Added movement cost for crossing rivers

This commit is contained in:
Yair Morgenstern
2020-05-30 23:32:53 +03:00
parent 58059fc59b
commit 84e4e58f23
5 changed files with 61 additions and 53 deletions

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@ -155,6 +155,7 @@
"name": "Engineering",
"row": 8,
"prerequisites": ["Mathematics","Construction"],
"uniques": ["Roads connect tiles across rivers"],
"quote": "'Instrumental or mechanical science is the noblest and, above all others, the most useful.' - Leonardo da Vinci"
},
{

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@ -53,7 +53,7 @@ class CapitalConnectionsFinder(private val civInfo: CivilizationInfo) {
cityToConnectFrom,
transportType = road,
overridingTransportType = railroad,
tileFilter = { tile -> tile.hasRoad(civInfo) || tile.hasRailroad() || tile.isCityCenter() }
tileFilter = { tile -> tile.hasConnection(civInfo) || tile.isCityCenter() }
)
}

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@ -19,21 +19,24 @@ import kotlin.math.min
class TechManager {
@Transient lateinit var civInfo: CivilizationInfo
@Transient var researchedTechnologies=ArrayList<Technology>()
@Transient private var researchedTechUniques=ArrayList<String>()
@Transient var researchedTechnologies = ArrayList<Technology>()
@Transient private var researchedTechUniques = ArrayList<String>()
// MapUnit.canPassThrough is the most called function in the game, and having these extremey specific booleans is or way of improving the time cost
@Transient var unitsCanEmbark=false
@Transient var embarkedUnitsCanEnterOcean=false
@Transient var unitsCanEmbark = false
@Transient var embarkedUnitsCanEnterOcean = false
// UnitMovementAlgorithms.getMovementCostBetweenAdjacentTiles is a close second =)
@Transient var movementSpeedOnRoadsImproved=false
@Transient var movementSpeedOnRoadsImproved = false
@Transient var roadsConnectAcrossRivers = false
var freeTechs = 0
/** For calculating Great Scientist yields - see https://civilization.fandom.com/wiki/Great_Scientist_(Civ5) */
var scienceOfLast8Turns = IntArray(8){0}
var scienceOfLast8Turns = IntArray(8) { 0 }
var scienceFromResearchAgreements = 0
var techsResearched = HashSet<String>()
/** When moving towards a certain tech, the user doesn't have to manually pick every one. */
var techsToResearch = ArrayList<String>()
private var techsInProgress = HashMap<String, Int>()
@ -43,12 +46,12 @@ class TechManager {
fun clone(): TechManager {
val toReturn = TechManager()
toReturn.techsResearched.addAll(techsResearched)
toReturn.freeTechs=freeTechs
toReturn.freeTechs = freeTechs
toReturn.techsInProgress.putAll(techsInProgress)
toReturn.techsToResearch.addAll(techsToResearch)
toReturn.scienceOfLast8Turns=scienceOfLast8Turns.clone()
toReturn.scienceFromResearchAgreements=scienceFromResearchAgreements
toReturn.overflowScience=overflowScience
toReturn.scienceOfLast8Turns = scienceOfLast8Turns.clone()
toReturn.scienceFromResearchAgreements = scienceFromResearchAgreements
toReturn.overflowScience = overflowScience
return toReturn
}
@ -64,14 +67,14 @@ class TechManager {
// https://forums.civfanatics.com/threads/the-mechanics-of-overflow-inflation.517970/
techCost /= 1 + techsResearchedKnownCivs / undefeatedCivs.toFloat() * 0.3f
// http://www.civclub.net/bbs/forum.php?mod=viewthread&tid=123976
val worldSizeModifier = when(civInfo.gameInfo.tileMap.mapParameters.size) {
val worldSizeModifier = when (civInfo.gameInfo.tileMap.mapParameters.size) {
MapSize.Medium -> floatArrayOf(1.1f, 0.05f)
MapSize.Large -> floatArrayOf(1.2f, 0.03f)
MapSize.Huge -> floatArrayOf(1.3f, 0.02f)
else -> floatArrayOf(1f, 0.05f)
}
techCost *= worldSizeModifier[0]
techCost *= 1 + (civInfo.cities.size -1) * worldSizeModifier[1]
techCost *= 1 + (civInfo.cities.size - 1) * worldSizeModifier[1]
return techCost.toInt()
}
@ -92,7 +95,7 @@ class TechManager {
fun remainingScienceToTech(techName: String) = costOfTech(techName) - researchOfTech(techName)
fun turnsToTech(techName: String): Int {
return max(1, ceil( remainingScienceToTech(techName).toDouble() / civInfo.statsForNextTurn.science).toInt())
return max(1, ceil(remainingScienceToTech(techName).toDouble() / civInfo.statsForNextTurn.science).toInt())
}
fun isResearched(TechName: String): Boolean = techsResearched.contains(TechName)
@ -115,8 +118,8 @@ class TechManager {
val techToCheck = checkPrerequisites.pop()!!
// future tech can have been researched even when we're researching it,
