Replaced hardcoded Settler references with unique

Tech uniques now saved in tech object for less regex parsing per turn
This commit is contained in:
Yair Morgenstern 2020-12-22 23:31:29 +02:00
parent 12b844d917
commit c7d79ad179
6 changed files with 35 additions and 26 deletions

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@ -15,7 +15,7 @@
"unitType": "Civilian",
"movement": 2,
"cost": 106,
"uniques": ["Founds a new city"],
"uniques": ["Founds a new city", "Excess Food converted to Production when under construction"],
"hurryCostModifier": 20
},
{

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@ -18,6 +18,7 @@ class CityStats {
@Transient
var baseStatList = LinkedHashMap<String, Stats>()
@Transient
var statPercentBonusList = LinkedHashMap<String, Stats>()
@ -27,11 +28,13 @@ class CityStats {
@Transient
var happinessList = LinkedHashMap<String, Float>()
@Transient
var foodEaten = 0f
@Transient
var currentCityStats: Stats = Stats() // This is so we won't have to calculate this multiple times - takes a lot of time, especially on phones
@Transient
lateinit var cityInfo: CityInfo
@ -67,7 +70,7 @@ class CityStats {
}
fun getScienceConversionRate(): Float {
var conversionRate = 1/4f
var conversionRate = 1 / 4f
if (cityInfo.civInfo.hasUnique("Production to science conversion in cities increased by 33%"))
conversionRate *= 1.33f
return conversionRate
@ -176,11 +179,11 @@ class CityStats {
if (cityInfo.civInfo.hasUnique("+15% growth in all cities"))
bonus += 15f
for(unique in cityInfo.civInfo.getMatchingUniques("+[]% growth in all cities"))
for (unique in cityInfo.civInfo.getMatchingUniques("+[]% growth in all cities"))
bonus += unique.params[0].toFloat()
if (cityInfo.isCapital()) for(unique in cityInfo.civInfo.getMatchingUniques("+[]% growth in capital"))
if (cityInfo.isCapital()) for (unique in cityInfo.civInfo.getMatchingUniques("+[]% growth in capital"))
bonus += unique.params[0].toFloat()
return bonus/100
return bonus / 100
}
// needs to be a separate function because we need to know the global happiness state
@ -207,8 +210,8 @@ class CityStats {
else if (hasExtraAnnexUnhappiness())
unhappinessFromCitizens *= 2f
for(unique in civInfo.getMatchingUniques("Unhappiness from population decreased by []%"))
unhappinessFromCitizens *= (1-unique.params[0].toFloat()/100)
for (unique in civInfo.getMatchingUniques("Unhappiness from population decreased by []%"))
unhappinessFromCitizens *= (1 - unique.params[0].toFloat() / 100)
newHappinessList["Population"] = -unhappinessFromCitizens * unhappinessModifier
@ -227,7 +230,7 @@ class CityStats {
if (hasExtraAnnexUnhappiness()) newHappinessList["Occupied City"] = -2f //annexed city
val happinessFromSpecialists = getStatsFromSpecialists(cityInfo.population.getNewSpecialists()).happiness.toInt().toFloat()
if (happinessFromSpecialists>0) newHappinessList["Specialists"] = happinessFromSpecialists
if (happinessFromSpecialists > 0) newHappinessList["Specialists"] = happinessFromSpecialists
val happinessFromBuildings = cityInfo.cityConstructions.getStats().happiness.toInt().toFloat()
newHappinessList["Buildings"] = happinessFromBuildings
@ -244,7 +247,7 @@ class CityStats {
}
private fun hasExtraAnnexUnhappiness() : Boolean {
private fun hasExtraAnnexUnhappiness(): Boolean {
if (cityInfo.civInfo.civName == cityInfo.foundingCiv || cityInfo.foundingCiv == "" || cityInfo.isPuppet) return false
return !cityInfo.containsBuildingUnique("Remove extra unhappiness from annexed cities")
}
@ -254,13 +257,13 @@ class CityStats {
if (stat == Stat.Culture || stat == Stat.Science) stats.add(stat, 3f)
else stats.add(stat, 2f) // science and gold specialists
for(unique in cityInfo.civInfo.getMatchingUniques("[] from every specialist"))
for (unique in cityInfo.civInfo.getMatchingUniques("[] from every specialist"))
stats.add(unique.stats)
return stats
}
fun getStatsOfSpecialist(specialistName:String): Stats {
fun getStatsOfSpecialist(specialistName: String): Stats {
val specialist = cityInfo.getRuleset().specialists[specialistName]
if (specialist == null) return Stats()
val stats = specialist.clone()
@ -276,7 +279,7 @@ class CityStats {
return stats
}
private fun getStatsFromUniques(uniques: Sequence<Unique>):Stats {
private fun getStatsFromUniques(uniques: Sequence<Unique>): Stats {
val stats = Stats()
for (unique in uniques) {
@ -308,7 +311,7 @@ class CityStats {
}
private fun getStatPercentBonusesFromBuildings(): Stats {
val stats = cityInfo.cityConstructions.getStatPercentBonuses()
val stats = cityInfo.cityConstructions.getStatPercentBonuses()
val currentConstruction = cityInfo.cityConstructions.getCurrentConstruction()
// This is to be deprecated and converted to "+[]% production when building [] in this city" - keeping it here to that mods with this can still work for now
@ -373,7 +376,7 @@ class CityStats {
return stats
}
fun constructionMatchesFilter(construction:IConstruction, filter:String): Boolean {
fun constructionMatchesFilter(construction: IConstruction, filter: String): Boolean {
return construction.name == filter
// All of these are deprecated as of 3.11.20 in favor of "+[]% Production when constructing [] units"
|| filter == "land units" && construction is BaseUnit && construction.unitType.isLandUnit()
@ -446,9 +449,9 @@ class CityStats {
updateStatPercentBonusList()
updateFinalStatList() // again, we don't edit the existing currentCityStats directly, in order to avoid concurrency exceptions
val newCurrentCityStats = Stats()
for(stat in finalStatList.values) newCurrentCityStats.add(stat)
for (stat in finalStatList.values) newCurrentCityStats.add(stat)
currentCityStats = newCurrentCityStats
cityInfo.civInfo.updateStatsForNextTurn()
@ -527,7 +530,9 @@ class CityStats {
newFinalStatList["Maintenance"] = Stats().apply { gold -= buildingsMaintenance.toInt() }
if (cityInfo.cityConstructions.currentConstructionFromQueue == Constants.settler && totalFood > 0) {
val currentconstruction = cityInfo.cityConstructions.currentConstructionFromQueue
if (totalFood > 0 && cityInfo.getRuleset().units[currentconstruction]
.let { it != null && it.uniques.contains("Excess Food converted to Production when under construction") }) {
newFinalStatList["Excess food to production"] =
Stats().apply { production = totalFood; food = -totalFood }
}
@ -541,9 +546,9 @@ class CityStats {
}
private fun updateFoodEaten() {
foodEaten = (cityInfo.population.population * 2).toFloat()
foodEaten = cityInfo.population.population.toFloat() * 2
if (cityInfo.civInfo.hasUnique("-50% food consumption by specialists"))
foodEaten -= cityInfo.population.getNumberOfSpecialists()
}
}
}

