Parametrized "Maintenance on roads & railroads reduced by []%"

This commit is contained in:
Yair Morgenstern
2021-01-29 10:35:01 +02:00
parent 8e8215b5c4
commit 9c725d74ae
4 changed files with 33 additions and 26 deletions

View File

@ -635,7 +635,8 @@
"outerColor": [255,184,33],
"innerColor": [3,115,86],
"uniqueName": "Great Andean Road",
"uniques": ["Units ignore terrain costs when moving into any tile with Hills", "50% Maintenance costs reduction",
"uniques": ["Units ignore terrain costs when moving into any tile with Hills",
"Maintenance on roads & railroads reduced by [50]%",
"No Maintenance costs for improvements in Hills"],
"cities": ["Cuzco","Tiwanaku","Machu","Ollantaytambo","Corihuayrachina","Huamanga","Rumicucho","Vilcabamba","Vitcos",
"Andahuaylas","Ica","Arequipa","Nasca","Atico","Juli","Chuito","Chuquiapo","Huanuco Pampa","Tamboccocha",

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@ -218,7 +218,7 @@
"policies": [
{
"name": "Trade Unions",
"uniques": ["Maintenance on roads & railroads reduced by 33%", "[+2 Gold] from each Trade Route"],
"uniques": ["Maintenance on roads & railroads reduced by [33]%", "[+2 Gold] from each Trade Route"],
"row": 1,
"column": 2
},

