Commit Graph

26 Commits

Author SHA1 Message Date
4282cdb626 Better Frigate and Ship of the Line sound (#10693)
* Added a frigate cannon fire volley sound with crashing

* Changed the frigate and ship of the line to use shipCannonVolley.mp3

* Added proper credits

* Renamed "Volly" to "Volley"
2023-12-10 22:59:12 +02:00
8363078371 Connect roads automation (#10631)
* Start on road connect feature.

* Rough UI and tile highlighting

- Highlight visible tiles for selected unit red
-- Maybe change this to all explored tiles
- Move action firing inside WorldMapHolder
- Set begin and end tiles

* Serialize Vector2 instead of Tile

* Add road icon

* Much better UI handling

- Tile highlights go away after choosing a tile
- Added restrictions to allowed tile destination choices.
    - Explored
    - Land
    - Passable
- Added two-tap button

* Refactor part of `onTileClicked` for readability

* Band-aid fix null pointer error

* Add RoadConnection icon

* Tentatively working connect road feature

* AStar search implementation

* AStar connect road automation

* Fix worker getting stuck in city tiles

* Heuristic should be between tiles

* Add heuristic to road connect, remove maxSize limit

* Fix predicates

* Cancel automation when worker is force moved off path

* Change valid/highlighted tiles to be friendly or neutral

* Put log back the way it was

* Fix behavior when kicked off path

* Worker no longer wastes movement points

* Workers will progress multiple tiles at a time towards the next build destination.

* Respect civs with certain tiles as roads

* Refractor ForceAutomateRoadConnection -> AutomateRoadConnection

* Connect road UI button only shows for units with UniqueType.BuildImprovements

* Connect road UI button only show when road tech is unlocked

* Add wagon sound

* Fix destination icon, add KeyboardBinding to 'c'

* UI highlight connect road path tiles orange

* Downsample wagon.mp3

* Apply migration patch, idiomatic sequence processing

* Add notifications on success and failure

* Extract movement cost function to be reusable

* Refactor road pathfinding into MapPathing.kt

* Make pathing calls more general for future extendability

* Add UI road connection tile path preview

* Keep road path highlighting when routing to a city tile

* Adjust road pathing cost function

* Path includes pillaged roads

* Repair pillaged roads along path

* Valid road path tiles now include all passable tiles (open borders)
2023-12-07 09:15:12 +02:00
b5a021cc16 SFX Update - Arrow, Crossbow (New), Metal Hit (#8262)
* Arrow, Crossbow, Metal Hit sound updates

Sourced from pixabay.com
https://pixabay.com/service/license/

* Update Credits.md
2022-12-29 23:20:33 +02:00
1fdbea0a45 Trim Nuke SFX (#8216) 2022-12-24 18:55:21 +02:00
ccf9f1c8b0 Improve city ambient sounds (#7275) 2022-06-23 20:43:41 +02:00
8f53262fc4 CityScreen plays a sound when opened (#7163)
* added sounds to cityScreen

* changes? ..don't know how to name this commit

* removed try block

* improved era1 sound and added slider for city enter sounds

* added Information Era sound

* added Future Era sound

* better option name + translation

* added Atomic Era sound

* normalized sounds

* prevent spam + better era 0 and 1 sounds

* cleanup

* sound improvements to medieval and atomic

* volume now tied to sound effects

* improved information sound

* improved future sound

* sounds now stop if you exit the city screen

* improved Renaissance sound

* now in separate function

* now using the music controller

* better file names

* WLTK day sound + sounds are now configurable in Eras.json

* removed redundant setting and fixed comment

* added PlaySingle

* musicController no longer used

* Gdx.audio.newMusic is now used

* function name

* function are now in their own class

* CitySoundPlayer now has 1 instance in UncivGame and is hooked

* credits

* sounds loop

* loopable sounds

* updated credits

* fixed sound not stopping when changing city without leaving cityScreen

* changed WLTKNew sound

* added toggle for the sounds

* changed WLTK sound, removed music and made all tracks have the same volume

* addressed some of the issues

* addressed more issues

* increased sounds volume + volume slider

* made WLTK sound slightly quieter

* removed entry from Vanilla eras

* revert back to CitySoundPlayer.kt

* no more hooks

* removed unused stuff

* changees

* completly reverted MusicController

* and the MusicTrackChooserFlags

* fixed ESC not stopping sounds

* updated credits to mention the sounds are modified

* dispose()

