mirror of
https://github.com/yairm210/Unciv.git
synced 2025-07-10 15:59:33 +07:00
Can now use [stats]
unique to add happiness globally
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@ -331,6 +331,12 @@ class CivInfoStats(val civInfo: CivilizationInfo) {
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if (cityStatesHappiness > 0) statMap[Constants.cityStates] = cityStatesHappiness
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if (cityStatesHappiness > 0) statMap[Constants.cityStates] = cityStatesHappiness
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for (unique in civInfo.getMatchingUniques(UniqueType.Stats))
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if (unique.sourceObjectType != UniqueTarget.Building && unique.sourceObjectType != UniqueTarget.Wonder && unique.stats.happiness != 0f){
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if (!statMap.containsKey(unique.sourceObjectName)) statMap[unique.sourceObjectName!!] = unique.stats.happiness
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else statMap[unique.sourceObjectName!!] = statMap[unique.sourceObjectName]!! + unique.stats.happiness
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}
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return statMap
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return statMap
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}
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}
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@ -46,6 +46,13 @@ class GlobalUniquesTests {
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Assert.assertTrue(civInfo.statsForNextTurn.equals(Stats(gold=2f)))
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Assert.assertTrue(civInfo.statsForNextTurn.equals(Stats(gold=2f)))
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}
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}
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@Test
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fun statsHappinessNotOnBuilding() {
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val civInfo = game.addCiv("[+7 Happiness]")
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civInfo.updateStatsForNextTurn()
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Assert.assertTrue(civInfo.happinessForNextTurn == civInfo.getDifficulty().baseHappiness + 7)
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}
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@Test
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@Test
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fun statsPerCity() {
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fun statsPerCity() {
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