* Add another confirmation when buying a religious unit in a city that doesn't follow a religion founded by the city's civ.
* There's other stuff that can be purchased with Faith. Better to use UniqueType.Religious unit I guess.
* Add string to template.properties
* One more space to make unit tests happy
* Better template.properties
* Reinsert trailing space
* Introduce Constants entry for "Cancel"
* Redo ConfirmBuyPopup
* Dev console command to tweak religion pressures
* Translation templates and one test
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Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com>
* fractal map type
* repeat create fractal until enough land
* small changes and add map types Lakes and Small Continents
* fix for removing land at edges of hexagonal maps
* readability
* Change per-City GPP points math and separate breakdown (producer w/ source doc) from aggregates (consumer ignoring source)
* Change CityScreen GPP list to not do aggregation itself, but show a breakdown on click
* Change "birth" city for GPP to a ***weighted*** random - no Great Mufties from cities not generating any Mufty points!
* Nicer signature for getGreatPersonPointsBreakdown
* Minor warnings linting and template for Sweden's bonus in the breakdown Popup
* Added check for belief.type
* Removed check for BeliefType.None
Not needed if check beforehand checks for it
* Update RulesetValidator.kt
* Update Belief.kt
* Update Belief.kt
* Tweaked the stat gamespeed conditional
Tweaked the stat gamespeed conditional to accept the resources
* Changed some names
* Fixed a double limit bug
* 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"
* 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)
* Add an "UI tips" civilopedia article
* Improve UI Tips article
Credits to @SomeTroglodyte and Yairm
* More improvements to UI Tips article
Credits to SomeTroglodyte