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Map exploring disables undo button + ExploredRegion smallfixes (#8741)
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@ -115,13 +115,12 @@ class ExploredRegion () : IsPartOfGameInfoSerialization {
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}
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// Expand region from the nearest edge
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if (rightSideDistance > leftSideDistance) {
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if (rightSideDistance > leftSideDistance)
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topLeft.x = longitude
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shouldRecalculateCoords = true
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} else {
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else
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bottomRight.x = longitude
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shouldRecalculateCoords = true
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}
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shouldRecalculateCoords = true
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}
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}
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@ -146,7 +145,7 @@ class ExploredRegion () : IsPartOfGameInfoSerialization {
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val bottomRightWorld = worldFromLatLong(bottomRight, tileRadius)
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// Convert X to the stage coords
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val mapCenterX = mapMaxX * 0.5f + tileRadius
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val mapCenterX = if (isWorldWrap) mapMaxX * 0.5f + tileRadius else mapMaxX * 0.5f
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var left = mapCenterX + topLeftWorld.x
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var right = mapCenterX + bottomRightWorld.x
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@ -2,6 +2,7 @@
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import com.badlogic.gdx.math.Vector2
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import com.unciv.Constants
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import com.unciv.GUI
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import com.unciv.UncivGame
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import com.unciv.logic.IsPartOfGameInfoSerialization
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import com.unciv.logic.city.City
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@ -248,7 +249,13 @@ open class Tile : IsPartOfGameInfoSerialization {
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fun setExplored(player: Civilization, isExplored: Boolean, explorerPosition: Vector2? = null) {
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if (isExplored) {
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exploredBy.add(player.civName)
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player.exploredTiles.add(position)
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// Disable the undo button if a new tile has been explored
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if (player.exploredTiles.add(position) && GUI.isWorldLoaded()) {
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val worldScreen = GUI.getWorldScreen()
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worldScreen.preActionGameInfo = worldScreen.gameInfo
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}
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if(player.playerType == PlayerType.Human)
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player.exploredRegion.checkTilePosition(position, explorerPosition)
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} else {
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@ -118,7 +118,7 @@ class TechPolicyDiplomacyButtons(val worldScreen: WorldScreen) : Table(BaseScree
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}
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private fun updateUndoButton() {
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// Don't show policies until they become relevant
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// Don't show the undo button if there is no action to undo
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if (worldScreen.gameInfo != worldScreen.preActionGameInfo) {
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undoButtonHolder.touchable = Touchable.enabled
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undoButtonHolder.actor = undoButton
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@ -305,10 +305,10 @@ class WorldScreen(
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fun whileKeyPressedLoop() {
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for (keycode in pressedKeys) {
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when (keycode) {
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Input.Keys.W, Input.Keys.UP -> mapHolder.scrollY -= amountToMove
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Input.Keys.S, Input.Keys.DOWN -> mapHolder.scrollY += amountToMove
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Input.Keys.A, Input.Keys.LEFT -> mapHolder.scrollX -= amountToMove
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Input.Keys.D, Input.Keys.RIGHT -> mapHolder.scrollX += amountToMove
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Input.Keys.W, Input.Keys.UP -> mapHolder.scrollY = mapHolder.restrictY(-amountToMove)
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Input.Keys.S, Input.Keys.DOWN -> mapHolder.scrollY = mapHolder.restrictY(amountToMove)
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Input.Keys.A, Input.Keys.LEFT -> mapHolder.scrollX = mapHolder.restrictX(amountToMove)
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Input.Keys.D, Input.Keys.RIGHT -> mapHolder.scrollX = mapHolder.restrictX(-amountToMove)
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}
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}
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mapHolder.updateVisualScroll()
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