Resolved #3524 - Happiness in city overview now calculated correctly

(also simplified sorting etc. and added option for Faith)
This commit is contained in:
Yair Morgenstern
2021-04-27 00:55:39 +03:00
parent 4f802e813a
commit 8dc748f919

View File

@ -5,6 +5,7 @@ import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.utils.Align import com.badlogic.gdx.utils.Align
import com.unciv.logic.city.CityInfo import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.CivilizationInfo import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.models.stats.Stat
import com.unciv.models.translations.tr import com.unciv.models.translations.tr
import com.unciv.ui.cityscreen.CityScreen import com.unciv.ui.cityscreen.CityScreen
import com.unciv.ui.utils.* import com.unciv.ui.utils.*
@ -12,8 +13,12 @@ import kotlin.math.max
import kotlin.math.roundToInt import kotlin.math.roundToInt
class CityOverviewTable(val viewingPlayer: CivilizationInfo, val overviewScreen: EmpireOverviewScreen): Table() { class CityOverviewTable(val viewingPlayer: CivilizationInfo, val overviewScreen: EmpireOverviewScreen): Table() {
val columnsNames = arrayListOf("Population", "Food", "Gold", "Science", "Production", "Culture", "Happiness")
.apply { if(viewingPlayer.gameInfo.ruleSet.hasReligion()) add("Faith") }
init { init {
val iconSize = 50f//if you set this too low, there is a chance that the tables will be misaligned val iconSize = 50f //if you set this too low, there is a chance that the tables will be misaligned
val padding = 5f val padding = 5f
var sortedBy = "City" var sortedBy = "City"
@ -39,7 +44,6 @@ class CityOverviewTable(val viewingPlayer: CivilizationInfo, val overviewScreen:
citySortIcon.onClick { sortOnClick("City") } citySortIcon.onClick { sortOnClick("City") }
cityInfoTableIcons.add(citySortIcon).align(Align.left) cityInfoTableIcons.add(citySortIcon).align(Align.left)
val columnsNames = arrayListOf("Population", "Food", "Gold", "Science", "Production", "Culture", "Happiness")
for (name in columnsNames) { for (name in columnsNames) {
val icon = ImageGetter.getStatIcon(name) val icon = ImageGetter.getStatIcon(name)
icon.onClick { sortOnClick(name) } icon.onClick { sortOnClick(name) }
@ -51,7 +55,7 @@ class CityOverviewTable(val viewingPlayer: CivilizationInfo, val overviewScreen:
val cityInfoScrollPane = AutoScrollPane(cityInfoTableDetails) val cityInfoScrollPane = AutoScrollPane(cityInfoTableDetails)
cityInfoScrollPane.pack() cityInfoScrollPane.pack()
cityInfoScrollPane.setOverscroll(false, false)//I think it feels better with no overscroll cityInfoScrollPane.setOverscroll(false, false) //I think it feels better with no overscroll
val cityInfoTableTotal = Table(skin) val cityInfoTableTotal = Table(skin)
cityInfoTableTotal.defaults().pad(padding).minWidth(iconSize)//we need the min width so we can align the different tables cityInfoTableTotal.defaults().pad(padding).minWidth(iconSize)//we need the min width so we can align the different tables
@ -59,11 +63,11 @@ class CityOverviewTable(val viewingPlayer: CivilizationInfo, val overviewScreen:
cityInfoTableTotal.add("Total".toLabel()) cityInfoTableTotal.add("Total".toLabel())
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.population.population }.toString().toLabel()) cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.population.population }.toString().toLabel())
cityInfoTableTotal.add()//an intended empty space cityInfoTableTotal.add()//an intended empty space
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.gold.toInt() }.toLabel()) cityInfoTableTotal.add(viewingPlayer.cities.sumBy { getStatOfCity(it, Stat.Gold) }.toLabel())
