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Resolved #952 - fixed building requirements for Neuschwanstein, Stone Works, Windmill and Spaceship Factory
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@ -33,6 +33,7 @@
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resourceBonusStats:{production:1},
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maintenance:1,
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hurryCostModifier:25,
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uniques:["Must not be on plains"]
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requiredTech:"Calendar"
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},
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{
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@ -600,6 +601,7 @@
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hurryCostModifier:25,
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maintenance:2,
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percentStatBonus:{production:10},
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uniques:["Must not be on hill"],
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requiredTech:"Economics"
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},
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@ -721,7 +723,8 @@
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culture:4,
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gold:6,
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isWonder:true,
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uniques:["+1 happiness, +2 culture and +3 gold from every Castle"],
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uniques:["+1 happiness, +2 culture and +3 gold from every Castle",
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"Must be next to mountain"],
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requiredTech:"Railroad"
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},
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@ -785,6 +788,7 @@
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requiredResource:"Aluminum",
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cost:360,
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uniques:["Increases production of spaceship parts by 50%"]
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requiredBuilding:"Factory",
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requiredTech:"Robotics"
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},
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{
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@ -54,6 +54,9 @@
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German:"Mauerwerk"
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}
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"Must not be on plains":{
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}
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"Stonehenge":{
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Italian:"Stonehenge"
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Russian:"Стоунхендж"
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@ -972,6 +975,9 @@
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German:"Windmühle"
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}
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"Must not be on hill":{
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}
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"Museum":{
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Italian:"Museo"
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Russian:"Музей"
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@ -10,6 +10,7 @@ class Constants{
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const val jungle = "Jungle"
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const val hill = "Hill"
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const val coast = "Coast"
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const val plains = "Plains"
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const val peaceTreaty = "Peace Treaty"
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const val barbarianEncampment = "Barbarian encampment"
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const val ancientRuins = "Ancient ruins"
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@ -151,7 +151,7 @@ class WorkerAutomation(val unit: MapUnit) {
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tile.terrainFeature == "Marsh" -> "Remove Marsh"
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tile.terrainFeature == Constants.forest -> "Lumber mill"
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tile.baseTerrain == Constants.hill -> "Mine"
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tile.baseTerrain in listOf("Grassland","Desert","Plains") -> "Farm"
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tile.baseTerrain in listOf("Grassland","Desert",Constants.plains) -> "Farm"
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tile.baseTerrain == "Tundra" -> "Trading post"
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else -> throw Exception("No improvement found for "+tile.baseTerrain)
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}
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@ -204,11 +204,11 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() {
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if (terrain == "Grassland" || terrain == "Tundra")
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terrain = "Desert"
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} else if (abs(getLatitude(tile.position)) > maxLatitude * 0.7) {
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if (terrain == "Grassland" || terrain == "Plains" || terrain == "Desert" || terrain == ocean) {
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if (terrain == "Grassland" || terrain == Constants.plains || terrain == "Desert" || terrain == ocean) {
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terrain = "Tundra"
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}
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} else {
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if (terrain == "Tundra") terrain = "Plains"
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if (terrain == "Tundra") terrain = Constants.plains
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else if (terrain == "Desert") terrain = "Grassland"
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}
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@ -228,6 +228,14 @@ class Building : NamedStats(), IConstruction{
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&& !construction.cityInfo.getCenterTile().neighbors.any { it.baseTerrain == Constants.mountain })
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return "Must be next to mountain"
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if("Must not be on plains" in uniques
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&& construction.cityInfo.getCenterTile().baseTerrain==Constants.plains)
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return "Must not be on plains"
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if("Must not be on hill" in uniques
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&& construction.cityInfo.getCenterTile().baseTerrain==Constants.hill)
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return "Must not be on hill"
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if("Can only be built in coastal cities" in uniques
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&& !construction.cityInfo.getCenterTile().neighbors.any { it.baseTerrain==Constants.coast })
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return "Can only be built in coastal cities"
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