* 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I'm wondering if to remove outdated mods entirely from the uniques.md, since they're going to keep accumulating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
* 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)
* Update Spanish.properties (#6082)
* Update Spanish.properties
the only thing i didn't translate were the names of the cities if you have any problem contact me on discord like: lostxxxxx
* Update Spanish.properties
problem solved
* Update Japanese translation (#6075)
* Update Japanese.properties
* Update Japanese.properties
* Update Italian.properties (#6074)
Co-authored-by: Hello200000 <98656089+Hello200000@users.noreply.github.com>
Co-authored-by: yuracla <89312848+yuracla@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
* Gradle build tools upgrade
Apparently the magic is rewriting a specific line in the Android build file and downloading Android SDK 30.0.3
* Added wiki change, isn't that nice :)
* Added a json file for unhappiness effects
* Change existing code to handle these effects
* Made a weird and unexpendable way to add unhappiness effects to the civilopedia
* Add the default unhappinesseffects to mods without the json
* Added revolts when at very low happiness
* Renamed a few often-used functions
* Added a file for uniques that are always active
* Fixed tests
* Nullifies [Food] -> Nullifies Growth
* Typed some uniques, etc.
* Missed a few square braces
* Missed a parameter
* Missed another parameter
* Made a conditional, spelling, added check to `isStatRelated`
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Typified some building uniques
I noticed that the code allows "[stats] from every [buildingFilter]" but the UniqueType was limited to "[stats] from every [buildingName]", so now that that's available we don't actually need the "[stats] from every Wonder" unique :)
* buildings-only unique moved to buildings section
* Make unknown nation placeholder translatable.
* Make MultiplayerScreen help button clearer and translatable.
* Use `Constants.spectator` more.
* Make random/unknown nation icon translatable.
The NewGameScreen was written by a past version of myself that had no idea how to handle threading, and thus was extremely strange. Checking an object _on render_ and if it's set then activate? Totally clueless.