// so...if we skip it we'll end up with 0 techs in the "required techs", which will mean that we don't have anything to research. Yeah.
if (techToCheck.name!=Constants.futureTech &&
(isResearched(techToCheck.name) || prerequisites.contains(techToCheck)) )
if (techToCheck.name != Constants.futureTech &&
(isResearched(techToCheck.name) || prerequisites.contains(techToCheck)))
continue //no need to add or check prerequisites
for (prerequisite in techToCheck.prerequisites)
checkPrerequisites.add(getRuleset().technologies[prerequisite]!!)
@ -134,12 +137,12 @@ class TechManager {
fun addCurrentScienceToScienceOfLast8Turns() {
// The Science the Great Scientist generates does not include Science from Policies, Trade routes and City-States.
var allCitiesScience = 0f
civInfo.cities.forEach{ it ->
val totalBaseScience= it.cityStats.baseStatList.values.map { it.science }.sum()
val totalBonusPercents= it.cityStats.statPercentBonusList.filter { it.key!="Policies" }.values.map { it.science }.sum()
allCitiesScience += totalBaseScience*(1+totalBonusPercents/100)
civInfo.cities.forEach { it ->
val totalBaseScience = it.cityStats.baseStatList.values.map { it.science }.sum()
val totalBonusPercents = it.cityStats.statPercentBonusList.filter { it.key != "Policies" }.values.map { it.science }.sum()
allCitiesScience += totalBaseScience * (1 + totalBonusPercents / 100)
}
scienceOfLast8Turns[civInfo.gameInfo.turns%8] = allCitiesScience.toInt()
scienceOfLast8Turns[civInfo.gameInfo.turns % 8] = allCitiesScience.toInt()
}
fun hurryResearch() {
@ -179,15 +182,15 @@ class TechManager {
val currentTechnology = currentTechnologyName()
if (currentTechnology == null) return
techsInProgress[currentTechnology] = researchOfTech(currentTechnology) + scienceForNewTurn
if (scienceFromResearchAgreements != 0){
if (scienceFromResearchAgreements != 0) {
techsInProgress[currentTechnology] = techsInProgress[currentTechnology]!! + scienceFromResearchAgreements()
scienceFromResearchAgreements = 0
}
if (overflowScience != 0){ // https://forums.civfanatics.com/threads/the-mechanics-of-overflow-inflation.517970/
if (overflowScience != 0) { // https://forums.civfanatics.com/threads/the-mechanics-of-overflow-inflation.517970/
val techsResearchedKnownCivs = civInfo.getKnownCivs()
.count { it.isMajorCiv() && it.tech.isResearched(currentTechnologyName()!!) }
val undefeatedCivs = UncivGame.Current.gameInfo.civilizations.count { it.isMajorCiv() && !it.isDefeated() }
techsInProgress[currentTechnology] = techsInProgress[currentTechnology]!! + ((1 + techsResearchedKnownCivs / undefeatedCivs.toFloat() * 0.3f)* overflowScience).toInt()
techsInProgress[currentTechnology] = techsInProgress[currentTechnology]!! + ((1 + techsResearchedKnownCivs / undefeatedCivs.toFloat() * 0.3f) * overflowScience).toInt()
overflowScience = 0
}
if (techsInProgress[currentTechnology]!! < costOfTech(currentTechnology))
@ -199,13 +202,13 @@ class TechManager {
addTechnology(currentTechnology)
}
fun getFreeTechnology(techName:String){
fun getFreeTechnology(techName: String) {
freeTechs--
addTechnology(techName)
}
fun addTechnology(techName:String) {
if(techName!= Constants.futureTech)
fun addTechnology(techName: String) {
if (techName != Constants.futureTech)
techsToResearch.remove(techName)
techsInProgress.remove(techName)
@ -215,12 +218,12 @@ class TechManager {
// this is to avoid concurrent modification problems
val newTech = getRuleset().technologies[techName]!!
researchedTechnologies = researchedTechnologies.withItem(newTech)
for(unique in newTech.uniques)
for (unique in newTech.uniques)
researchedTechUniques = researchedTechUniques.withItem(unique)
updateTransientBooleans()
civInfo.addNotification("Research of [$techName] has completed!", Color.BLUE, TechAction(techName))
civInfo.popupAlerts.add(PopupAlert(AlertType.TechResearched,techName))
civInfo.popupAlerts.add(PopupAlert(AlertType.TechResearched, techName))
val currentEra = civInfo.getEra()
if (previousEra != currentEra) {
@ -228,9 +231,9 @@ class TechManager {
if (civInfo.isMajorCiv()) {
for (knownCiv in civInfo.getKnownCivs()) {
knownCiv.addNotification(
"[${civInfo.civName}] has entered the [$currentEra]!",
null,
Color.BLUE
"[${civInfo.civName}] has entered the [$currentEra]!",
null,
Color.BLUE
)
}
}
@ -239,10 +242,10 @@ class TechManager {
}
}
for(revealedResource in getRuleset().tileResources.values.filter{ techName == it.revealedBy }){
