chore: Rename TileInfo -> Tile

This commit is contained in:
Yair Morgenstern
2023-01-22 00:19:25 +02:00
parent 1d84238dc9
commit 82010e8564
78 changed files with 808 additions and 808 deletions

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@ -7,7 +7,7 @@ import com.unciv.logic.civilization.diplomacy.DiplomacyManager
import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
import com.unciv.logic.civilization.transients.CapitalConnectionsFinder
import com.unciv.logic.map.tile.RoadStatus
import com.unciv.logic.map.tile.TileInfo
import com.unciv.logic.map.tile.Tile
import com.unciv.logic.map.TileMap
import com.unciv.models.ruleset.Ruleset
import com.unciv.models.ruleset.RulesetCache
@ -73,7 +73,7 @@ class CapitalConnectionsFinderTests {
@After
fun tearDown() {
(tilesMap.values as ArrayList<TileInfo>).clear()
(tilesMap.values as ArrayList<Tile>).clear()
for (civ in civilizations.values) {
civ.cities = emptyList()
civ.diplomacy.clear()
@ -86,7 +86,7 @@ class CapitalConnectionsFinderTests {
tilesMap.bottomY = from
tiles.add(ArrayList())
for (y in from..to)
tiles.last().add(TileInfo().apply { tileMap = tilesMap
tiles.last().add(Tile().apply { tileMap = tilesMap
position = Vector2(tiles.size-1f, y.toFloat())
baseTerrain = rules.terrains.values.first { it.type == TerrainType.Land }.name })
}
@ -98,7 +98,7 @@ class CapitalConnectionsFinderTests {
// here we assume the row with a land is already created
tiles.add(ArrayList())
for (y in from..to)
tiles.last().add(TileInfo().apply { tileMap = tilesMap
tiles.last().add(Tile().apply { tileMap = tilesMap
position = Vector2(tiles.size-1f, y.toFloat())
isWater = true
baseTerrain = rules.terrains.values.first { it.type == TerrainType.Water }.name })

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@ -4,7 +4,7 @@ package com.unciv.logic.map
import com.badlogic.gdx.math.Vector2
import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.tile.TileInfo
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.Ruleset
import com.unciv.models.ruleset.RulesetCache
import com.unciv.models.ruleset.tile.TerrainType
@ -24,7 +24,7 @@ class TileImprovementConstructionTests {
private var ruleSet = Ruleset()
private val tileMap = TileMap()
private fun getTile() = TileInfo().apply {
private fun getTile() = Tile().apply {
baseTerrain = "Plains"
ruleset = ruleSet
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
import com.badlogic.gdx.math.Vector2
import com.unciv.Constants
import com.unciv.logic.map.tile.TileInfo
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.Ruleset
import com.unciv.models.ruleset.RulesetCache
import com.unciv.testing.GdxTestRunner
@ -15,9 +15,9 @@ import org.junit.runner.RunWith
class TileMapTests {
private var map = TileMap()
private var tile1 = TileInfo()
private var tile2 = TileInfo()
private var tile3 = TileInfo()
private var tile1 = Tile()
private var tile2 = Tile()
private var tile3 = Tile()
private var ruleSet = Ruleset()
@Before

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@ -8,7 +8,7 @@ import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.diplomacy.DiplomacyManager
import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.tile.TileInfo
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.*
import com.unciv.models.ruleset.nation.Difficulty
import com.unciv.models.ruleset.nation.Nation
@ -22,7 +22,7 @@ import org.junit.runner.RunWith
@RunWith(GdxTestRunner::class)
class UnitMovementAlgorithmsTests {
private var tile = TileInfo()
private var tile = Tile()
private var civInfo = CivilizationInfo()
private var ruleSet = Ruleset()
private var unit = MapUnit()
@ -47,7 +47,7 @@ class UnitMovementAlgorithmsTests {
// Needed for convertHillToTerrainFeature to not crash
val tileMap = TileMap()
tileMap.tileMatrix.add(ArrayList<TileInfo?>().apply { add(tile) })
tileMap.tileMatrix.add(ArrayList<Tile?>().apply { add(tile) })
tile.tileMap = tileMap
tile.setTransients()
}
@ -273,8 +273,8 @@ class UnitMovementAlgorithmsTests {
* Creates an [amount] of tiles connected to each other of the same type and ownership as initial one.
* Remember to set the ownership of the initial tile _before_ calling this method.
*/
private fun generateTileCopies(amount: Int): ArrayList<TileInfo> {
val newTiles = arrayListOf<TileInfo>()
private fun generateTileCopies(amount: Int): ArrayList<Tile> {
val newTiles = arrayListOf<Tile>()
for (i in 1..amount) {
tile.clone().apply {
position.set(0f, i.toFloat())

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@ -5,7 +5,7 @@ import com.badlogic.gdx.math.Vector2
import com.unciv.logic.GameInfo
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.tile.TileInfo
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.*
import com.unciv.models.ruleset.nation.Nation
import com.unciv.testing.GdxTestRunner
@ -44,8 +44,8 @@ class VisibilityTests {
fun addTile(terrainName: String, position:Vector2) = addTile(listOf(terrainName), position)
fun addTile(terrainNames: List<String>, position:Vector2): TileInfo {
val tile = TileInfo()
fun addTile(terrainNames: List<String>, position:Vector2): Tile {
val tile = Tile()
tile.position = position
tile.baseTerrain = terrainNames.first()
tile.ruleset = ruleSet

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@ -10,7 +10,7 @@ import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.PlayerType
import com.unciv.logic.map.MapSizeNew
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.tile.TileInfo
import com.unciv.logic.map.tile.Tile
import com.unciv.logic.map.TileMap
import com.unciv.models.Religion
import com.unciv.models.metadata.BaseRuleset
@ -93,7 +93,7 @@ class TestGame {
fun getTile(position: Vector2) = tileMap[position]
/** Sets the [terrain] and [features] of the tile at [position], and then returns it */
fun setTileFeatures(position: Vector2, terrain: String = Constants.desert, features: List<String> = listOf()): TileInfo {
fun setTileFeatures(position: Vector2, terrain: String = Constants.desert, features: List<String> = listOf()): Tile {
val tile = tileMap[position]
tile.baseTerrain = terrain
tile.setTerrainFeatures(listOf())
@ -130,7 +130,7 @@ class TestGame {
fun addCity(
civInfo: CivilizationInfo,
tile: TileInfo,
tile: Tile,
replacePalace: Boolean = false,
initialPopulation: Int = 0
): CityInfo {
@ -147,11 +147,11 @@ class TestGame {
return cityInfo
}
fun addTileToCity(city: CityInfo, tile: TileInfo) {
fun addTileToCity(city: CityInfo, tile: Tile) {
city.tiles.add(tile.position)
}
fun addUnit(name: String, civInfo: CivilizationInfo, tile: TileInfo): MapUnit {
fun addUnit(name: String, civInfo: CivilizationInfo, tile: Tile): MapUnit {
val baseUnit = ruleset.units[name]!!
baseUnit.ruleset = ruleset
val mapUnit = baseUnit.getMapUnit(civInfo)