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* Dynamic mod categories from online query * Move Working string to Constants * Move Mod categories to json * Move Mod categories to json - UI * Move Mod categories to json - initial json
107 lines
3.4 KiB
Kotlin
107 lines
3.4 KiB
Kotlin
package com.unciv
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object Constants {
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const val settler = "Settler"
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const val eraSpecificUnit = "Era Starting Unit"
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const val spreadReligion = "Spread Religion"
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const val removeHeresy = "Remove Foreign religions from your own cities"
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const val english = "English"
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const val impassable = "Impassable"
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const val ocean = "Ocean"
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/** The "Coast" _terrain_ */
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const val coast = "Coast"
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/** The "Coastal" terrain _filter_ */
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const val coastal = "Coastal"
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const val mountain = "Mountain"
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const val hill = "Hill"
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const val plains = "Plains"
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const val lakes = "Lakes"
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const val desert = "Desert"
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const val grassland = "Grassland"
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const val tundra = "Tundra"
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const val snow = "Snow"
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const val forest = "Forest"
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const val jungle = "Jungle"
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const val ice = "Ice"
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val vegetation = arrayOf(forest, jungle)
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// Note the difference in case. **Not** interchangeable!
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// TODO this is very opaque behaviour to modders
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/** The "Fresh water" terrain _unique_ */
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const val freshWater = "Fresh water"
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/** The "Fresh Water" terrain _filter_ */
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const val freshWaterFilter = "Fresh Water"
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const val barbarianEncampment = "Barbarian encampment"
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const val cityCenter = "City center"
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const val peaceTreaty = "Peace Treaty"
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const val researchAgreement = "Research Agreement"
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const val openBorders = "Open Borders"
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/** Used as origin in StatMap or ResourceSupplyList, or the toggle button in DiplomacyOverviewTab */
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const val cityStates = "City-States"
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/** Used as origin in ResourceSupplyList */
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const val tradable = "Tradable"
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const val random = "Random"
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const val unknownNationName = "???"
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const val unknownCityName = "???"
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const val fort = "Fort"
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const val futureTech = "Future Tech"
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// Easter egg name. Is to avoid conflicts when players name their own religions.
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// This religion name should never be displayed.
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const val noReligionName = "The religion of TheLegend27"
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const val spyHideout = "Spy Hideout"
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const val neutralVictoryType = "Neutral"
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const val cancelImprovementOrder = "Cancel improvement order"
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const val tutorialPopupNamePrefix = "Tutorial: "
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const val OK = "OK"
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const val close = "Close"
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const val yes = "Yes"
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const val no = "No"
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const val loading = "Loading..."
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const val working = "Working..."
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const val barbarians = "Barbarians"
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const val spectator = "Spectator"
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const val embarked = "Embarked"
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const val wounded = "Wounded"
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const val rising = "Rising"
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const val lowering = "Lowering"
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const val remove = "Remove "
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const val repair = "Repair"
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const val uniqueOrDelimiter = "\" OR \""
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const val dropboxMultiplayerServer = "Dropbox"
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const val uncivXyzServer = "https://uncivserver.xyz"
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const val defaultTileset = "HexaRealm"
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const val defaultUnitset = "AbsoluteUnits"
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const val defaultSkin = "Minimal"
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/**
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* Use this to determine whether a [MapUnit][com.unciv.logic.map.MapUnit]'s movement is exhausted
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* (currentMovement <= this) if and only if a fuzzy comparison is needed to account for Float rounding errors.
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* _Most_ checks do compare to 0!
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*/
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const val minimumMovementEpsilon = 0.05f // 0.1f was used previously, too - here for global searches
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const val aiPreferInquisitorOverMissionaryPressureDifference = 3000f
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const val defaultFontSize = 18
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const val headingFontSize = 24
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}
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