* Should resolve#5534 and the long-standing request of "move after automate" by separating the automated movement from the actual end of turn
* Added translation
* Automated units move in a separate thread to avoid UI freezing
* no new camps in 4 tiles for 15 turns after cleared
* can't spawn land units on water or vice versa, unit choice
* UniqueType.MustSetUp
* sometroglodyte's fixes
* Added MultiplayerGameInfo
* Added usage of MultiplayerGameInfo
* Integrate MultiplayerGamInfo into GameInfoPreview
* Replaced MultiplayerGameInfo with GameInfoPreview
* Correction in function docs
* PR cleanup
* Added currentTurnStartTime from merge
* Fixed resign not propagating to preview
* Made some improvements to the religion UI
* Added translatable strings
* Added some pretty colors - code based on code provided by SomeTroglodyte way back
* I hate spaces
* Moar colourz
* Fixed a bug where great prophets gained through non-conventional means did not receive bonus spreads provided by wonders
* Fixed overextended indentation
* Add some very small Quality-of-Life improvements for multiplayer games
- GameInfo.kt
- Add timestamp for the start of the last turn to save info, hopefully
this will enable a multiplayer turn timer in the near future
- MultiplayerScreen.kt
- Current turn indicator for multiplayer games now shows for how long it
has been the current player's turn.
- WorldScreen.kt
- Next Turn Action will display which player we are waiting for rather
than the generic "Waiting for other players..."
* Update text for translations and add better elapsed times
template.properties
- Add translation templates for waiting turn information
German.properties
- Provide German translation for waiting turn info
Japanese.properties
- Provide Japanese translation for waiting turn info
MultiplayerScreen.kt
- Add translation brackets for waiting turn info
- Add a function which determines whether to represent
elapsed time in Minutes, Hours, or Days (and does so)
WorldScreen.kt
- Add translation brackets for waiting turn info
* Fix line translated endings as per request
MultiplayerScreen.kt
- Translation for the "Last refresh:/Current Turn:" display no longer
includes line endings
- "Last refresh:/Current Turn:" display now uses LF line endings only
* Show generic "Waiting for" message in single player
WorldScreen.kt
- Place an additional condition for getNextTurnAction which selects the
generic "Waiting for" message in single player and the civ-specific
one in multiplayer
Co-authored-by: Colin S. Vanden Heuvel <colin.vandenheuvel@wisc.edu>
* Added conditionals & enumified improvement stat uniques
* Enumified all the other uniques
* Fixed bug where improvemen stat icons didn't show up in tech tree & reviews
* City construction speedup with caching stats from tiles
* Reduced cityStats.update to only one cityConstructions.getStats() call, improving performance by another 30% approx
Movement bugs are hard. So hard, in fact, that most of this commit is just adding the "amount of movement left after attacking" so I could ensure that there wasn't a problem in the "calculating attackable tiles" part. The actual fix is in UnitMovementAlgorithms.
Building uniques applying to all cities, such as Temple of Artemis and Sistene Chapel would apply their bonus twice to the city they were build in.
This was a result of it both being found as a non-local unique due to it having an effect outside the city and thus being classified as wonder,
and as a building, as it was built in the city and had an effect on it.
This patch is _untested_ and only a band-aid.
The real solution would be to start using the sources of uniques saved in the uniques themselves to classify were uniques are received from.
Implementing this is somewhere on my todo-list, but due to uni won't happen anytime soon.