Fixed rare bug where captured civilian disappears before you can return it

This commit is contained in:
yairm210
2021-12-28 23:16:54 +02:00
parent bd70500685
commit 9266ddc5d0

View File

@ -143,7 +143,7 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
else {
onClick(function = razeAction)
keyPressDispatcher['r'] = razeAction
}
}
}).row()
addGoodSizedLabel("Razing the city annexes it, and starts razing the city to the ground.").row()
addGoodSizedLabel("The population will gradually dwindle until the city is destroyed.").row()
@ -323,52 +323,61 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
cityState.removeProtectorCiv(player, forced = true)
}).row()
}
AlertType.RecapturedCivilian -> {
val position = Vector2().fromString(popupAlert.value)
val tile = worldScreen.gameInfo.tileMap[position]
val capturedUnit = tile.civilianUnit!! // This has got to be it
val originalOwner = worldScreen.gameInfo.getCivilization(capturedUnit.originalOwner!!)
val captor = worldScreen.viewingCiv
addGoodSizedLabel("Return [${capturedUnit.name}] to [${originalOwner.civName}]?")
addSeparator()
addGoodSizedLabel("The [${capturedUnit.name}] we liberated originally belonged to [${originalOwner.civName}]. They will be grateful if we return it to them.").row()
val responseTable = Table()
responseTable.defaults().pad(0f, 30f) // Small buttons, plenty of pad so we don't fat-finger it
responseTable.add(getCloseButton("Yes", 'y') {
// Return it to original owner
val unitName = capturedUnit.baseUnit.name
capturedUnit.destroy()
val closestCity = originalOwner.cities.minByOrNull { it.getCenterTile().aerialDistanceTo(tile) }
if (closestCity != null) {
// Attempt to place the unit near their nearest city
originalOwner.placeUnitNearTile(closestCity.location, unitName)
}
if (originalOwner.isCityState()) {
originalOwner.getDiplomacyManager(captor).addInfluence(45f)
} else if (originalOwner.isMajorCiv()) {
// No extra bonus from doing it several times
originalOwner.getDiplomacyManager(captor).setModifier(DiplomaticModifiers.ReturnedCapturedUnits, 20f)
}
})
responseTable.add(getCloseButton("No", 'n') {
// Take it for ourselves
// Settlers become workers at this point
if (capturedUnit.hasUnique("Founds a new city")) {
capturedUnit.destroy()
// This is so that future checks which check if a unit has been captured are caught give the right answer
// For example, in postBattleMoveToAttackedTile
capturedUnit.civInfo = captor
captor.placeUnitNearTile(tile.position, Constants.worker)
} else
capturedUnit.capturedBy(captor)
}).row()
add(responseTable)
}
AlertType.RecapturedCivilian -> addRecapturedCivilianTable()
}
}
private fun addRecapturedCivilianTable() {
val position = Vector2().fromString(popupAlert.value)
val tile = worldScreen.gameInfo.tileMap[position]
val capturedUnit = tile.civilianUnit // This has got to be it
if (capturedUnit == null) { // the unit disappeared somehow? maybe a modded action?
close()
return
}
val originalOwner = worldScreen.gameInfo.getCivilization(capturedUnit.originalOwner!!)
val captor = worldScreen.viewingCiv
addGoodSizedLabel("Return [${capturedUnit.name}] to [${originalOwner.civName}]?")
addSeparator()
addGoodSizedLabel("The [${capturedUnit.name}] we liberated originally belonged to [${originalOwner.civName}]. They will be grateful if we return it to them.").row()
val responseTable = Table()
responseTable.defaults()
.pad(0f, 30f) // Small buttons, plenty of pad so we don't fat-finger it
responseTable.add(getCloseButton("Yes", 'y') {
// Return it to original owner
val unitName = capturedUnit.baseUnit.name
capturedUnit.destroy()
val closestCity =
originalOwner.cities.minByOrNull { it.getCenterTile().aerialDistanceTo(tile) }
if (closestCity != null) {
// Attempt to place the unit near their nearest city
originalOwner.placeUnitNearTile(closestCity.location, unitName)
}
if (originalOwner.isCityState()) {
originalOwner.getDiplomacyManager(captor).addInfluence(45f)
} else if (originalOwner.isMajorCiv()) {
// No extra bonus from doing it several times
originalOwner.getDiplomacyManager(captor)
.setModifier(DiplomaticModifiers.ReturnedCapturedUnits, 20f)
}
})
responseTable.add(getCloseButton("No", 'n') {
// Take it for ourselves
// Settlers become workers at this point
if (capturedUnit.hasUnique("Founds a new city")) {
capturedUnit.destroy()
// This is so that future checks which check if a unit has been captured are caught give the right answer
// For example, in postBattleMoveToAttackedTile
capturedUnit.civInfo = captor
captor.placeUnitNearTile(tile.position, Constants.worker)
} else
capturedUnit.capturedBy(captor)
}).row()
add(responseTable)
}
private fun addDestroyOption(destroyAction: () -> Unit) {
add("Destroy".toTextButton().onClick(function = destroyAction)).row()
keyPressDispatcher['d'] = destroyAction