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https://github.com/yairm210/Unciv.git
synced 2025-03-03 22:22:51 +07:00
Readded city state select box
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365cb6f1b9
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.app"
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minSdkVersion 14
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targetSdkVersion 28
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versionCode 285
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versionName "2.19.4"
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versionCode 286
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versionName "2.19.5"
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -8,6 +8,7 @@ import com.unciv.models.gamebasics.tech.Technology
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import com.unciv.models.stats.NamedStats
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import com.unciv.models.stats.Stat
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import com.unciv.models.stats.Stats
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import kotlin.math.pow
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class Building : NamedStats(), IConstruction{
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@ -18,20 +19,20 @@ class Building : NamedStats(), IConstruction{
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var cost: Int = 0
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var maintenance = 0
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var percentStatBonus: Stats? = null
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private var percentStatBonus: Stats? = null
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var specialistSlots: Stats? = null
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var greatPersonPoints: Stats? = null
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/** Extra cost percentage when purchasing */
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var hurryCostModifier: Int = 0
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private var hurryCostModifier = 0
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var isWonder = false
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var isNationalWonder = false
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var requiredBuilding: String? = null
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private var requiredBuilding: String? = null
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var requiredBuildingInAllCities: String? = null
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/** A strategic resource that will be consumed by this building */
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var requiredResource: String? = null
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/** City can only be built if one of these resources is nearby - it must be improved! */
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var requiredNearbyImprovedResources: List<String>? = null
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var cannotBeBuiltWith: String? = null
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private var requiredNearbyImprovedResources: List<String>? = null
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private var cannotBeBuiltWith: String? = null
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var cityStrength=0
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var cityHealth=0
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var xpForNewUnits=0
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@ -39,7 +40,7 @@ class Building : NamedStats(), IConstruction{
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var uniqueTo:String?=null
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// Uniques
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var providesFreeBuilding: String? = null
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private var providesFreeBuilding: String? = null
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var freeTechs: Int = 0
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var uniques = ArrayList<String>()
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@ -123,7 +124,7 @@ class Building : NamedStats(), IConstruction{
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return stringBuilder.toString().trim()
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}
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val cultureBuildings = hashSetOf("Monument", "Temple", "Monastery")
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private val cultureBuildings = hashSetOf("Monument", "Temple", "Monastery")
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fun getStats(civInfo: CivilizationInfo?): Stats {
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val stats = this.clone()
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@ -196,8 +197,7 @@ class Building : NamedStats(), IConstruction{
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override fun getGoldCost(civInfo: CivilizationInfo): Int {
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// https://forums.civfanatics.com/threads/rush-buying-formula.393892/
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var cost: Double
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cost = Math.pow((30 * getProductionCost(civInfo)).toDouble(), 0.75) * (1 + hurryCostModifier / 100)
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var cost = (30 * getProductionCost(civInfo)).toDouble().pow(0.75) * (1 + hurryCostModifier / 100)
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if (civInfo.policies.isAdopted("Mercantilism")) cost *= 0.75
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if (civInfo.containsBuildingUnique("-15% to purchasing items in cities")) cost *= 0.85
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if (civInfo.policies.isAdopted("Patronage")
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@ -21,6 +21,7 @@ class NewGameScreenOptionsTable(val newGameParameters: GameParameters): Table(Ca
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addMapTypeSizeAndFile()
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addDifficultySelectBox()
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addGameSpeedSelectBox()
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addCityStatesSelectBox()
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addVictoryTypeCheckboxes()
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addBarbariansCheckbox()
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