* Triggered uniques currently come from researching techs, adopting policies, and building buildings.
This adds a third way of triggering uniques, by attaching them to units with a "by consuming this unit" conditional, which will be added as a possible unit action.
So for example, "[amount] Free Technologies <by consuming this unit>", "Reveals the entire map <by consuming this unit>" etc.
* Added a new uniquetype for triggerable uniques, to make them separate from regular global uniques, so that triggerable uniques can become unit uniques when necessary
* And added translations so the tests will pass
* Step 1 of saving terrain features as a transient - move all terrainFeature changes to new 'addTerrainFeature' and 'removeTerrainFeature' functions
This also included slight rewriting of functions for clarity, but NO functional changes.
Even though there's some logic that I would definitely change, this PR isn't the place for that.
* Fixed tests
* Initial attempt
* Allow Ranged to move into unguarded Civilian Unit
* Comment for clarity
* Fix unit test so that it doesn't segfault and checks you can't move into military units
* Unify that all units can move on to (and through) unguarded civilians that you are at war with
Add TileInfo.getUnguardedCivilian() to quickly respond if there is an unguarded Civilian on the tile
Something is bugged in movement code
* Fix MapUnit.moveThroughTile() so that it doesn't segfault by fixing getUnguardedCivilian()
* captureCivilianUnit() call is now redundant in postBattleMoveToAttackedTile() since canMoveTo() will now return true and capture will happen during the moveToTile() call
* Add check so Civilian Units don't capture other Civilians
* Change logic to isMilitary()
Co-authored-by: temurakami <spellman23@gmail.com>
* Fox naval unit Landind penalty is for attacking on to land
* Only Land unit should have Boarding penalty
* Unbreak logic
Co-authored-by: itanasi <spellman23@gmail.com>
Fixed icon and text for resource stats improvements in Improvement Civilopedia pages
Fixed 'null' for improvement picker for some resource-only improvements
Instead of expanding the existing 'requires building' unique to units and adding limiters, it's both easier and more generalizable to add conditionals for cities with and without certain buildings to replace the uniques entirely
* Add Amphibious penalty to Land attacking into Water and vice versa
* Replace Landing with Amphibious in all translation files
* Fix trailing whitespace
* Revert translation files
* Change working of Amphibious
Set penalty to Landing and Boarding
* Type-ify Unique and add Depreciated
Add Promotion to Melee Naval
Add exception that Landing penalty is NOT against cities
* Fix Vanilla
* Rename to Landing Party
Icon doesn't work
* Properly regenerated game.atlas/game.png
Co-authored-by: itanasi <spellman23@gmail.com>
- "Resources" in city-state diplomacy screen
- "When Friends"/"When Allies" in same
- "Enhance religion"
- "Choose a Religion" in religion screen
- Religion name in religion screen
- Translated drilldown items in city screen
- "null for wheat" in improvement Civilopedia entry
- "Type" and others in city-state civilopedia entry
- Requires more population
- Religious
- "Requires" in Policy civilopedia text
- "for" in improvement civilopedia text
- Untranslated conditionals in battle table (listed as "when fighting in [tileFilter] tiles")
This is guaranteed to not cycle endlessly thanks to the added test
Checked by having 2 uniques' deprecation text reference each other and it failed as expected
* Unified "X is only available under Y conditions" into a single unique
There were a few problems with existing uniques - they weren't really composable, the offered things they didn't keep, etc
For example, "Incompatible with [policy/tech/promotion]", UniqueTarget.Policy, UniqueTarget.Tech, UniqueTarget.Promotion. In fact, promotions only checked promotion incompatibility, promotions - promotion incompat, etc
Additionally, with a few more changes, this could cover several other uniques - "Hidden until [amount] social policy branches have been completed", "Requires at least [amount] population", perhaps others
I have to say I think conditionals are the best thing ever and they make amazing composability possible :)
* Autoupdate correctly recognizes parameters
Updated ruleset jsons
* Deprecation texts should be allowed to forward to other deprecated uniques so we only need to change the leaves when introducing new uniques, not go through the whole tree
* Arbitrary conditionals can become timed conditionals!
triggerCivwideUniques is activated in 3 situations:
- Tech complete
- Policy adopted
- Building complete
So for each of the unique containers for these I added a catch saying 'if this unique is a temporary unique then don't save it yourself
This has been lying around in todos for a while and generalizes one of the nasty hardcoded messes that I hate about Civ V. Why would you introduce ONE timed effect in the whole game?! You can use them all the time like Humankind or never use them like Civ IV, but why have just one whyyy
One more thing in this PR, that needed to be solved by the by, is allowing parameters to have a '2' on the end so we can autoreplace multiple parameters of the same type.
Using a regex is slightly more inefficient, but since this is A. only used once per UniqueType.kt, and B. allows us to have as many 'amount's as we want which is important if we have a lot of conditionals, I feel this is justified.
* Fixed comments from PR
* Techs with these kinds of conditional bonuses exist in Civ IV and VI
* Phrasing can now include long-term benefits :)
* Capitalization
* Triggered uniques now subject to conditionals
* Removed extraneous parameter
* Conditional placement
* Updated uniques.md to better phrasing
* Typified Obsolete unique, made luxury resources obsoletable
Things that were luxuries in the past become uninteresting as time goes on
* Unified obsolescence handling for buildings, improvements and resources
* Obsolete icons have their x's in the right place
* All images &c are done - we have the skeleton of the mod in place!
* Revert "All images &c are done - we have the skeleton of the mod in place!"
This reverts commit 61553c17
We should probably have a dictionary of "original string to actual string" where orFallback only actually runs if the key isn't in the dictionary yet, otherwise it returns the stored value
* Find all replaceable uniques, generate replacement text, check for compatibility, and replace!
All of the work up until now has lead up to this point - since we already know what's out and what to replace it with, we can do 90%+ of the work ourselves and spare the sanity of our modders
For an example run:
- Download your favorite mod
- Check its deprecated uniques in the options menu
- Run the autoupdater from the same menu
- See how they disappear
- Bask in the glory
* A few unreplaced uniques raised problems in some of the replacement texts
* Old unusable deprecated uniques are suddenly important again, because they can help autoupdate mods!
I'm wondering if to remove outdated mods entirely from the uniques.md, since they're going to keep accumulating
* Padding for the 'autoupdate' button
* Only display autoupdate button if there are unique to update
Also, fixed some of the revived deprecated unique's replacement text thanks to fancy new tests :)
Tech uniques autoupdate!
* Toast now pops correctly, added translation entries
* Change options mod checking to check each mod individually, part 1 - change cell to table
* Mod checker now posts each mod separately by posting a new runnable each time one has completed
* Each mod now has its own expandertab so you don't need to scroll endlessly if you have a lot of mods
* Only enable 'check against vanilla' mod checkbox after all mods have been checked
* Added unique to convert terrain to other terrain if adjacent to something
Terrain converting to other terrain when adjacent to rivers was using hardcoded stuff, so I un-hardcoded it
I thought I could use this to replace the 'coast' hardcoding, and if it wasn't for the maxCoastExtension then I could.
Modders CAN therefore add their own coast (Lava tiles and Ash tiles I dunno) but it will only be for directly close terrains.
This enables Deciv Redux to spawn huge maps.
* Also for Vanilla, which apparently had a different number of tabs than G&K for no apparent reason.
* Apparently terrain name wasn't a uniquetype yet
(cherry picked from commit 593fc257b5)