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https://github.com/yairm210/Unciv.git
synced 2025-02-12 03:48:16 +07:00
Multiselect & move works! Currently very restricted and not all selected units are visible to user
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c659af8762
commit
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@ -213,7 +213,7 @@ class CityScreen(internal val city: CityInfo): CameraStageBaseScreen() {
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stage.removeListener(keyListener)
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game.setWorldScreen()
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game.worldScreen.mapHolder.setCenterPosition(city.location)
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game.worldScreen.bottomUnitTable.selectUnits()
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game.worldScreen.bottomUnitTable.selectUnit()
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}
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fun page(delta: Int) {
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val civInfo = city.civInfo
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@ -9,6 +9,7 @@ import com.badlogic.gdx.scenes.scene2d.*
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import com.badlogic.gdx.scenes.scene2d.actions.FloatAction
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.scenes.scene2d.utils.ClickListener
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import com.badlogic.gdx.utils.Align
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import com.unciv.Constants
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import com.unciv.UncivGame
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import com.unciv.logic.automation.BattleHelper
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@ -23,7 +24,6 @@ import com.unciv.ui.map.TileGroupMap
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import com.unciv.ui.tilegroups.TileSetStrings
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import com.unciv.ui.tilegroups.WorldTileGroup
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import com.unciv.ui.utils.*
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import java.util.concurrent.ConcurrentHashMap
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import kotlin.concurrent.thread
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@ -93,11 +93,10 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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&& previousSelectedUnits.any { it.movement.canMoveTo(tileInfo) }) {
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// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
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addTileOverlaysWithUnitMovement(previousSelectedUnits, tileInfo)
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}
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else addTileOverlays(tileInfo) // no unit movement but display the units in the tile etc.
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} else addTileOverlays(tileInfo) // no unit movement but display the units in the tile etc.
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if(newSelectedUnit==null || newSelectedUnit.type==UnitType.Civilian) {
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if (newSelectedUnit == null || newSelectedUnit.type == UnitType.Civilian) {
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val unitsInTile = selectedTile!!.getUnits()
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if (previousSelectedCity != null && !previousSelectedCity.attackedThisTurn
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&& selectedTile!!.getTilesInDistance(2).contains(previousSelectedCity.getCenterTile())
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@ -137,7 +136,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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Sounds.play(UncivSound.Whoosh)
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if (selectedUnit.currentTile != targetTile)
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selectedUnit.action = "moveTo " + targetTile.position.x.toInt() + "," + targetTile.position.y.toInt()
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if (selectedUnit.currentMovement > 0) worldScreen.bottomUnitTable.selectUnits(selectedUnit)
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if (selectedUnit.currentMovement > 0) worldScreen.bottomUnitTable.selectUnit(selectedUnit)
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worldScreen.shouldUpdate = true
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unitActionOverlay?.remove()
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@ -165,24 +164,25 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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}
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Gdx.app.postRunnable {
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val unitsWhoCanMoveThere = unitToTurnsToTile.filter { it.value!=0 }
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val unitsWhoCanMoveThere = HashMap(unitToTurnsToTile.filter { it.value!=0 })
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if (unitsWhoCanMoveThere.isEmpty()){ // give the regular tile overlays with no unit movement
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addTileOverlays(tileInfo)
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worldScreen.shouldUpdate = true
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return@postRunnable
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}
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val turnsToGetThere = unitsWhoCanMoveThere.values.first()
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val selectedUnit = unitsWhoCanMoveThere.keys.first()
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val turnsToGetThere = unitsWhoCanMoveThere.values.max()!!
