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Additional guard against no-barbarian games calling doRevoltSpawn (#6213)
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@ -30,6 +30,7 @@ import com.unciv.ui.utils.MayaCalendar
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import com.unciv.ui.utils.toPercent
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import com.unciv.ui.victoryscreen.RankingType
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import java.util.*
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import kotlin.NoSuchElementException
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import kotlin.collections.ArrayList
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import kotlin.collections.HashMap
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import kotlin.math.max
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@ -899,23 +900,23 @@ class CivilizationInfo {
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if (flagsCountdown[flag]!! > 0)
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flagsCountdown[flag] = flagsCountdown[flag]!! - 1
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if (flagsCountdown[flag] != 0) continue
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when (flag) {
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CivFlags.RevoltSpawning.name -> doRevoltSpawn()
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}
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}
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handleDiplomaticVictoryFlags()
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}
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private fun handleDiplomaticVictoryFlags() {
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if (flagsCountdown[CivFlags.ShouldResetDiplomaticVotes.name] == 0) {
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gameInfo.diplomaticVictoryVotesCast.clear()
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removeFlag(CivFlags.ShouldResetDiplomaticVotes.name)
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removeFlag(CivFlags.ShowDiplomaticVotingResults.name)
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}
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if (flagsCountdown[CivFlags.ShowDiplomaticVotingResults.name] == 0) {
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if (gameInfo.civilizations.any { it.victoryManager.hasWon() } ) {
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removeFlag(CivFlags.TurnsTillNextDiplomaticVote.name)
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@ -924,7 +925,7 @@ class CivilizationInfo {
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addFlag(CivFlags.TurnsTillNextDiplomaticVote.name, getTurnsBetweenDiplomaticVotings())
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}
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}
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if (flagsCountdown[CivFlags.TurnsTillNextDiplomaticVote.name] == 0) {
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addFlag(CivFlags.ShowDiplomaticVotingResults.name, 1)
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}
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@ -960,23 +961,31 @@ class CivilizationInfo {
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shouldShowDiplomaticVotingResults()
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private fun updateRevolts() {
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if (gameInfo.civilizations.none { it.civName == Constants.barbarians }) {
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if (gameInfo.civilizations.none { it.isBarbarian() }) {
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// Can't spawn revolts without barbarians ¯\_(ツ)_/¯
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return
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}
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if (!hasUnique(UniqueType.SpawnRebels)) {
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removeFlag(CivFlags.RevoltSpawning.name)
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return
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}
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if (!hasFlag(CivFlags.RevoltSpawning.name)) {
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addFlag(CivFlags.RevoltSpawning.name, max(getTurnsBeforeRevolt(),1))
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return
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}
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}
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private fun doRevoltSpawn() {
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val barbarians = try {
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// The first test in `updateRevolts` should prevent getting here in a no-barbarians game, but it has been shown to still occur
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gameInfo.getBarbarianCivilization()
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} catch (ex: NoSuchElementException) {
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removeFlag(CivFlags.RevoltSpawning.name)
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return
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}
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val random = Random()
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val rebelCount = 1 + random.nextInt(100 + 20 * (cities.size - 1)) / 100
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val spawnCity = cities.maxByOrNull { random.nextInt(it.population.population + 10) } ?: return
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@ -987,21 +996,21 @@ class CivilizationInfo {
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}.maxByOrNull {
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random.nextInt(1000)
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} ?: return
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repeat(rebelCount) {
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gameInfo.tileMap.placeUnitNearTile(
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spawnTile.position,
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unitToSpawn.name,
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gameInfo.getBarbarianCivilization()
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barbarians
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)
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}
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// Will be automatically added again as long as unhappiness is still low enough
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removeFlag(CivFlags.RevoltSpawning.name)
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addNotification("Your citizens are revolting due to very high unhappiness!", spawnTile.position, unitToSpawn.name, "StatIcons/Malcontent")
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}
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// Higher is better
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private fun rateTileForRevoltSpawn(tile: TileInfo): Int {
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if (tile.isWater || tile.militaryUnit != null || tile.civilianUnit != null || tile.isCityCenter() || tile.isImpassible())
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@ -1017,12 +1026,12 @@ class CivilizationInfo {
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score += 4
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return score
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}
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private fun getTurnsBeforeRevolt(): Int {
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val score = ((4 + Random().nextInt(3)) * max(gameInfo.gameParameters.gameSpeed.modifier, 1f)).toInt()
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return score
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}
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/** Modify gold by a given amount making sure it does neither overflow nor underflow.
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* @param delta the amount to add (can be negative)
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*/
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