* removed try block
2022-06-22 09:11:03 +03:00
3e6fc0e22a Add multiplayer turn sound notification (#6995)
* Refactor: Extract methods & reduce code duplication

* Refactor: Rename Sounds to SoundPlayer

* Refactor: Make UncivSound a data class

As far as I can see, UncivSoundConstants served no purpose

* Refactor: Reorder sounds

* Refactor: Split up ExtensionFunctions and move into own package

* Add multiplayer turn sound notification

* Refactor: Remove unnecessary double translation

* Refactor: Reduce code duplication

* Refactor: No if for boolean logic
2022-06-10 16:44:29 +03:00
75ef6f6c8d Changed remove heresy sound effect (#5821) 2021-12-18 20:05:11 +02:00
89ea30af95 Implemented Inquisitors (#4909)
* Added inquisitor unit including image

* Inquisitor now blocks spreading of religions

* Added 'remove heresy' action

* Fixed tests

* Reworded remove heresy unique, updated sprites

* Fix Crash

* Implemented requested changes & fixed a few minor bugs

* Implemented requested changes
2021-08-23 20:26:37 +03:00
8c97e2c6fc Improve horse sound (#4849)
* Improve horse and construction sound

* Update Credits.md

* Convert to mp3

* Delete construction.ogg

* Improve horse sound

By https://freesound.org/people/Kubuzz/sounds/347036/

* Update Credits.md

* Bring back to old "construction" sound

* Update Credits.md
2021-08-17 13:51:58 +03:00
f54c76ec42 'Swap units' sound replaced (#4501) 2021-07-13 17:38:38 +03:00
d909143a34 'Swap units' sound and more attack sounds (#4379) 2021-07-05 11:31:13 +03:00
a69776cafa The GDR needs an impressive attack sound. (#4317)
* The GDR needs an impressive attack sound.

* The GDR needs an impressive attack sound - alt

* The GDR needs an impressive attack sound - alt2
2021-06-30 20:41:43 +03:00
55f943f428 Fix two sound credits - missing file (#4026) 2021-05-31 12:17:02 +03:00
a51978c960 Smaller mp3's for the new files from #4013 (#4019) 2021-05-30 18:53:13 +03:00
589ed4e423 Sound upgrade - enable BaseUnit.attackSound, a few extras (#4013) 2021-05-30 10:18:42 +03:00
1ace4bcf3a Normalized "Buy" and "Fortify" sounds, so they're not overly loud 2020-05-11 23:11:18 +03:00
dbbfd13486 Music now downloads on another thread to not harm the user experience
Removed unused "Username" string
2019-10-31 09:40:50 +02:00
9dee9f8256 Can now download background music for the game through the Options menu =D 2019-10-30 23:31:16 +02:00
a1a2b89949 Added various attack sounds, for different types of units 2018-12-18 22:32:04 +02:00
30734c7287 Changed the basic click because the other one decided to stop working 2018-12-17 19:37:00 +02:00
94fd43f422 Added icon for lakes
Added more sound effects
Added Leaning Tower of Pisa
2018-12-17 19:00:45 +02:00
3edc95dd3e Added whoosh sound when telling units to move 2018-12-17 14:46:01 +02:00
319cfd1fe9 Added sound effect for purchasing constructions and tiles 2018-12-17 13:24:48 +02:00
fd2d55876d Added unique sound effects for multiple actions 2018-12-17 13:11:50 +02:00
82f9f64fab Added first sound effect, and sound effect volume control settings
As of now, every single button in the game has the same click sound, but that will change
2018-12-17 11:45:24 +02:00