* City buttons support right-click / long-press to enter CityScreen directly
* City r-click: Rename helper and UI tips
* City capitalization follows getCurrentTutorialTask precedent
* City capitalization change applied to existing translation keys
* Revert "City capitalization change applied to existing translation keys"
This reverts commit c3638a0daf.
* Revert "City capitalization follows getCurrentTutorialTask precedent"
This reverts commit b618f4cae3.
* City capitalization in new text follows getCurrentTutorialTask precedent
* Added escort button
* Added basic escort movement
* Improved escort movement
* Swapping breaks escorting
* Added stop escorting button
* Added link icon to unit
* getDistanceToTiles() now automatically includes escorting
* Multi-turn movement with different units works somewhat
* Escorting units persist to escort across saves
* Escorting units are only idle if their partner unit is idle as well
* Fixed multi-turn escort movement where one unit has more movement points left over
* Added basic tests
* Added a test for formation idle units
* Added some basic movement tests
* Added some canMoveTo tests
* getDistanceToTiles only caches when includeEscort is true
* added getDistanceToTiles test
* An entire commit to remove one line of white space just for you! And yes, there are no semi-colons;
* Added translations
* Added more stopEscorting() calls when the unit is removed
* Added extra comments and refactoring
* Refactored removeAllTilesNotInSet to use a mutableIterator
* Refactored code based on review
* Refactored removing tiles in PathsToTilesWithinTurn that aren't in another PathsToTilesWithinTurn
Allow Barbarians to create units that must set up to ranged attack, unless specifically forbidden by the relevant unique
Since we have a unique for this explicit purpose, we no longer need this extra prevention for Barbarian unit types.
* Respect hidden modifier in a nation's unique improvements display
* Respect hidden modifier in the Unhappiness stat overview
* No auto-icons for an ExpanderTab title
* Terraforming!
* comment
* whoops
* And better tests, that actually output text.
* SomeTrog caught this doc error :)
* Fix natural wonder placement, it better belongs with base terrain
Also, normalize tiles to ruleset after plonking a new terrain
* Out Of Cheese Error, Redo From Start
- Only terrains, no improvements - one problem at a time
- Fit new functional trigger format
- Respect occursOn
- Teleport units out of tiles if they can't pass through (nat wonders for example)
- No need for terrainFeature unique parameter
- Tested with "Turn this tile into a [Grand Mesa] tile <for [0] movement>", "Turn this tile into a [Forest] tile <for [0] movement>" uniques
* Don't allow city tiles to turn into water/wonders etc kudos @SomeTrog
* Right-click external links to copy url
* Add hint about right-clicking links to UI Tips tutorial
* Add wiki link to about and centralize repo/wiki external link bases
Tested with "Adopt [Legalism] <for [0] movement>" - it allows me to click once, adopting the policy, but not a second time since the policy is already adopted thus the trigger function is null
* Mayan Long-Count unlock: Match translation template and existing translations to actual notification
* A TFW run adds another empty line at the end...
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Add triggers in CityConstructionsTable so we can call cityScreen.update()
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Add triggers in CityConstructionsTable so we can call cityScreen.update()
* Minor style cleanups
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Minor style cleanups
* GreatPersonPointsBreakdown class and logic use
* Minor comment
* Fix untrue wiki claim that civilopediaText color accepts names
* GreatPersonPointsBreakdown UI available by clicking in the CityStatsTable GPP section
* Two separate assembly lines for two different products of the factory
* One more code-deduplication
* Fix rounding - rounds *up* on x.5
* Clearer display code (but output unchanged)
* Minor comment clarification
* Documentation for Personality json
* whoops, bad link
* Fix inaccurate "double focus" comment
* Fix accidental copy-paste error
* Edit priority text to maybe be clearer
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Add triggers in CityConstructionsTable so we can call cityScreen.update()
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Add triggers in CityConstructionsTable so we can call cityScreen.update()
* Make source object available to RulesetErrorList.add
* Make ruleset available to RulesetErrorList
* Introduce UniqueTarget.MetaModifier - ModifierHiddenFromUsers won't stay alone
* There was no use of prefix without the unique name - fold
* Introduce UniqueTarget.MetaModifier - doc
* Pass context down even inside UniqueValidator, convenience factory for limited RulesetErrorList's
* Clean up RulesetErrorList.of factory
* Reorder parameters of RulesetErrorList.add
* Conditional for building in amount of cities
* fix order of operations
* Deprecate old require in amount cities uniques
* import
* Fix referring to the unique instead of the conditional
* Fix yield message
* I have no clue how this isn't imported, but I'mma assume this translates fine anyways
* Rename text for unique
* revert unique text
* Whoops
* Remove unnecessary puppet check
* Move additional description to it own function
* Split missing city text into its own function
* Move ToDo comment
* flip to be easier to read
* Move onlyAvailable rejections to its own function to be easier to work with
* Add in the word "of"
* Allow tests to discard console output selectively, by default collect and discard unless result is failure
* Fix debug change and a little source clarification
* Barebones implementation
* Personality Policy branch
* Initial addtions to Victory.Focus based changes
* Have no focus or personality if human
* Add getter/setter for easier access to focuses
* Add scaled value to various areas
* Make getPersonality non null to simplify checks
* Forgot to add in changes to the base class
* Ugly code to add in Personality preferred victory type. Not sure how to make it cleaner
* Fix typo
* Early return Faith building choice
* Change set concatination to listOf
* fix missing equal sign
* vals for getPersonality
* Remove unnecessary parenthesis
* Early return the other buildings as well
* Some linting and renames