* Fixed a rare bug where in one-more-turn mode after conquering all other civs, players could be asked to vote, despite having no one to vote for
* Removed code duplication
* Fixed a bug where bonusses applying 'in friendly tiles' would not apply
* Reworded something so it actually makes sense
* Fixed capitalization error leading to autocracy complete bonus no longer working
* Fixed save serialization errors and finally correctly implemented the time limit for autocracy bonus
* Made value const and static
* Show arrows on map for unit actions.
* Don't wrap arrows unless world wrap is actually enabled.
* Fix transported air units always being treated like teleports.
* Simple reviews.
* Separate movement arrow visibility checks from WorldScreen.
* Assets for map arrows overlay.
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Show arrows on map for unit actions.
* Don't wrap arrows unless world wrap is actually enabled.
* Fix transported air units always being treated like teleports.
* Simple reviews.
* Separate movement arrow visibility checks from WorldScreen.
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Converted the time victory drop down to a slider, idea courtesy of SomeTroglodyte
* Added a score breakdown to stat overview screen
* Removed score factors with value 0 & applied SomeTroglodyte's patch
* Removed 2000 max turns, should never be reached anyways
* Added a score calculation
* Added the score in multiple places of the UI
* Added time victory and a max turns
* Made time victory functional
* Added translation files
* Add new crash handler and error reporting screen.
* Minor cleanup.
* Word choice.
* Rename `SafeCrashStage` to `CrashHandlingStage`.
* Reviews.
* Reference stack traces in comments for thread and postRunnable exceptions.
* Remove excessive line breaks, superfluous .apply{}.
* Changed 'in [tileFilter] tiles' to also apply outside of combat
* Changed unique docs writer to also sort applicables, so these are also not regenerated constantly
* Fixed an infinite loop where foreign legion upgraded to the unit it replaced
* Changed the wrong variable
* Maybe it is useful to also change its unlock tech
* Whoops, should only be for non-null values
* Add new UniqueType.NoMaintenance to support Guided Missile
* revert gradle
Add UnitMaintenanceDiscount
Rename UnitMaintenanceDiscount->UnitMaintenanceDiscountGlobal
Rework maintenance equation to account for overlapping reductions
Add maintenance variable to MapUnit
* Add square brackets in string (apparently didn't check in?)
More robust uniques check code so not assuming only one matching unique
Use toPercent()
* Proper toPercent() math
* Use fixed point Long to help in sorting to avoid float bug?
* Use fixed point Long to help in sorting to avoid float bug?
Co-authored-by: temurakami <spellman23@gmail.com>
* Added necessary utils
Added the FileNotFoundException which is also part of #5593
* Added preview download to MultiplayerScreen
* Added preview download to TurnChecker
* Fixed uncomplete commit
* Removed debug print in MultiplayerScreen
* First pull request to add missionaries and inquisitors
* First pull request to add missionaries and inquisitors
* First pull request to add missionaries and inquisitors
* First pull request to add missionaries and inquisitors
* Ai choice
* some fixes
* some fixes
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* adding a system for the ai to buy with faith
* finally done
* finally done
* some fixes
* some fixes
* some fixes
* some fixes
* some fixes
* some fixes
* some fixes
* Add support to UniqueType.MaxNumberBuilding (including rejectionReasons)
Add Recycling Center entry to JSON
Need Graphical Icon
* Fix typo
Add TODO
* adding Recycling Center icon
* Credit update for icon
Rephrase Rejection text
Updated .atlas and .png
Add code to block showing Recycling Center
* Fix using placeholderText
Set shouldShow to True so iot still appears while under construction but not completed
* Rejection Text now working
Remove debug prints
* Remove odd extra lines
* extra lines
* Remove excessive if statement in shouldBeDisplayed
Reword text. Unique can apply to Buildings and Units
Refactor Signature since not just Buildings
* Adding code to remove building in transferred city
Co-authored-by: temurakami <spellman23@gmail.com>
* Add new UniqueType.NoMaintenance to support Guided Missile
* revert gradle
Add UnitMaintenanceDiscount
Rename UnitMaintenanceDiscount->UnitMaintenanceDiscountGlobal
Rework maintenance equation to account for overlapping reductions
Add maintenance variable to MapUnit
* Add square brackets in string (apparently didn't check in?)
More robust uniques check code so not assuming only one matching unique
Use toPercent()
* Proper toPercent() math
Co-authored-by: temurakami <spellman23@gmail.com>
And we can FINALLY remove that ugly double statsPerPopulation check, since we take ALL uniques and filter them by building/wonder type instead of local/nonlocal!
@xlenstra perhaps the lower two new unique types can be replaced with conditionals?
* start position normalization
* assignLuxuries
* City states placement
* city state normalization
* don't consider tiny islands
* also modify the other json since they are duplicated now
* Copied files for Gods & Kings folder
* Added G&K and unified with mods in dropdown
* Split the baseruleset from the mods list in game parameters
* Mod links are checked again when selecting a mod
* The new map editor screen now also uses the base ruleset
* Updated the ruleset change dialog in the map editor; Fixed a crash
* Refactored some code and fixed some bugs
* It's probably a good idea to actually convert Hanse's to Banks rather than remove them entirely, actually
* Remove checks for the unique as well
* Might as well use the intended function for it too
* Upgrading to LWJGL 3, which is now the default, as of LibGDX 1.10.1
MacOS running problem solved by adding JVM args to desktop build.gradle
Should resolve#5601
* Apparently, keyTyped is ONLY for character keys. Esc and f12 are non-character keys, so we need to change from keyTyped to keyDown.
How does this affect out ctrl combinations? Dunno yet :) I couldn't find any actual uses in code, but it shouldn't be worse than keyTyped
This commit can be cherry-picked into the master branch as a preparation for the move to lwjgl3
* update for no reason
* bruuhhhhhhhhh
* bruuhhhhhhhhh
* rebase... this probably wont work
* bruuhhhhhhhhh
* fix comments..?
* bruuhhhhhhhhh
* equalize with upstream/master
* made the game not change the text shown in rich presence with the current language, added a language override functionality to String.tr() which is probably inefficient as hell, also the reason why i had to keep the .tr in leader name is because it showed the parantheses
* i have no idea why github or git keeps bugging me on this but this line randomly appears then disappears
* i have no idea why github or git keeps bugging me on this but this line randomly appears then disappears
* revert changes to .tr(), use what @yairm210 suggested
* Show notif to cycle through resource tiles when tapping on icon in Resource Overview.
* Make resource reveal notification more configurable, and move completely to `GameInfo`.
* Make resource reveal notification loop through all explored tiles, instead of just visible tiles.
* Have resource discovery notif cycle through matching CS centers for CS-only Luxuries.
* Remove commented lines.
* Remove extra comma.
* Use Sequence in resource notif.
* 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