Rename isPlayerCivilization -> isHuman

This commit is contained in:
Yair Morgenstern 2023-01-01 14:03:34 +02:00
parent 7bc924f76f
commit ba7a9708e2
18 changed files with 32 additions and 32 deletions

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@ -259,7 +259,7 @@ class GameInfo : IsPartOfGameInfoSerialization, HasGameInfoSerializationVersion
//check is important or else switchTurn
//would skip a turn if an AI civ calls nextTurn
//this happens when resigning a multiplayer game
if (thisPlayer.isPlayerCivilization()) {
if (thisPlayer.isHuman()) {
endTurn()
}
@ -483,7 +483,7 @@ class GameInfo : IsPartOfGameInfoSerialization, HasGameInfoSerializationVersion
tileMap.setTransients(ruleSet)
if (currentPlayer == "") currentPlayer = civilizations.first { it.isPlayerCivilization() }.civName
if (currentPlayer == "") currentPlayer = civilizations.first { it.isHuman() }.civName
currentPlayerCiv = getCivilization(currentPlayer)
difficultyObject = ruleSet.difficulties[difficulty]!!

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@ -157,7 +157,7 @@ object GameStarter {
private fun addCivTechs(gameInfo: GameInfo, ruleset: Ruleset, gameSetupInfo: GameSetupInfo) {
for (civInfo in gameInfo.civilizations.filter { !it.isBarbarian() }) {
if (!civInfo.isPlayerCivilization())
if (!civInfo.isHuman())
for (tech in gameInfo.getDifficulty().aiFreeTechs)
civInfo.tech.addTechnology(tech)
@ -330,7 +330,7 @@ object GameStarter {
// Add extra units granted by difficulty
startingUnits.addAll(when {
civ.isPlayerCivilization() -> gameInfo.getDifficulty().playerBonusStartingUnits
civ.isHuman() -> gameInfo.getDifficulty().playerBonusStartingUnits
civ.isMajorCiv() -> gameInfo.getDifficulty().aiMajorCivBonusStartingUnits
else -> gameInfo.getDifficulty().aiCityStateBonusStartingUnits
})

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@ -48,7 +48,7 @@ class WorkerAutomation(
private val bestRoadAvailable: RoadStatus =
cloningSource?.bestRoadAvailable ?:
//Player can choose not to auto-build roads & railroads.
if (civInfo.isPlayerCivilization() && !UncivGame.Current.settings.autoBuildingRoads)
if (civInfo.isHuman() && !UncivGame.Current.settings.autoBuildingRoads)
RoadStatus.None
else civInfo.tech.getBestRoadAvailable()
@ -320,7 +320,7 @@ class WorkerAutomation(
val junkImprovement = tile.getTileImprovement()?.hasUnique(UniqueType.AutomatedWorkersWillReplace)
if (tile.improvement != null && junkImprovement == false
&& !UncivGame.Current.settings.automatedWorkersReplaceImprovements
&& unit.civInfo.isPlayerCivilization())
&& unit.civInfo.isHuman())
return false
@ -399,7 +399,7 @@ class WorkerAutomation(
// Defence is more important that civilian improvements
// While AI sucks in strategical placement of forts, allow a human does it manually
!civInfo.isPlayerCivilization() && evaluateFortPlacement(tile, civInfo,false) -> Constants.fort
!civInfo.isHuman() && evaluateFortPlacement(tile, civInfo,false) -> Constants.fort
// I think we can assume that the unique improvement is better
uniqueImprovement != null && tile.canBuildImprovement(uniqueImprovement, civInfo)
-> uniqueImprovement.name

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@ -548,7 +548,7 @@ object Battle {
// retaking old capital
city.puppetCity(attackerCiv)
city.annexCity()
} else if (attackerCiv.isPlayerCivilization()) {
} else if (attackerCiv.isHuman()) {
// we're not taking our former capital
attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.id))
} else {

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@ -588,7 +588,7 @@ class CityConstructions : IsPartOfGameInfoSerialization {
val isCurrentPlayersTurn = cityInfo.civInfo.gameInfo.isUsersTurn()
|| !cityInfo.civInfo.gameInfo.gameParameters.isOnlineMultiplayer
if ((UncivGame.Current.settings.autoAssignCityProduction && isCurrentPlayersTurn) // only automate if the active human player has the setting to automate production
|| !cityInfo.civInfo.isPlayerCivilization() || cityInfo.isPuppet) {
|| !cityInfo.civInfo.isHuman() || cityInfo.isPuppet) {
ConstructionAutomation(this).chooseNextConstruction()
}

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@ -337,7 +337,7 @@ class CityStats(val cityInfo: CityInfo) {
private fun getBuildingMaintenanceCosts(): Float {
// Same here - will have a different UI display.
var buildingsMaintenance = cityInfo.cityConstructions.getMaintenanceCosts().toFloat() // this is AFTER the bonus calculation!
if (!cityInfo.civInfo.isPlayerCivilization()) {
if (!cityInfo.civInfo.isHuman()) {
buildingsMaintenance *= cityInfo.civInfo.gameInfo.getDifficulty().aiBuildingMaintenanceModifier
}
@ -376,7 +376,7 @@ class CityStats(val cityInfo: CityInfo) {
val civInfo = cityInfo.civInfo
val newHappinessList = LinkedHashMap<String, Float>()
var unhappinessModifier = civInfo.getDifficulty().unhappinessModifier
if (!civInfo.isPlayerCivilization())
if (!civInfo.isHuman())
unhappinessModifier *= civInfo.gameInfo.getDifficulty().aiUnhappinessModifier
var unhappinessFromCity = -3f // -3 happiness per city