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// val selectedUnit = unitsWhoCanMoveThere.keys.first()
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if (UncivGame.Current.settings.singleTapMove && turnsToGetThere == 1) {
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// single turn instant move
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selectedUnit.movement.headTowards(tileInfo)
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worldScreen.bottomUnitTable.selectUnits(selectedUnit) // keep moved unit selected
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for(unit in unitsWhoCanMoveThere.keys) {
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unit.movement.headTowards(tileInfo)
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}
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// worldScreen.bottomUnitTable.selectUnit(selectedUnit) // keep moved unit selected
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} else {
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// add "move to" button if there is a path to tileInfo
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val moveHereButtonDto = if (turnsToGetThere != 0) MoveHereButtonDto(hashMapOf(selectedUnit to turnsToGetThere), tileInfo)
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else null
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val moveHereButtonDto = MoveHereButtonDto(unitsWhoCanMoveThere, tileInfo)
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addTileOverlays(tileInfo, moveHereButtonDto)
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}
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worldScreen.shouldUpdate = true
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@ -211,7 +211,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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if (unit.currentMovement == 0f) unitGroup.color.a = 0.5f
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unitGroup.touchable = Touchable.enabled
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unitGroup.onClick {
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worldScreen.bottomUnitTable.selectUnits(unit)
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worldScreen.bottomUnitTable.selectUnit(unit)
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worldScreen.shouldUpdate = true
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unitActionOverlay?.remove()
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}
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@ -227,27 +227,30 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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val moveHereButton = Group().apply { width = size;height = size; }
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moveHereButton.addActor(ImageGetter.getCircle().apply { width = size; height = size })
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moveHereButton.addActor(ImageGetter.getStatIcon("Movement")
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.apply { color= Color.BLACK; width = size / 2; height = size / 2; center(moveHereButton) })
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.apply { color = Color.BLACK; width = size / 2; height = size / 2; center(moveHereButton) })
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val numberCircle = ImageGetter.getCircle().apply { width = size / 2; height = size / 2;color = Color.BLUE }
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moveHereButton.addActor(numberCircle)
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moveHereButton.addActor(dto.unitToTurnsToDestination.values.first().toString().toLabel().apply { center(numberCircle) })
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val unit = dto.unitToTurnsToDestination.keys.first()
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val unitIcon = UnitGroup(unit, size / 2)
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moveHereButton.addActor(dto.unitToTurnsToDestination.values.max()!!.toLabel().apply { center(numberCircle) })
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val firstUnit = dto.unitToTurnsToDestination.keys.first()
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val unitIcon = if (dto.unitToTurnsToDestination.size == 1) UnitGroup(firstUnit, size / 2)
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else dto.unitToTurnsToDestination.size.toString().toLabel(fontColor = firstUnit.civInfo.nation.getInnerColor()).apply { setAlignment(Align.center) }
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.surroundWithCircle(size / 2).apply { circle.color = firstUnit.civInfo.nation.getOuterColor() }
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unitIcon.y = size - unitIcon.height
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moveHereButton.addActor(unitIcon)
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if (unit.currentMovement > 0)
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moveHereButton.onClick(UncivSound.Silent) {
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UncivGame.Current.settings.addCompletedTutorialTask("Move unit")
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if(unit.type.isAirUnit())
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UncivGame.Current.settings.addCompletedTutorialTask("Move an air unit")
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moveUnitToTargetTile(unit, dto.tileInfo)
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}
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else moveHereButton.color.a = 0.5f
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for (unit in dto.unitToTurnsToDestination.keys) {
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if (unit.currentMovement > 0)
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moveHereButton.onClick(UncivSound.Silent) {
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UncivGame.Current.settings.addCompletedTutorialTask("Move unit")
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if (unit.type.isAirUnit())
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UncivGame.Current.settings.addCompletedTutorialTask("Move an air unit")
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moveUnitToTargetTile(unit, dto.tileInfo)
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}
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else moveHereButton.color.a = 0.5f
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}
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return moveHereButton
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}
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@ -593,7 +593,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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val nextDueUnit = viewingCiv.getNextDueUnit()
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if (nextDueUnit != null) {
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mapHolder.setCenterPosition(nextDueUnit.currentTile.position, false, false)
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bottomUnitTable.selectUnits(nextDueUnit)
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bottomUnitTable.selectUnit(nextDueUnit)
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shouldUpdate = true
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}
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}
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@ -686,7 +686,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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// Deselect Unit
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if (bottomUnitTable.selectedUnit != null) {
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bottomUnitTable.selectUnits()
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bottomUnitTable.selectUnit()
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bottomUnitTable.isVisible = false
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shouldUpdate = true
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return
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@ -46,7 +46,7 @@ class IdleUnitButton (
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unitToSelect.due = false
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tileMapHolder.setCenterPosition(unitToSelect.currentTile.position)
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unitTable.selectUnits(unitToSelect)
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unitTable.selectUnit(unitToSelect)
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unitTable.worldScreen.shouldUpdate = true
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}
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}
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@ -285,7 +285,7 @@ object UnitActions {
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type = UnitActionType.ConstructImprovement,
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isCurrentAction = unit.currentTile.hasImprovementInProgress(),
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action = {
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worldScreen.game.setScreen(ImprovementPickerScreen(tile) { unitTable.selectUnits() })
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worldScreen.game.setScreen(ImprovementPickerScreen(tile) { unitTable.selectUnit() })
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}.takeIf { canConstruct })
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}
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@ -443,7 +443,7 @@ object UnitActions {
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uncivSound = UncivSound.Fortify,
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action = {
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unit.fortify()
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unitTable.selectUnits()
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unitTable.selectUnit()
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}.takeIf { unit.currentMovement > 0 })
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if (unit.health < 100) {
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@ -452,7 +452,7 @@ object UnitActions {
