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Reorganized the way city states grant resources & rounded a float to an int (#6210)
* Reorganized the way city states grant resources & rounded a float to an int * Reworded a string so it sounds nicer
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@ -237,15 +237,20 @@ Hostile =
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Irrational =
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Personality =
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Influence =
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Ally: [civilization] with [amount] Influence =
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Reach 30 for friendship. =
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Reach highest influence above 60 for alliance. =
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When Friends: =
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When Allies: =
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The unique luxury is one of: =
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Demand Tribute =
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Tribute Willingness =
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At least 0 to take gold, at least 30 and size 4 city for worker =
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Take [amount] gold (-15 Influence) =
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Take worker (-50 Influence) =
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[civName] is afraid of your military power! =
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Major Civ =
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No Cities =
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Base value =
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@ -259,9 +264,7 @@ Influence below -30 =
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Military Rank =
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Military near City-State =
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Sum: =
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Take [amount] gold (-15 Influence) =
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Take worker (-50 Influence) =
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[civName] is afraid of your military power! =
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# Trades
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@ -4,6 +4,7 @@ import com.unciv.logic.automation.NextTurnAutomation
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import com.unciv.logic.civilization.diplomacy.*
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import com.unciv.models.metadata.GameSpeed
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import com.unciv.models.ruleset.Ruleset
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import com.unciv.models.ruleset.tile.ResourceSupplyList
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import com.unciv.models.ruleset.unique.Unique
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import com.unciv.models.ruleset.unique.UniqueType
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import com.unciv.models.stats.Stat
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@ -651,4 +652,13 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
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}
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}
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fun getCityStateResourcesForAlly(): ResourceSupplyList {
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val newDetailedCivResources = ResourceSupplyList()
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for (city in civInfo.cities) {
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for (resourceSupply in city.getCityResources())
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if (resourceSupply.amount > 0) // IGNORE the fact that they consume their own resources - #4769
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newDetailedCivResources.add(resourceSupply.resource, resourceSupply.amount, "City-States")
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}
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return newDetailedCivResources
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}
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}
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@ -172,14 +172,12 @@ class CivInfoTransientUpdater(val civInfo: CivilizationInfo) {
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var resourceBonusPercentage = 1f
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for (unique in civInfo.getMatchingUniques(UniqueType.CityStateResources))
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resourceBonusPercentage += unique.params[0].toFloat() / 100
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for (city in civInfo.getKnownCivs().filter { it.getAllyCiv() == civInfo.civName }
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.flatMap { it.cities }) {
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for (resourceSupply in city.getCityResources())
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if (resourceSupply.origin != "Buildings") // IGNORE the fact that they consume their own resources - #4769
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newDetailedCivResources.add(
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resourceSupply.resource,
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(resourceSupply.amount * resourceBonusPercentage).toInt(), "City-States"
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)
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for (cityStateAlly in civInfo.getKnownCivs().filter { it.getAllyCiv() == civInfo.civName }) {
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for (resource in CityStateFunctions(cityStateAlly).getCityStateResourcesForAlly()) {
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newDetailedCivResources.add(
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resource.apply { amount = (amount * resourceBonusPercentage).toInt() }
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)
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}
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}
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}
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@ -146,7 +146,9 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo): BaseScreen() {
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if (otherCiv.detailedCivResources.any { it.resource.resourceType != ResourceType.Bonus }) {
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val resourcesTable = Table()
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resourcesTable.add("{Resources}: ".toLabel()).padRight(10f)
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for (supplyList in otherCiv.detailedCivResources) {
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val cityStateResources = CityStateFunctions(otherCiv)
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.getCityStateResourcesForAlly()
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for (supplyList in cityStateResources) {
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if (supplyList.resource.resourceType == ResourceType.Bonus)
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continue
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val name = supplyList.resource.name
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@ -172,9 +174,10 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo): BaseScreen() {
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otherCiv.updateAllyCivForCityState()
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val ally = otherCiv.getAllyCiv()
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if (ally != null) {
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val allyString = "{Ally}: {$ally} {Influence}: ".tr() +
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otherCiv.getDiplomacyManager(ally).influence.toString()
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diplomacyTable.add(allyString.toLabel()).row()
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val allyInfluence = otherCiv.getDiplomacyManager(ally).influence.toInt()
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diplomacyTable
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.add("Ally: [$ally] with [$allyInfluence] Influence".toLabel())
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.row()
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}
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val protectors = otherCiv.getProtectorCivs()
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