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@ -48,7 +48,7 @@ class PopulationManager : IsPartOfGameInfoSerialization {
var foodRequired = 15 + 6 * (population - 1) + floor((population - 1).toDouble().pow(1.8))
if (cityInfo.civInfo.isCityState())
foodRequired *= 1.5f
if (!cityInfo.civInfo.isPlayerCivilization())
if (!cityInfo.civInfo.isHuman())
foodRequired *= cityInfo.civInfo.gameInfo.getDifficulty().aiCityGrowthModifier
return foodRequired.toInt()
}

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@ -67,7 +67,7 @@ class CivInfoStats(val civInfo: CivilizationInfo) {
var cost = baseUnitCost * numberOfUnitsToPayFor * (1 + gameProgress)
cost = cost.pow(1 + gameProgress / 3) // Why 3? To spread 1 to 1.33
if (!civInfo.isPlayerCivilization())
if (!civInfo.isHuman())
cost *= civInfo.gameInfo.getDifficulty().aiUnitMaintenanceModifier
return cost.toInt()

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@ -313,7 +313,7 @@ class CivilizationInfo : IsPartOfGameInfoSerialization {
//region pure functions
fun getDifficulty(): Difficulty {
if (isPlayerCivilization()) return gameInfo.getDifficulty()
if (isHuman()) return gameInfo.getDifficulty()
// TODO We should be able to mark a difficulty as 'default AI difficulty' somehow
val chieftainDifficulty = gameInfo.ruleSet.difficulties["Chieftain"]
if (chieftainDifficulty != null) return chieftainDifficulty
@ -347,7 +347,7 @@ class CivilizationInfo : IsPartOfGameInfoSerialization {
.thenBy (UncivGame.Current.settings.getCollatorFromLocale()) { it.civName.tr() }
)
fun getCapital() = cities.firstOrNull { it.isCapital() }
fun isPlayerCivilization() = playerType == PlayerType.Human
fun isHuman() = playerType == PlayerType.Human
fun isOneCityChallenger() = (
playerType == PlayerType.Human &&
gameInfo.gameParameters.oneCityChallenge)
@ -1234,7 +1234,7 @@ class CivilizationInfo : IsPartOfGameInfoSerialization {
if (diplomacyManager != null && (diplomacyManager.hasOpenBorders || diplomacyManager.diplomaticStatus == DiplomaticStatus.War))
return true
// Players can always pass through city-state tiles
if (isPlayerCivilization() && otherCiv.isCityState()) return true
if (isHuman() && otherCiv.isCityState()) return true
return false
}

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@ -133,7 +133,7 @@ class PolicyManager : IsPartOfGameInfoSerialization {
for (unique in civInfo.getMatchingUniques(UniqueType.LessPolicyCostFromCities)) cityModifier *= 1 - unique.params[0].toFloat() / 100
for (unique in civInfo.getMatchingUniques(UniqueType.LessPolicyCost)) policyCultureCost *= unique.params[0].toPercent()
if (civInfo.isPlayerCivilization()) policyCultureCost *= civInfo.getDifficulty().policyCostModifier
if (civInfo.isHuman()) policyCultureCost *= civInfo.getDifficulty().policyCostModifier
policyCultureCost *= civInfo.gameInfo.speed.cultureCostModifier
val cost: Int = (policyCultureCost * (1 + cityModifier)).roundToInt()
return cost - (cost % 5)

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@ -85,7 +85,7 @@ class TechManager : IsPartOfGameInfoSerialization {
fun costOfTech(techName: String): Int {
var techCost = getRuleset().technologies[techName]!!.cost.toFloat()
if (civInfo.isPlayerCivilization())
if (civInfo.isHuman())
techCost *= civInfo.getDifficulty().researchCostModifier
techCost *= civInfo.gameInfo.speed.scienceCostModifier
val techsResearchedKnownCivs = civInfo.getKnownCivs()
@ -332,7 +332,7 @@ class TechManager : IsPartOfGameInfoSerialization {
for (policyBranch in getRuleset().policyBranches.values.filter { it.era == currentEra.name && civInfo.policies.isAdoptable(it) }) {
civInfo.addNotification("[" + policyBranch.name + "] policy branch unlocked!", NotificationIcon.Culture)
}
val erasPassed = getRuleset().eras.values
.filter { it.eraNumber > previousEra.eraNumber && it.eraNumber <= currentEra.eraNumber }
.sortedBy { it.eraNumber }

