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Treat compilation warnings (#11741)
* Treat compilation warnings * Finish treating compiler warnings for now
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@ -277,6 +277,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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}
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@Suppress("UNUSED_PARAMETER") // stub for future use
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private fun applyOnetimeUniqueBonuses(building: Building): Float {
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var value = 0f
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// TODO: Add specific Uniques here
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@ -31,6 +31,7 @@ class RoadToAutomation(val civInfo: Civilization) {
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*/
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// TODO: Caching
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// TODO: Hide the automate road button if road is not unlocked
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@Suppress("UNUSED_PARAMETER") // tilesWhereWeWillBeCaptured may be useful in the future
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fun automateConnectRoad(unit: MapUnit, tilesWhereWeWillBeCaptured: Set<Tile>){
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if (actualBestRoadAvailable == RoadStatus.None) return
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@ -517,7 +517,7 @@ object UnitAutomation {
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.sortedBy { unit.getTile().aerialDistanceTo(it.city1.getCenterTile()) }
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// Move to the closest city with a tile we can enter nearby
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for ((city, enemyCity) in citiesToDefend) {
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for ((city, _) in citiesToDefend) {
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if (unit.getTile().aerialDistanceTo(city.getCenterTile()) <= 2) return true
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val tileToMoveTo = city.getCenterTile().getTilesInDistance(2).firstOrNull { unit.movement.canMoveTo(it) && unit.movement.canReach(it) } ?: continue
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unit.movement.headTowards(tileToMoveTo)
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@ -14,6 +14,7 @@ object MapPathing {
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* to upgrade it to a railroad, we consider it to be a railroad for pathing since it will be upgraded.
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* Otherwise, we set every tile to have equal value since building a road on any of them makes the original movement cost irrelevant.
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*/
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@Suppress("UNUSED_PARAMETER") // While `from` is unused, this function should stay close to the signatures expected by the AStar and getPath `heuristic` parameter.
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private fun roadPreferredMovementCost(unit: MapUnit, from: Tile, to: Tile): Float{
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// hasRoadConnection accounts for civs that treat jungle/forest as roads
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// Ignore road over river penalties.
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@ -51,9 +52,8 @@ object MapPathing {
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startTile,
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endTile,
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::isValidRoadPathTile,
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::roadPreferredMovementCost,
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{_, _, _ -> 0f}
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)
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::roadPreferredMovementCost
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) { _, _, _ -> 0f }
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}
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/**
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@ -109,9 +109,9 @@ object MapPathing {
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): List<Tile>? {
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val astar = AStar(
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startTile,
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{ tile -> predicate(civ, tile) },
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{ from, to -> 1f },
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{ from, to -> from.aerialDistanceTo(to).toFloat() }
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predicate = { tile -> predicate(civ, tile) },
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cost = { _, _ -> 1f },
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heuristic = { from, to -> from.aerialDistanceTo(to).toFloat() }
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)
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while (true) {
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if (astar.hasEnded()) {
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@ -199,7 +199,7 @@ class Nation : RulesetObject() {
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if (building.replaces != null && ruleset.buildings.containsKey(building.replaces!!)) {
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val originalBuilding = ruleset.buildings[building.replaces!!]!!
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yield(FormattedLine("Replaces [${originalBuilding.name}]", link = originalBuilding.makeLink(), indent = 1))
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yieldAll(BuildingDescriptions.getDifferences(ruleset, originalBuilding, building))
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yieldAll(BuildingDescriptions.getDifferences(originalBuilding, building))
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yield(FormattedLine())
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} else if (building.replaces != null) {
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yield(FormattedLine("Replaces [${building.replaces}], which is not found in the ruleset!", indent = 1))
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@ -118,7 +118,7 @@ object BuildingDescriptions {
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* @param replacementBuilding The "uniqueTo" Building
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*/
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fun getDifferences(
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ruleset: Ruleset, originalBuilding: Building, replacementBuilding: Building
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originalBuilding: Building, replacementBuilding: Building
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): Sequence<FormattedLine> = sequence {
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for ((key, value) in replacementBuilding)
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if (value != originalBuilding[key])
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@ -104,7 +104,8 @@ class ConstructionInfoTable(val cityScreen: CityScreen) : Table() {
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cityScreen.canChangeState &&
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(!cityScreen.city.hasSoldBuildingThisTurn || cityScreen.city.civ.gameInfo.gameParameters.godMode)
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sellBuildingButton.isEnabled = enableSell
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if (sellBuildingButton.isEnabled) sellBuildingButton.onClick(UncivSound.Coin) {
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if (enableSell)
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sellBuildingButton.onClick(UncivSound.Coin) {
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sellBuildingButton.disable()
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sellBuildingClicked(construction, sellText)
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}
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