Fixed broken tests

This commit is contained in:
Yair Morgenstern
2020-11-26 14:27:14 +02:00
parent b54fec05f1
commit c86d6e7b69
4 changed files with 10 additions and 9 deletions

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@ -2380,7 +2380,7 @@ What do I see before me? Another beating heart for my sacrificial fire. = Alt! C
Accept this agreement or suffer the consequences. = Accetta questo scambio, o pagane le conseguenze.
Welcome, friend. = Benvenuto, amico.
Sacrificial Captives = Vittime sacrificali
Earn [amount]% of [param] opponent's [param2] as [stat] for kills = Ogni unità [param] nemica eliminata ti frutta [stat] pari alla sua [param2]
Earn [amount]% of [param] opponent's [param2] as [stat] for kills =
Tenochtitlan = Tenochtitlan
Teotihuacan = Teotihuacan
Tlatelolco = Tlatelolco

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@ -448,7 +448,7 @@ Our proposed trade request is no longer relevant! = Nasza oferta handlowa nie je
# Requires translation!
Clearing a [forest] has created [amount] Production for [cityName] =
[civName] assigned you a new quest: [questName]. = Cywilizacja [civName] przydzieliła Ci nowe zadanie: [questName].
[civName] rewarded you with [influence] influence for completing the [questName] quest. = Cywilizacja [civName] nagrodziła Cie [influence] wpływu za wykonanie zadania: [questname].
[civName] rewarded you with [influence] influence for completing the [questName] quest. = Cywilizacja [civName] nagrodziła Cie [influence] wpływu za wykonanie zadania: [questName].
The resistance in [cityName] has ended! = Opór w [cityName] dobiegł końca!
# Requires translation!
Our [name] took [tileDamage] tile damage and was destroyed =

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@ -105,7 +105,11 @@ open class TileInfo {
fun getCity(): CityInfo? = owningCity
fun getLastTerrain(): Terrain = if (terrainFeature != null) getTerrainFeature()!! else if (naturalWonder != null) getNaturalWonder() else getBaseTerrain()
fun getLastTerrain(): Terrain = when {
terrainFeature != null -> getTerrainFeature()!!
naturalWonder != null -> getNaturalWonder()
else -> getBaseTerrain()
}
fun getTileResource(): TileResource =
if (resource == null) throw Exception("No resource exists for this tile!")

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@ -73,12 +73,9 @@ class Nation : INamed {
if (innerColor == null) innerColorObject = Color.BLACK
else innerColorObject = colorFromRGB(innerColor!!)
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."))
forestsAndJunglesAreRoads = true
if (uniques.contains("Units ignore terrain costs when moving into any tile with Hills"))
ignoreHillMovementCost = true
if (uniques.contains("Units pay only 1 movement point to embark and disembark"))
embarkDisembarkCosts1 = true
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.")
ignoreHillMovementCost = uniques.contains("Units ignore terrain costs when moving into any tile with Hills")
embarkDisembarkCosts1 = uniques.contains("Units pay only 1 movement point to embark and disembark")
}
lateinit var cities: ArrayList<String>