* Handle subclassing of Events properly
Previously, you could only listen to the exact class
* Add relevant parent classes for the multiplayer events
* Refactor: use the old name as the main name in MultiplayerGameNameChanged event
* Add being able to stop listening to events in the EventBus
* Add tests for EventBus
* Refactor: Extract GameList into standalone file
* Refactor: safeUpdateIf to more generic throttle function
* Refactor: Extract multiplayer UI helper functions into separate file
* Refactor: Extract load/download multiplayer game into logic class from UI
* Make loading a multiplayer game automatically update the in-memory game in OnlineMultiplayer
* Refactor: Extract multiplayer settings into separate object
* Add multiplayer status display
* Fix error with multiplayer games not correctly being cleaned up after successful update
* Prevent loadLatestMultiplayerState() while next turn update is running
* Show "Working..." while waiting for next turn calculations instead of "Waiting for [civ]..."
* Fix race condition while updating online game state
* Fix Right-Click attacks made no sound
* Fix Right-Click attacks made no sound - no UI in logic
* Fix Right-Click attacks made no sound - comments
* Fix Right-Click attacks made no sound - comments
* fixed slider sound playing in some of the tabs
* made "initial" value mandatory to avoid such issues in the future
* initial values now taken from gameParameters
* whitespaces
* Refactor: change GameSaver from singleton to single instance pattern & move autosave logic info GameSaver
Singleton just doesn't make sense anymore when we have to `init(..)` with different arguments, then we should just make a normal class out of it
* Fix not correctly checking for missing external files dir
* Refactor: use more appropriate library method
* Add logging for external files dir
* Added more unit tests for uniques; added missing implementations
* This of course shouldn't go here as there is another function for it
* Stylistic changes
* This generates better unique examples
* Reviews
* Reordered for efficiency
* Reverted improvement percentage bonuses applying to tiles
* Unused import directive
* Unused symbols
* Unnecessary constructions
* Redundant constructions
* Some optimizations
* Java interop issues: a package must match a location
* Collection .count() can be replaced with .size
* Class member can be "private"
* Call chain can be simplified
* Simplified conditions
* Proper use of variables
* Assignment styles
* Corrections after the code review
* Corrections after the code review - part 2
* Code review feedback: get them back to public
* Fix of the bad merging
* Code review: Lost spaces found their homes
* Great General UniqueTyped and improved moddability - draft
* Great General UniqueTyped and improved moddability - reviews
* Great General UniqueTyped and improved moddability - no reason not to cache another
* Integration with JackRainy's solution
* Integration with JackRainy's solution - part 2
* Revert of maxGreatGeneralBonusRadius logic
* Minor refactoring
* Code review: minor refactoring
* Keep the warning for the modders about the obsolete unique
* Code review: Better wording for the unique
Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com>
* Great improvements can again be constructed on forest
This PR fixes a bug where great improvements couldn't be build on
forests/marshes/jungles/etc. It does so by creating a unique which
specifically allows for removing features, and checking for that.
Additionally, we only remove these features when we have the tech to
remove them. For example, you can no longer plonk an Academy down over a
forest without having researched mining.
* Missed the file for vanilla
* Reviews
* Fixed logic
Sometime `TextField.cursorPosition` becomes greater than `TextField.text.length` for unknown reasons
In those cases we need to bring the cursor down to its maximum possible position which is `TextField.text.length`
Otherwise we will get `java.lang.StringIndexOutOfBoundsException` thrown from `kotlin.text.substring`
Not knowing the reason why it happens, I followed the libGDX implementation from here:
e03b757cae/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/TextField.java (L689)
And it seems to have fixed the errors we were getting