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@ -230,7 +230,7 @@ class CivilizationInfo {
return nation.uniqueObjects.asSequence().filter { it.placeholderText == uniqueTemplate } +
cities.asSequence().flatMap { it.cityConstructions.builtBuildingUniqueMap.getUniques(uniqueTemplate).asSequence() } +
policies.policyUniques.getUniques(uniqueTemplate) +
tech.getTechUniques()
tech.getTechUniques().filter { it.placeholderText == uniqueTemplate }
}
//region Units

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@ -122,7 +122,7 @@ class TechManager {
return tech.prerequisites.all { isResearched(it) }
}
fun getTechUniques() = researchedTechUniques
fun getTechUniques() = researchedTechUniques.asSequence()
//endregion
@ -231,9 +231,9 @@ class TechManager {
if (!newTech.isContinuallyResearchable())
techsToResearch.remove(techName)
researchedTechnologies = researchedTechnologies.withItem(newTech)
for (unique in newTech.uniques) {
researchedTechUniques = researchedTechUniques.withItem(Unique(unique))
UniqueTriggerActivation.triggerCivwideUnique(Unique(unique), civInfo)
for (unique in newTech.uniqueObjects) {
researchedTechUniques = researchedTechUniques.withItem(unique)
UniqueTriggerActivation.triggerCivwideUnique(unique, civInfo)
}
updateTransientBooleans()
@ -296,7 +296,7 @@ class TechManager {
fun setTransients() {
researchedTechnologies.addAll(techsResearched.map { getRuleset().technologies[it]!! })
researchedTechUniques.addAll(researchedTechnologies.asSequence().flatMap { it.uniques.asSequence() }.map { Unique(it) })
researchedTechUniques.addAll(researchedTechnologies.asSequence().flatMap { it.uniqueObjects.asSequence() })
updateTransientBooleans()
}

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@ -4,6 +4,7 @@ import com.unciv.UncivGame
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.models.ruleset.Building
import com.unciv.models.ruleset.Ruleset
import com.unciv.models.ruleset.Unique
import com.unciv.models.translations.tr
import com.unciv.models.ruleset.unit.BaseUnit
import java.util.*
@ -15,6 +16,7 @@ class Technology {
var cost: Int = 0
var prerequisites = HashSet<String>()
var uniques = ArrayList<String>()
val uniqueObjects: List<Unique> by lazy { uniques.map { Unique(it) } }
var column: TechColumn? = null // The column that this tech is in the tech tree
var row: Int = 0

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@ -67,7 +67,9 @@ class CityStatsTable(val cityScreen: CityScreen): Table() {
when {
cityInfo.isGrowing() -> "[${cityInfo.getNumTurnsToNewPopulation()}] turns to new population".tr()
cityInfo.isStarving() -> "[${cityInfo.getNumTurnsToStarvation()}] turns to lose population".tr()
cityInfo.cityConstructions.currentConstructionFromQueue == Constants.settler -> "Food converts to production".tr()
cityInfo.getRuleset().units[cityInfo.cityConstructions.currentConstructionFromQueue]
.let { it != null && it.uniques.contains("Excess Food converted to Production when under construction") }
-> "Food converts to production".tr()
else -> "Stopped population growth".tr()
}
turnsToPopString += " (" + cityInfo.population.foodStored + "/" + cityInfo.population.getFoodToNextPopulation() + ")"