* Fixed policies do not grant production bonus to wonders
* Added multi-filter and tech filter for buildingFilter
* Rectification of the uniques of monument to the gods and marbles
* Fixed mod checker issued warnings regarding the techFilter in Unit and Building Filters.
* Edit Unique-parameters.md
* Undo 'Fixed policies do not grant production bonus to Wonders
* Fix improvements that remove features only not checking for all terrains
* Allow improvements that don't need removal to build without improving resource
* spot the missing import
* Add in tests
* typo
* Assert Forest is still there
* Added a test
* Fixed melee units attack moving into tiles that the escorting unit can't move to
* Added tests
* Update core/src/com/unciv/logic/battle/TargetHelper.kt
---------
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Add variable Movement Cost
* Add new unique and support code
Modification invalidates the CanTransform
Still has debug
* Make UnitActionStatCost unique syntax
Remove debug code
Improve documentation
* Change text so we can add stockpiles later
* Rework into UnitActionModifier
* Clarifying comments
* rename
* remove bad imports
block if no City for Unit
* Add validation check to other UnitAction Uniques
* add requires and all movement
rework requirement check
* Simplify Transform code
* More efficiency. Add to TriggerUnique
* Allow by default Transform to use all movement
* Add variable Movement Cost
* Add new unique and support code
Modification invalidates the CanTransform
Still has debug
* Make UnitActionStatCost unique syntax
Remove debug code
Improve documentation
* Change text so we can add stockpiles later
* Rework into UnitActionModifier
* Clarifying comments
* rename
* remove bad imports
block if no City for Unit
* Add validation check to other UnitAction Uniques
* add requires and all movement
rework requirement check
* Simplify Transform code
* More efficiency. Add to TriggerUnique
* Allow by default Transform to use all movement
* Code cleanup
* Add variable Movement Cost
* Add new unique and support code
Modification invalidates the CanTransform
Still has debug
* Make UnitActionStatCost unique syntax
Remove debug code
Improve documentation
* Change text so we can add stockpiles later
* Rework into UnitActionModifier
* Clarifying comments
* rename
* remove bad imports
block if no City for Unit
* Add validation check to other UnitAction Uniques
* add requires and all movement
rework requirement check
* Simplify Transform code
* More efficiency. Add to TriggerUnique
* Allow by default Transform to use all movement
* Rework into UnitActionModifier
* remove bad imports
block if no City for Unit
* Code cleanup
When entering trade from overview when other player's turn (multiplayer), no longer takes "current player" as trade partner, instead takes "viewing civ"
* Remove Transform requirement checks
* Add back in requirement for OnlyAvailable
New BuildableOnly unique
* Instead of a new unique, expand CanOnlyBeBuiltInCertainCities to instead take conditionals
* Rename to notMetRejections and copy to BaseUnit
Add CanOnlyBeBuiltInSpecificCities to constructionRejectionReasonType
* Setup CanOnlyBeBuiltInCertainCities as depreciated (renamed CanOnlyBeBuiltInCertainCities_dep)
* Redirect Depreciation
* Quick Camel Case rename
* Function renaming and moving Unique to general Construction Uniques
* spelling
* Move Unique. Update Error message
* version
* Added a next turn menu to skip all the next unit actions
* Added a move automated units button
* Added whitespace
* Added unique NextTurnMenu KeyboardBindings
* Minor Quest/QuestManager linting
* Cache Quest and QuestName references and use them
* Nicer randomWeighted and fix UniqueType.ResourceWeighting
* Integrate @soggerr's #10739 - show tied leaders and your position if you aren't leading
* One more lint
* Added ConditionalWhenBetweenStatResource unique
* Currently the ConditionalBetweenHappiness function only applies to Happiness. Wouldn't it be more better if it could also be extended to other stats and resources. 😊
* Resolved the issue with ConditionalWhenAboveStatResource, ConditionalWhenBelowStatResource, and their modified speed versions not functioning properly on city-level stats (food & production).
This new unique has been tested using the following examples:
1. In GlobalUniques.json:
- "[+12]% [Gold] [in all cities] <when between [1] to [100] [Gold]>",
- "[+24]% [Gold] [in all cities] <when between [1] to [100] [Gold] (modified by game speed)>",
2. In Buildings.json:
- "[+12]% [Production] [in this city] <when between [1] to [5] [Production]>",
- "[+12]% [Food] [in this city] <when between [1] to [5] [Food]>",
* Update uniques.md
* Correct english mistake of the new unique
* Refactor checkResourceOrStatAmount function
* Unified all related functions into one