for (revealedResource in getRuleset().tileResources.values.filter { techName == it.revealedBy }) {
val resourcesCloseToCities = civInfo.cities.asSequence()
.flatMap { it.getCenterTile().getTilesInDistance(3) + it.getTiles() }
.filter { it.resource==revealedResource.name && (it.getOwner()==civInfo || it.getOwner()==null) }
.filter { it.resource == revealedResource.name && (it.getOwner() == civInfo || it.getOwner() == null) }
.distinct()
for (tileInfo in resourcesCloseToCities) {
@ -258,7 +261,7 @@ class TechManager {
val obsoleteUnits = getRuleset().units.values.filter { it.obsoleteTech == techName }.map { it.name }
for (city in civInfo.cities) {
// Do not use replaceAll - that's a Java 8 feature and will fail on older phones!
// Do not use replaceAll - that's a Java 8 feature and will fail on older phones!
val oldQueue = city.cityConstructions.constructionQueue.toList() // copy, since we're changing the queue
city.cityConstructions.constructionQueue.clear()
for (constructionName in oldQueue) {
@ -271,12 +274,12 @@ class TechManager {
}
}
if(techName=="Writing" && civInfo.nation.unique == UniqueAbility.INGENUITY
if (techName == "Writing" && civInfo.nation.unique == UniqueAbility.INGENUITY
&& civInfo.cities.any())
civInfo.addGreatPerson("Great Scientist")
}
fun setTransients(){
fun setTransients() {
// As of 2.10.16, removed mass media, since our tech tree is like G&K
techsResearched.remove("Mass Media")
techsToResearch.remove("Mass Media")
@ -285,18 +288,18 @@ class TechManager {
// As of 2.13.15, "Replacable parts" is renamed to "Replaceable Parts"
val badTechName = "Replacable Parts"
val goodTechName = "Replaceable Parts"
if(techsResearched.contains(badTechName)){
if (techsResearched.contains(badTechName)) {
techsResearched.remove(badTechName)
techsResearched.add(goodTechName)
}
if(techsInProgress.containsKey(badTechName)){
if (techsInProgress.containsKey(badTechName)) {
techsInProgress[goodTechName] = techsInProgress[badTechName]!!
techsInProgress.remove(badTechName)
}
if(techsToResearch.contains(badTechName)){
val newTechToReseach= ArrayList<String>()
for(tech in techsToResearch)
newTechToReseach.add(if(tech!=badTechName) tech else goodTechName)
if (techsToResearch.contains(badTechName)) {
val newTechToReseach = ArrayList<String>()
for (tech in techsToResearch)
newTechToReseach.add(if (tech != badTechName) tech else goodTechName)
techsToResearch = newTechToReseach
}
@ -305,15 +308,16 @@ class TechManager {
updateTransientBooleans()
}
fun updateTransientBooleans(){
fun updateTransientBooleans() {
val wayfinding = civInfo.nation.unique == UniqueAbility.WAYFINDING
if(researchedTechUniques.contains("Enables embarkation for land units") || wayfinding)
unitsCanEmbark=true
if (researchedTechUniques.contains("Enables embarkation for land units") || wayfinding)
unitsCanEmbark = true
if(researchedTechUniques.contains("Enables embarked units to enter ocean tiles") || wayfinding)
embarkedUnitsCanEnterOcean=true
if (researchedTechUniques.contains("Enables embarked units to enter ocean tiles") || wayfinding)
embarkedUnitsCanEnterOcean = true
if(researchedTechUniques.contains("Improves movement speed on roads")) movementSpeedOnRoadsImproved = true
if (researchedTechUniques.contains("Improves movement speed on roads")) movementSpeedOnRoadsImproved = true
if (researchedTechUniques.contains("Roads connect tiles across rivers")) roadsConnectAcrossRivers = true
}
fun getBestRoadAvailable(): RoadStatus {

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@ -451,9 +451,6 @@ open class TileInfo {
fun hasConnection(civInfo: CivilizationInfo) =
roadStatus != RoadStatus.None || forestOrJungleAreRoads(civInfo)
fun hasRoad(civInfo: CivilizationInfo) =
roadStatus == RoadStatus.Road || forestOrJungleAreRoads(civInfo)
fun hasRailroad() =
roadStatus == RoadStatus.Railroad

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@ -23,7 +23,13 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
if (from.roadStatus == RoadStatus.Railroad && to.roadStatus == RoadStatus.Railroad)
return 1 / 10f + extraCost
if (from.hasConnection(civInfo) && to.hasConnection(civInfo))
val areConnectedByRoad = from.hasConnection(civInfo) && to.hasConnection(civInfo)
if(from.isConnectedByRiver(to) &&
(!areConnectedByRoad || !civInfo.tech.roadsConnectAcrossRivers)){
return 100f // Rivers take the entire turn to cross
}
if (areConnectedByRoad)
{
return if (unit.civInfo.tech.movementSpeedOnRoadsImproved) 1 / 3f + extraCost
else 1 / 2f + extraCost