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synced 2025-07-09 07:18:57 +07:00
Fixed broken tests
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@ -2380,7 +2380,7 @@ What do I see before me? Another beating heart for my sacrificial fire. = Alt! C
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Accept this agreement or suffer the consequences. = Accetta questo scambio, o pagane le conseguenze.
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Welcome, friend. = Benvenuto, amico.
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Sacrificial Captives = Vittime sacrificali
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Earn [amount]% of [param] opponent's [param2] as [stat] for kills = Ogni unità [param] nemica eliminata ti frutta [stat] pari alla sua [param2]
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Earn [amount]% of [param] opponent's [param2] as [stat] for kills =
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Tenochtitlan = Tenochtitlan
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Teotihuacan = Teotihuacan
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Tlatelolco = Tlatelolco
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@ -448,7 +448,7 @@ Our proposed trade request is no longer relevant! = Nasza oferta handlowa nie je
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# Requires translation!
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Clearing a [forest] has created [amount] Production for [cityName] =
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[civName] assigned you a new quest: [questName]. = Cywilizacja [civName] przydzieliła Ci nowe zadanie: [questName].
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[civName] rewarded you with [influence] influence for completing the [questName] quest. = Cywilizacja [civName] nagrodziła Cie [influence] wpływu za wykonanie zadania: [questname].
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[civName] rewarded you with [influence] influence for completing the [questName] quest. = Cywilizacja [civName] nagrodziła Cie [influence] wpływu za wykonanie zadania: [questName].
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The resistance in [cityName] has ended! = Opór w [cityName] dobiegł końca!
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# Requires translation!
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Our [name] took [tileDamage] tile damage and was destroyed =
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@ -105,7 +105,11 @@ open class TileInfo {
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fun getCity(): CityInfo? = owningCity
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fun getLastTerrain(): Terrain = if (terrainFeature != null) getTerrainFeature()!! else if (naturalWonder != null) getNaturalWonder() else getBaseTerrain()
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fun getLastTerrain(): Terrain = when {
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terrainFeature != null -> getTerrainFeature()!!
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naturalWonder != null -> getNaturalWonder()
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else -> getBaseTerrain()
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}
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fun getTileResource(): TileResource =
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if (resource == null) throw Exception("No resource exists for this tile!")
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@ -73,12 +73,9 @@ class Nation : INamed {
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if (innerColor == null) innerColorObject = Color.BLACK
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else innerColorObject = colorFromRGB(innerColor!!)
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if (uniques.contains("All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel."))
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forestsAndJunglesAreRoads = true
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if (uniques.contains("Units ignore terrain costs when moving into any tile with Hills"))
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ignoreHillMovementCost = true
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if (uniques.contains("Units pay only 1 movement point to embark and disembark"))
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embarkDisembarkCosts1 = true
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forestsAndJunglesAreRoads = uniques.contains("All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel.")
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ignoreHillMovementCost = uniques.contains("Units ignore terrain costs when moving into any tile with Hills")
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embarkDisembarkCosts1 = uniques.contains("Units pay only 1 movement point to embark and disembark")
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}
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lateinit var cities: ArrayList<String>
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