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Implemented temples (#4585)
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@ -265,8 +265,6 @@
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"quote": "'Regard your soldiers as your children, and they will follow you into the deepest valleys; look on them as your own beloved sons, and they will stand by you even unto death.' - Sun Tzu"
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},
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// Column 4
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/*
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// Temple and its replacements are religious buildings in G&K
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{
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"name": "Temple",
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"faith": 2,
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@ -274,9 +272,8 @@
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"maintenance": 2,
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"hurryCostModifier": 25,
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"requiredTech": "Philosophy",
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"uniques": ""
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"uniques": ["Hidden when religion is disabled"]
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},
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*/
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{
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"name": "National College",
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"cost": 125,
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@ -324,6 +321,11 @@
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// temporarily replaces Drama and Poetry and requires a Monument while having its Vanilla
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// stats, so it's a mish-mash of vanilla and G&K. It should be changed when faith is
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// implemented.
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// Further edit: Temples are now implemented. However, due to Religion still being in
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// its alpha stages, these buildings are still the culture variant. When religion is finally
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// fully released, this building should be replaced with amphitheatres in existing save files,
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// and then later the G&K faith version can be added
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},
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{
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"name": "Mud Pyramid Mosque",
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@ -343,6 +345,11 @@
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// temporarily replaces Drama and Poetry and requires a Monument while having its Vanilla
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// stats, so it's a mish-mash of vanilla and G&K. It should be changed when faith is
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// implemented.
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// Further edit: Temples are now implemented. However, due to Religion still being in
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// its alpha stages, these buildings are still the culture variant. When religion is finally
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// fully released, this building should be replaced with amphitheatres in existing save files,
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// and then later the G&K faith version can be added
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},
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{
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"name": "National Epic",
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@ -342,17 +342,14 @@ class GameInfo {
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}
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for (city in civilizations.asSequence().flatMap { it.cities.asSequence() }) {
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// Temple was replaced by Amphitheater in 3.15.6. For backwards compatibility, we
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// replace existing temples with amphitheaters. This replacement should be removed
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// when temples are reintroduced as faith buildings.
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changeBuildingNameIfNotInRuleset(city.cityConstructions, "Temple", "Amphitheater")
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for (building in city.cityConstructions.builtBuildings.toHashSet())
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if (!ruleSet.buildings.containsKey(building))
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city.cityConstructions.builtBuildings.remove(building)
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fun isInvalidConstruction(construction: String) = !ruleSet.buildings.containsKey(construction) && !ruleSet.units.containsKey(construction)
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fun isInvalidConstruction(construction: String) =
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!ruleSet.buildings.containsKey(construction)
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&& !ruleSet.units.containsKey(construction)
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&& !PerpetualConstruction.perpetualConstructionsMap.containsKey(construction)
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// Remove invalid buildings or units from the queue - don't just check buildings and units because it might be a special construction as well
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