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@ -12,7 +12,7 @@ import kotlin.math.min
import kotlin.math.pow
/** CivInfo class was getting too crowded */
class CivInfoStats(val civInfo: CivilizationInfo){
class CivInfoStats(val civInfo: CivilizationInfo) {
private fun getUnitMaintenance(): Int {
val baseUnitCost = 0.5f
@ -49,13 +49,13 @@ class CivInfoStats(val civInfo: CivilizationInfo){
// just to go over them once is a waste of memory - there are low-end phones who don't have much ram
val ignoredTileTypes = civInfo.getMatchingUniques("No Maintenance costs for improvements in []")
.map { it.params[0] }.toHashSet() // needs to be .toHashSet()ed,
.map { it.params[0] }.toHashSet() // needs to be .toHashSet()ed,
// Because we go over every tile in every city and check if it's in this list, which can get real heavy.
// accounting for both the old way and the new way of doing no maintenance in hills
val ignoreHillTiles = civInfo.hasUnique("No Maintenance costs for improvements in Hills")|| "Hills" in ignoredTileTypes
val ignoreHillTiles = civInfo.hasUnique("No Maintenance costs for improvements in Hills") || "Hills" in ignoredTileTypes
for (city in civInfo.cities) {
for (city in civInfo.cities) {
for (tile in city.getTiles()) {
if (tile.isCityCenter()) continue
if (ignoreHillTiles && tile.isHill()) continue
@ -65,21 +65,28 @@ class CivInfoStats(val civInfo: CivilizationInfo){
}
val tileUpkeep =
when (tile.roadStatus) {
RoadStatus.Road -> 1
RoadStatus.Railroad -> 2
RoadStatus.None -> 0
}
when (tile.roadStatus) {
RoadStatus.Road -> 1
RoadStatus.Railroad -> 2
RoadStatus.None -> 0
}
transportationUpkeep += tileUpkeep
}
}
// Inca unique according to https://civilization.fandom.com/wiki/Incan_%28Civ5%29
// Deprecated as of 3.12. in favor of "Maintenance on roads & railroads reduced by [50]%"
if (civInfo.hasUnique("50% Maintenance costs reduction"))
transportationUpkeep /= 2
// Deprecated as of 3.12. in favor of "Maintenance on roads & railroads reduced by [33]%"
if (civInfo.hasUnique("Maintenance on roads & railroads reduced by 33%")
//presume we want to deprecate the old one at some point?
||civInfo.hasUnique("Maintenance on roads & railroads reduced by 33%, +2 gold from all trade routes"))
|| civInfo.hasUnique("Maintenance on roads & railroads reduced by 33%, +2 gold from all trade routes"))
transportationUpkeep = (transportationUpkeep * 2 / 3f).toInt()
for (unique in civInfo.getMatchingUniques("Maintenance on roads & railroads reduced by []%"))
transportationUpkeep = (transportationUpkeep * (100f - unique.params[0].toInt()) / 100).toInt()
return transportationUpkeep
}
@ -103,12 +110,12 @@ class CivInfoStats(val civInfo: CivilizationInfo){
}
}
statMap["Transportation upkeep"] = Stats().apply { gold=- getTransportationUpkeep().toFloat()}
statMap["Unit upkeep"] = Stats().apply { gold=- getUnitMaintenance().toFloat()}
statMap["Transportation upkeep"] = Stats().apply { gold = -getTransportationUpkeep().toFloat() }
statMap["Unit upkeep"] = Stats().apply { gold = -getUnitMaintenance().toFloat() }
if (civInfo.hasUnique("50% of excess happiness added to culture towards policies")) {
val happiness = civInfo.getHappiness()
if(happiness>0) statMap.add("Policies", Stats().apply { culture=happiness/2f })
if (happiness > 0) statMap.add("Policies", Stats().apply { culture = happiness / 2f })
}
// negative gold hurts science
@ -120,8 +127,8 @@ class CivInfoStats(val civInfo: CivilizationInfo){
statMap["Treasury deficit"] = Stats().apply { science = scienceDeficit }
}
val goldDifferenceFromTrade = civInfo.diplomacy.values.sumBy { it.goldPerTurn() }
if(goldDifferenceFromTrade!=0)
statMap["Trade"] = Stats().apply { gold= goldDifferenceFromTrade.toFloat() }
if (goldDifferenceFromTrade != 0)
statMap["Trade"] = Stats().apply { gold = goldDifferenceFromTrade.toFloat() }
return statMap
}
@ -133,15 +140,15 @@ class CivInfoStats(val civInfo: CivilizationInfo){
// TODO - happinessPerUnique should be difficulty-dependent, 5 on Settler and Chieftian and 4 on other difficulties (should be parameter, not in code)
var happinessPerUniqueLuxury = 4f + civInfo.getDifficulty().extraHappinessPerLuxury
for(unique in civInfo.getMatchingUniques("+1 happiness from each type of luxury resource"))
for (unique in civInfo.getMatchingUniques("+1 happiness from each type of luxury resource"))
happinessPerUniqueLuxury += 1
statMap["Luxury resources"]= civInfo.getCivResources().map { it.resource }
statMap["Luxury resources"] = civInfo.getCivResources().map { it.resource }
.count { it.resourceType === ResourceType.Luxury } * happinessPerUniqueLuxury
for(city in civInfo.cities) {
for (city in civInfo.cities) {
// There appears to be a concurrency problem? In concurrent thread in ConstructionsTable.getConstructionButtonDTOs
// Literally no idea how, since happinessList is ONLY replaced, NEVER altered.
// Oh well, toList() should solve the problem, wherever it may come from.
// Literally no idea how, since happinessList is ONLY replaced, NEVER altered.
// Oh well, toList() should solve the problem, wherever it may come from.
for ((key, value) in city.cityStats.happinessList.toList()) {
if (statMap.containsKey(key))
statMap[key] = statMap[key]!! + value
@ -150,7 +157,7 @@ class CivInfoStats(val civInfo: CivilizationInfo){
}
if (civInfo.hasUnique("Provides 1 happiness per 2 additional social policies adopted")) {
if(!statMap.containsKey("Policies")) statMap["Policies"]=0f
if (!statMap.containsKey("Policies")) statMap["Policies"] = 0f
statMap["Policies"] = statMap["Policies"]!! +
civInfo.policies.getAdoptedPolicies().count { !it.endsWith("Complete") } / 2
}
@ -175,4 +182,4 @@ class CivInfoStats(val civInfo: CivilizationInfo){
return statMap
}
}
}

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@ -113,8 +113,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
if (previousSelectedUnits.isNotEmpty() && previousSelectedUnits.any { it.getTile() != tileInfo }
&& worldScreen.isPlayersTurn
&& previousSelectedUnits.any { it.movement.canMoveTo(tileInfo) ||
it.movement.isUnknownTileWeShouldAssumeToBePassable(tileInfo)
}) {
it.movement.isUnknownTileWeShouldAssumeToBePassable(tileInfo)}) {
// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
addTileOverlaysWithUnitMovement(previousSelectedUnits, tileInfo)
} else addTileOverlays(tileInfo) // no unit movement but display the units in the tile etc.