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.science.toInt() }.toLabel()) cityInfoTableTotal.add(viewingPlayer.cities.sumBy { getStatOfCity(it, Stat.Science) }.toLabel())
cityInfoTableTotal.add()//an intended empty space cityInfoTableTotal.add()//an intended empty space
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.culture.toInt() }.toLabel()) cityInfoTableTotal.add(viewingPlayer.cities.sumBy { getStatOfCity(it, Stat.Culture) }.toLabel())
cityInfoTableTotal.add(viewingPlayer.cities.sumBy { it.cityStats.currentCityStats.happiness.toInt() }.toLabel()) cityInfoTableTotal.add(viewingPlayer.cities.sumBy { getStatOfCity(it, Stat.Happiness) }.toLabel())
cityInfoTableTotal.pack() cityInfoTableTotal.pack()
@ -83,17 +87,20 @@ class CityOverviewTable(val viewingPlayer: CivilizationInfo, val overviewScreen:
add(table) add(table)
} }
private fun getStatOfCity(cityInfo: CityInfo, stat: Stat): Int {
if (stat == Stat.Happiness) return cityInfo.cityStats.happinessList.values.sum().roundToInt()
else return cityInfo.cityStats.currentCityStats.get(stat).roundToInt()
}
private fun fillCitiesTable(citiesTable: Table, sortType: String, descending: Boolean) { private fun fillCitiesTable(citiesTable: Table, sortType: String, descending: Boolean) {
val sorter = Comparator { city2, city1: CityInfo -> val sorter = Comparator { city2, city1: CityInfo ->
when (sortType) { when {
"Population" -> city1.population.population - city2.population.population sortType == "Population" -> city1.population.population - city2.population.population
"Food" -> city1.cityStats.currentCityStats.food.compareTo(city2.cityStats.currentCityStats.food) Stat.values().any { it.name == sortType } -> {
"Gold" -> (city1.cityStats.currentCityStats.gold - city2.cityStats.currentCityStats.gold).toInt() val stat = Stat.valueOf(sortType)
"Science" -> (city1.cityStats.currentCityStats.science - city2.cityStats.currentCityStats.science).toInt() return@Comparator getStatOfCity(city1, stat) - getStatOfCity(city2, stat)
"Production" -> (city1.cityStats.currentCityStats.production - city2.cityStats.currentCityStats.production).toInt() }
"Culture" -> (city1.cityStats.currentCityStats.culture - city2.cityStats.currentCityStats.culture).toInt()
"Happiness" -> (city1.cityStats.currentCityStats.happiness - city2.cityStats.currentCityStats.happiness).toInt()
else -> city2.name.tr().compareTo(city1.name.tr()) else -> city2.name.tr().compareTo(city1.name.tr())
} }
} }
@ -111,12 +118,10 @@ class CityOverviewTable(val viewingPlayer: CivilizationInfo, val overviewScreen:
citiesTable.add(button) citiesTable.add(button)
citiesTable.add(city.cityConstructions.getCityProductionTextForCityButton().toLabel()) citiesTable.add(city.cityConstructions.getCityProductionTextForCityButton().toLabel())
citiesTable.add(city.population.population.toLabel()).align(Align.center) citiesTable.add(city.population.population.toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.food.roundToInt().toLabel()).align(Align.center) for (column in columnsNames) {
citiesTable.add(city.cityStats.currentCityStats.gold.roundToInt().toLabel()).align(Align.center) if (!Stat.values().any { it.name == column }) continue
citiesTable.add(city.cityStats.currentCityStats.science.roundToInt().toLabel()).align(Align.center) citiesTable.add(getStatOfCity(city, Stat.valueOf(column)).toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.production.roundToInt().toLabel()).align(Align.center) }
citiesTable.add(city.cityStats.currentCityStats.culture.roundToInt().toLabel()).align(Align.center)
citiesTable.add(city.cityStats.currentCityStats.happiness.roundToInt().toLabel()).align(Align.center)
citiesTable.row() citiesTable.row()
} }
citiesTable.pack() citiesTable.pack()