.unciv.models.ruleset.RulesetCache
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import com.unciv.models.ruleset.tile.TerrainType
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@ -24,7 +24,7 @@ class TileImprovementConstructionTests {
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private var ruleSet = Ruleset()
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private val tileMap = TileMap()
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private fun getTile() = TileInfo().apply {
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private fun getTile() = Tile().apply {
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baseTerrain = "Plains"
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ruleset = ruleSet
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position = Vector2(1f, 1f) // so that it's not on the same position as the city
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@ -2,7 +2,7 @@ package com.unciv.logic.map
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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.map.tile.TileInfo
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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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import com.unciv.models.ruleset.RulesetCache
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import com.unciv.testing.GdxTestRunner
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@ -15,9 +15,9 @@ import org.junit.runner.RunWith
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class TileMapTests {
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private var map = TileMap()
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private var tile1 = TileInfo()
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private var tile2 = TileInfo()
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private var tile3 = TileInfo()
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private var tile1 = Tile()
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private var tile2 = Tile()
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private var tile3 = Tile()
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private var ruleSet = Ruleset()
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@Before
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@ -8,7 +8,7 @@ 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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import com.unciv.logic.map.mapunit.MapUnit
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import com.unciv.logic.map.tile.TileInfo
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import com.unciv.logic.map.tile.Tile
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import com.unciv.models.ruleset.*
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import com.unciv.models.ruleset.nation.Difficulty
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import com.unciv.models.ruleset.nation.Nation
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@ -22,7 +22,7 @@ import org.junit.runner.RunWith
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@RunWith(GdxTestRunner::class)
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class UnitMovementAlgorithmsTests {
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private var tile = TileInfo()
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private var tile = Tile()
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private var civInfo = CivilizationInfo()
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private var ruleSet = Ruleset()
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private var unit = MapUnit()
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@ -47,7 +47,7 @@ class UnitMovementAlgorithmsTests {
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// Needed for convertHillToTerrainFeature to not crash
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val tileMap = TileMap()
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tileMap.tileMatrix.add(ArrayList<TileInfo?>().apply { add(tile) })
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tileMap.tileMatrix.add(ArrayList<Tile?>().apply { add(tile) })
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tile.tileMap = tileMap
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tile.setTransients()
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}
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@ -273,8 +273,8 @@ class UnitMovementAlgorithmsTests {
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* Creates an [amount] of tiles connected to each other of the same type and ownership as initial one.
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* Remember to set the ownership of the initial tile _before_ calling this method.
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*/
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private fun generateTileCopies(amount: Int): ArrayList<TileInfo> {
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val newTiles = arrayListOf<TileInfo>()
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private fun generateTileCopies(amount: Int): ArrayList<Tile> {
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val newTiles = arrayListOf<Tile>()
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for (i in 1..amount) {
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tile.clone().apply {
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position.set(0f, i.toFloat())
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@ -5,7 +5,7 @@ import com.badlogic.gdx.math.Vector2
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import com.unciv.logic.GameInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.mapunit.MapUnit
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import com.unciv.logic.map.tile.TileInfo
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import com.unciv.logic.map.tile.Tile
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import com.unciv.models.ruleset.*
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import com.unciv.models.ruleset.nation.Nation
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import com.unciv.testing.GdxTestRunner
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@ -44,8 +44,8 @@ class VisibilityTests {
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fun addTile(terrainName: String, position:Vector2) = addTile(listOf(terrainName), position)
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fun addTile(terrainNames: List<String>, position:Vector2): TileInfo {
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val tile = TileInfo()
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fun addTile(terrainNames: List<String>, position:Vector2): Tile {
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val tile = Tile()
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tile.position = position
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tile.baseTerrain = terrainNames.first()
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tile.ruleset = ruleSet
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@ -10,7 +10,7 @@ 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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import com.unciv.logic.map.mapunit.MapUnit
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import com.unciv.logic.map.tile.TileInfo
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import com.unciv.logic.map.tile.Tile
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import com.unciv.logic.map.TileMap
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import com.unciv.models.Religion
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import com.unciv.models.metadata.BaseRuleset
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@ -93,7 +93,7 @@ class TestGame {
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fun getTile(position: Vector2) = tileMap[position]
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/** Sets the [terrain] and [features] of the tile at [position], and then returns it */
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fun setTileFeatures(position: Vector2, terrain: String = Constants.desert, features: List<String> = listOf()): TileInfo {
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fun setTileFeatures(position: Vector2, terrain: String = Constants.desert, features: List<String> = listOf()): Tile {
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val tile = tileMap[position]
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tile.baseTerrain = terrain
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tile.setTerrainFeatures(listOf())
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@ -130,7 +130,7 @@ class TestGame {
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fun addCity(
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civInfo: CivilizationInfo,
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tile: TileInfo,
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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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@ -147,11 +147,11 @@ class TestGame {
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return cityInfo
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}
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fun addTileToCity(city: CityInfo, tile: TileInfo) {
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fun addTileToCity(city: CityInfo, tile: Tile) {
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city.tiles.add(tile.position)
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}
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fun addUnit(name: String, civInfo: CivilizationInfo, tile: TileInfo): MapUnit {
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fun addUnit(name: String, civInfo: CivilizationInfo, tile: Tile): MapUnit {
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val baseUnit = ruleset.units[name]!!
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baseUnit.ruleset = ruleset
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val mapUnit = baseUnit.getMapUnit(civInfo)
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