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@ -165,10 +165,10 @@ class DiplomacyManager() : IsPartOfGameInfoSerialization {
}
fun relationshipLevel(): RelationshipLevel {
if (civInfo.isPlayerCivilization() && otherCiv().isPlayerCivilization())
if (civInfo.isHuman() && otherCiv().isHuman())
return RelationshipLevel.Neutral // People make their own choices.
if (civInfo.isPlayerCivilization())
if (civInfo.isHuman())
return otherCiv().getDiplomacyManager(civInfo).relationshipLevel()
if (civInfo.isCityState()) return when {

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@ -809,7 +809,7 @@ class PathfindingCache(private val unit: MapUnit) {
private fun isValid(): Boolean = (movement == unit.currentMovement) && (unit.getTile() == currentTile)
fun getShortestPathCache(destination: TileInfo): List<TileInfo> {
if (unit.civInfo.isPlayerCivilization()) return listOf()
if (unit.civInfo.isHuman()) return listOf()
if (isValid() && this.destination == destination) {
return shortestPathCache
}
@ -817,7 +817,7 @@ class PathfindingCache(private val unit: MapUnit) {
}
fun setShortestPathCache(destination: TileInfo, newShortestPath: List<TileInfo>) {
if (unit.civInfo.isPlayerCivilization()) return
if (unit.civInfo.isHuman()) return
if (isValid()) {
shortestPathCache = newShortestPath
this.destination = destination
@ -825,14 +825,14 @@ class PathfindingCache(private val unit: MapUnit) {
}
fun getDistanceToTiles(zoneOfControl: Boolean): PathsToTilesWithinTurn? {
if (unit.civInfo.isPlayerCivilization()) return null
if (unit.civInfo.isHuman()) return null
if (isValid())
return distanceToTilesCache[zoneOfControl]
return null
}
fun setDistanceToTiles(zoneOfControl: Boolean, paths: PathsToTilesWithinTurn) {
if (unit.civInfo.isPlayerCivilization()) return
if (unit.civInfo.isHuman()) return
if (!isValid()) {
clear() // we want to reset the entire cache at this point
}

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@ -98,7 +98,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
city.getCenterTile().getUnits().toList().forEach { it.movement.teleportToClosestMoveableTile() }
for (tile in city.getTiles()) {
for (unit in tile.getUnits().toList()) {
if (!unit.civInfo.canPassThroughTiles(to) && !unit.canEnterForeignTerrain)
if (!unit.civInfo.canPassThroughTiles(to) && !unit.canEnterForeignTerrain)
unit.movement.teleportToClosestMoveableTile()
}
}
@ -106,7 +106,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
from.updateViewableTiles()
// suggest an option to liberate the city
if (to.isPlayerCivilization()
if (to.isHuman()
&& city.foundingCiv != ""
&& from.civName != city.foundingCiv // can't liberate if the city actually belongs to those guys
&& to.civName != city.foundingCiv) // can't liberate if it's our city
@ -133,4 +133,4 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
transferTrade(ourCivilization, otherCivilization, currentTrade)
transferTrade(otherCivilization, ourCivilization, currentTrade.reverse())
}
}
}

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@ -340,7 +340,7 @@ class Building : RulesetStatsObject(), INonPerpetualConstruction {
if (civInfo.isCityState())
productionCost *= 1.5f
if (civInfo.isPlayerCivilization()) {
if (civInfo.isHuman()) {
if (!isWonder)
productionCost *= civInfo.getDifficulty().buildingCostModifier
} else {

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@ -174,7 +174,7 @@ object UniqueTriggerActivation {
val greatPeople = civInfo.getGreatPeople()
if (unique.type == MayanGainGreatPerson && civInfo.greatPeople.longCountGPPool.isEmpty())
civInfo.greatPeople.longCountGPPool = greatPeople.map { it.name }.toHashSet()
if (civInfo.isPlayerCivilization()) {
if (civInfo.isHuman()) {
civInfo.greatPeople.freeGreatPeople++
// Anyone an idea for a good icon?
if (unique.type == MayanGainGreatPerson) {

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@ -251,7 +251,7 @@ class BaseUnit : RulesetObject(), INonPerpetualConstruction {
var productionCost = cost.toFloat()
if (civInfo.isCityState())
productionCost *= 1.5f
productionCost *= if (civInfo.isPlayerCivilization())
productionCost *= if (civInfo.isHuman())
civInfo.getDifficulty().unitCostModifier
else
civInfo.gameInfo.getDifficulty().aiUnitCostModifier

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@ -694,7 +694,7 @@ class DiplomacyScreen(
if (otherCiv.cities.isNotEmpty() && otherCiv.getCapital() != null && viewingCiv.hasExplored(otherCiv.getCapital()!!.location))
diplomacyTable.add(getGoToOnMapButton(otherCiv)).row()
if (!otherCiv.isPlayerCivilization()) { // human players make their own choices
if (!otherCiv.isHuman()) { // human players make their own choices
diplomacyTable.add(getRelationshipTable(otherCivDiplomacyManager)).row()
diplomacyTable.add(getDiplomacyModifiersTable(otherCivDiplomacyManager)).row()
val promisesTable = getPromisesTable(diplomacyManager, otherCivDiplomacyManager)