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https://github.com/yairm210/Unciv.git
synced 2025-07-20 12:48:56 +07:00
Simplified mod management, in preparation for mod information within the maps
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@ -498,14 +498,15 @@ open class TileInfo {
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&& (terrainFeature == Constants.jungle || terrainFeature == Constants.forest)
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&& isFriendlyTerritory(civInfo)
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fun isRulesetCompatible(ruleset: Ruleset): Boolean {
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if (!ruleset.terrains.containsKey(baseTerrain)) return false
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if (terrainFeature != null && !ruleset.terrains.containsKey(terrainFeature)) return false
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if (resource != null && !ruleset.tileResources.containsKey(resource)) return false
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if (improvement != null && !ruleset.tileImprovements.containsKey(baseTerrain)) return false
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return true
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fun getRulesetIncompatability(ruleset: Ruleset):String{
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if (!ruleset.terrains.containsKey(baseTerrain)) return "Base terrain $baseTerrain does not exist in ruleset!"
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if (terrainFeature != null && !ruleset.terrains.containsKey(terrainFeature)) return "Terrain feature $terrainFeature does not exist in ruleset!"
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if (resource != null && !ruleset.tileResources.containsKey(resource)) return "Resource $resource does not exist in ruleset!"
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if (improvement != null && !ruleset.tileImprovements.containsKey(baseTerrain)) return "Improvement $improvement does not exist in ruleset!"
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return ""
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}
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//endregion
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//region state-changing functions
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@ -515,6 +516,8 @@ open class TileInfo {
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}
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fun setTerrainTransients() {
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if (!ruleset.terrains.containsKey(baseTerrain))
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throw Exception()
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baseTerrainObject = ruleset.terrains[baseTerrain]!!
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isWater = getBaseTerrain().type == TerrainType.Water
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isLand = getBaseTerrain().type == TerrainType.Land
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@ -352,13 +352,13 @@ object RulesetCache :HashMap<String,Ruleset>() {
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}
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fun getBaseRuleset() = this[BaseRuleset.Civ_V_Vanilla.fullName]!!
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fun getBaseRuleset() = this[BaseRuleset.Civ_V_Vanilla.fullName]!!.clone() // safeguard, o no-one edits the base ruleset by mistake
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fun getComplexRuleset(gameParameters: GameParameters): Ruleset {
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val newRuleset = Ruleset()
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val loadedMods = gameParameters.mods.filter { containsKey(it) }.map { this[it]!! }
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if (loadedMods.none { it.modOptions.isBaseRuleset })
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newRuleset.add(this[gameParameters.baseRuleset.fullName]!!)
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newRuleset.add(getBaseRuleset())
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for (mod in loadedMods.sortedByDescending { it.modOptions.isBaseRuleset }) {
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newRuleset.add(mod)
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newRuleset.mods += mod.name
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@ -13,13 +13,14 @@ import com.unciv.ui.utils.toLabel
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class ModCheckboxTable(val gameParameters: GameParameters, val screen: CameraStageBaseScreen, onUpdate: (String) -> Unit): Table(){
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init {
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val modRulesets = RulesetCache.values.filter { it.name != "" }
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val mods = gameParameters.mods
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val baseRulesetCheckboxes = ArrayList<CheckBox>()
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val extentionRulesetModButtons = ArrayList<CheckBox>()
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for (mod in modRulesets) {
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val checkBox = CheckBox(mod.name.tr(), CameraStageBaseScreen.skin)
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if (mod.name in gameParameters.mods) checkBox.isChecked = true
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if (mod.name in mods) checkBox.isChecked = true
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checkBox.onChange {
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if (checkBox.isChecked) {
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val modLinkErrors = mod.checkModLinks()
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@ -29,19 +30,19 @@ class ModCheckboxTable(val gameParameters: GameParameters, val screen: CameraSta
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return@onChange
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}
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val previousMods = gameParameters.mods.toList()
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val previousMods = mods.toList()
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if (mod.modOptions.isBaseRuleset)
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for (oldBaseRuleset in previousMods) // so we don't get concurrent modification excpetions
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if (modRulesets.firstOrNull { it.name == oldBaseRuleset }?.modOptions?.isBaseRuleset == true)
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gameParameters.mods.remove(oldBaseRuleset)
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gameParameters.mods.add(mod.name)
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mods.remove(oldBaseRuleset)
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mods.add(mod.name)
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var isCompatibleWithCurrentRuleset = true
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var complexModLinkErrors = ""
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try {
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val newRuleset = RulesetCache.getComplexRuleset(gameParameters)
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newRuleset.modOptions.isBaseRuleset = true
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newRuleset.modOptions.isBaseRuleset = true // This is so the checkModLinks finds all connections
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complexModLinkErrors = newRuleset.checkModLinks()
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if (complexModLinkErrors != "") isCompatibleWithCurrentRuleset = false
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} catch (x: Exception) {
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@ -53,13 +54,13 @@ class ModCheckboxTable(val gameParameters: GameParameters, val screen: CameraSta
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if (!isCompatibleWithCurrentRuleset) {
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ToastPopup("The mod you selected is incompatible with the defined ruleset!\n\n$complexModLinkErrors", screen)
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checkBox.isChecked = false
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gameParameters.mods.clear()
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gameParameters.mods.addAll(previousMods)
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mods.clear()
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mods.addAll(previousMods)
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return@onChange
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}
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} else {
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gameParameters.mods.remove(mod.name)
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mods.remove(mod.name)
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}
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onUpdate(mod.name)
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