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title = UnitActionType.FortifyUntilHealed.value,
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action = {
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unit.fortifyUntilHealed()
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unitTable.selectUnits()
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unitTable.selectUnit()
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}.takeIf { unit.currentMovement > 0 })
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actionList += actionForWounded
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}
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@ -469,7 +469,7 @@ object UnitActions {
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isCurrentAction = isSleeping,
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action = {
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unit.action = Constants.unitActionSleep
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unitTable.selectUnits()
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unitTable.selectUnit()
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}.takeIf { !isSleeping })
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if (unit.health < 100 && !isSleeping) {
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@ -478,7 +478,7 @@ object UnitActions {
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title = UnitActionType.SleepUntilHealed.value,
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action = {
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unit.action = Constants.unitActionSleepUntilHealed
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unitTable.selectUnits()
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unitTable.selectUnit()
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})
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actionList += actionForWounded
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}
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@ -1,5 +1,7 @@
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package com.unciv.ui.worldscreen.unit
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.ui.Image
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@ -28,11 +30,12 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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/** This is in preparation for multi-select and multi-move */
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val selectedUnits = ArrayList<MapUnit>()
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/** Sending no units clears the selected units entirely */
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fun selectUnits(vararg units:MapUnit) {
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selectedUnits.clear()
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/** Sending no unit clears the selected units entirely */
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fun selectUnit(unit:MapUnit?=null, append:Boolean=false) {
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if (!append) selectedUnits.clear()
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selectedCity = null
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for (unit in units) selectedUnits.add(unit)
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if (unit != null) selectedUnits.add(unit)
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}
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var selectedCity : CityInfo? = null
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@ -56,7 +59,7 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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deselectUnitButton.add(ImageGetter.getImage("OtherIcons/Close")).size(20f).pad(10f)
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deselectUnitButton.pack()
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deselectUnitButton.touchable = Touchable.enabled
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deselectUnitButton.onClick { selectUnits(); worldScreen.shouldUpdate=true; this@UnitTable.isVisible=false }
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deselectUnitButton.onClick { selectUnit(); worldScreen.shouldUpdate=true; this@UnitTable.isVisible=false }
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addActor(deselectUnitButton)
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}).left()
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@ -86,10 +89,10 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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if(selectedUnit!=null) {
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isVisible=true
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if (selectedUnit!!.civInfo != worldScreen.viewingCiv && !worldScreen.viewingCiv.isSpectator()) { // The unit that was selected, was captured. It exists but is no longer ours.
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selectUnits()
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selectUnit()
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selectedUnitHasChanged = true
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} else if (selectedUnit!! !in selectedUnit!!.getTile().getUnits()) { // The unit that was there no longer exists}
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selectUnits()
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selectUnit()
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selectedUnitHasChanged = true
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}
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}
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@ -192,7 +195,7 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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}
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fun citySelected(cityInfo: CityInfo) : Boolean {
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selectUnits()
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selectUnit()
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if (cityInfo == selectedCity) return false
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selectedCity = cityInfo
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selectedUnitHasChanged = true
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@ -204,28 +207,28 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
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val previouslySelectedUnit = selectedUnit
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if(selectedTile.isCityCenter()
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&& (selectedTile.getOwner()==worldScreen.viewingCiv || worldScreen.viewingCiv.isSpectator())){
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if (selectedTile.isCityCenter()
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&& (selectedTile.getOwner() == worldScreen.viewingCiv || worldScreen.viewingCiv.isSpectator())) {
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citySelected(selectedTile.getCity()!!)
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}
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else if(selectedTile.militaryUnit!=null
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} else if (selectedTile.militaryUnit != null
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&& (selectedTile.militaryUnit!!.civInfo == worldScreen.viewingCiv || worldScreen.viewingCiv.isSpectator())
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&& selectedUnit!=selectedTile.militaryUnit
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&& (selectedTile.civilianUnit==null || selectedUnit!=selectedTile.civilianUnit)) {
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selectUnits(selectedTile.militaryUnit!!)
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}
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else if (selectedTile.civilianUnit!=null
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&& selectedTile.militaryUnit!! !in selectedUnits
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&& (selectedTile.civilianUnit == null || selectedUnit != selectedTile.civilianUnit)) {
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if (Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT)) selectUnit(selectedTile.militaryUnit!!, true)
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else selectUnit(selectedTile.militaryUnit!!)
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} else if (selectedTile.civilianUnit != null
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&& (selectedTile.civilianUnit!!.civInfo == worldScreen.viewingCiv || worldScreen.viewingCiv.isSpectator())
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&& selectedUnit!=selectedTile.civilianUnit) {
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selectUnits(selectedTile.civilianUnit!!)
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} else if(selectedTile == previouslySelectedUnit?.currentTile) {
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&& selectedUnit != selectedTile.civilianUnit) {
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selectUnit(selectedTile.civilianUnit!!)
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} else if (selectedTile == previouslySelectedUnit?.currentTile) {
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// tapping the same tile again will deselect a unit.
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// important for single-tap-move to abort moving easily
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selectUnits()
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selectUnit()
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isVisible = false
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}
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if(selectedUnit != previouslySelectedUnit)
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if (selectedUnit != previouslySelectedUnit)
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selectedUnitHasChanged = true
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}
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