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https://github.com/yairm210/Unciv.git
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Fix Right-Click attacks made no sound (#6906)
* Fix Right-Click attacks made no sound * Fix Right-Click attacks made no sound - no UI in logic * Fix Right-Click attacks made no sound - comments * Fix Right-Click attacks made no sound - comments
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@ -94,7 +94,7 @@ object BattleHelper {
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fun containsAttackableEnemy(tile: TileInfo, combatant: ICombatant): Boolean {
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if (combatant is MapUnitCombatant && combatant.unit.isEmbarked() && !combatant.hasUnique(UniqueType.AttackOnSea)) {
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// Can't attack water units while embarked, only land
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if (tile.isWater || combatant.isRanged())
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if (tile.isWater || combatant.isRanged())
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return false
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}
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@ -102,7 +102,7 @@ object BattleHelper {
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if (tileCombatant.getCivInfo() == combatant.getCivInfo()) return false
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if (!combatant.getCivInfo().isAtWarWith(tileCombatant.getCivInfo())) return false
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if (combatant is MapUnitCombatant &&
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if (combatant is MapUnitCombatant &&
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combatant.unit.hasUnique(UniqueType.CanOnlyAttackUnits) &&
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combatant.unit.getMatchingUniques(UniqueType.CanOnlyAttackUnits).none { tileCombatant.matchesCategory(it.params[0]) }
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)
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@ -117,7 +117,7 @@ object BattleHelper {
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// Only units with the right unique can view submarines (or other invisible units) from more then one tile away.
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// Garrisoned invisible units can be attacked by anyone, as else the city will be in invincible.
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if (tileCombatant.isInvisible(combatant.getCivInfo()) && !tile.isCityCenter()) {
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return combatant is MapUnitCombatant
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return combatant is MapUnitCombatant
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&& combatant.getCivInfo().viewableInvisibleUnitsTiles.map { it.position }.contains(tile.position)
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}
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return true
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@ -169,4 +169,4 @@ object BattleHelper {
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return enemyTileToAttack
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}
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}
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}
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@ -27,30 +27,51 @@ import kotlin.math.min
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*/
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object Battle {
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/**
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* Moves [attacker] to [attackableTile], handles siege setup then attacks if still possible
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* (by calling [attack] or [NUKE]). Does _not_ play the attack sound!
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*/
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fun moveAndAttack(attacker: ICombatant, attackableTile: AttackableTile) {
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if (attacker is MapUnitCombatant) {
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attacker.unit.movement.moveToTile(attackableTile.tileToAttackFrom)
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/**
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* When calculating movement distance, we assume that a hidden tile is 1 movement point,
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* which can lead to EXCEEDINGLY RARE edge cases where you think
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* that you can attack a tile by passing through a HIDDEN TILE,
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* but the hidden tile is actually IMPASSIBLE so you stop halfway!
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*/
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if (attacker.getTile() != attackableTile.tileToAttackFrom) return
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/** Alternatively, maybe we DID reach that tile, but it turned out to be a hill or something,
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* so we expended all of our movement points!
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*/
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if (attacker.unit.currentMovement == 0f)
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return
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if (attacker.hasUnique(UniqueType.MustSetUp) && !attacker.unit.isSetUpForSiege()) {
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attacker.unit.action = UnitActionType.SetUp.value
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attacker.unit.useMovementPoints(1f)
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}
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}
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if (!movePreparingAttack(attacker, attackableTile)) return
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attackOrNuke(attacker, attackableTile)
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}
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/**
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* Moves [attacker] to [attackableTile], handles siege setup and returns `true` if an attack is still possible.
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*
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* This is a logic function, not UI, so e.g. sound needs to be handled after calling this.
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*/
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fun movePreparingAttack(attacker: ICombatant, attackableTile: AttackableTile): Boolean {
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if (attacker !is MapUnitCombatant) return true
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attacker.unit.movement.moveToTile(attackableTile.tileToAttackFrom)
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/**
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* When calculating movement distance, we assume that a hidden tile is 1 movement point,
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* which can lead to EXCEEDINGLY RARE edge cases where you think
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* that you can attack a tile by passing through a HIDDEN TILE,
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* but the hidden tile is actually IMPASSIBLE so you stop halfway!
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*/
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if (attacker.getTile() != attackableTile.tileToAttackFrom) return false
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/** Alternatively, maybe we DID reach that tile, but it turned out to be a hill or something,
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* so we expended all of our movement points!
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*/
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if (attacker.hasUnique(UniqueType.MustSetUp)
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&& !attacker.unit.isSetUpForSiege()
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&& attacker.unit.currentMovement > 0f
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) {
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attacker.unit.action = UnitActionType.SetUp.value
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attacker.unit.useMovementPoints(1f)
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}
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return (attacker.unit.currentMovement > 0f)
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}
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/**
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* This is meant to be called only after all prerequisite checks have been done.
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*/
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fun attackOrNuke(attacker: ICombatant, attackableTile: AttackableTile) {
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if (attacker is MapUnitCombatant && attacker.unit.baseUnit.isNuclearWeapon())
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return NUKE(attacker, attackableTile.tileToAttack)
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attack(attacker, getMapCombatantOfTile(attackableTile.tileToAttack)!!)
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NUKE(attacker, attackableTile.tileToAttack)
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else
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attack(attacker, getMapCombatantOfTile(attackableTile.tileToAttack)!!)
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}
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fun attack(attacker: ICombatant, defender: ICombatant) {
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@ -98,9 +119,9 @@ object Battle {
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if (defender.getCivInfo().isBarbarian() && attackedTile.improvement == Constants.barbarianEncampment)
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defender.getCivInfo().gameInfo.barbarians.campAttacked(attackedTile.position)
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postBattleNationUniques(defender, attackedTile, attacker)
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// This needs to come BEFORE the move-to-tile, because if we haven't conquered it we can't move there =)
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if (defender.isDefeated() && defender is CityCombatant && attacker is MapUnitCombatant
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&& attacker.isMelee() && !attacker.unit.hasUnique(UniqueType.CannotCaptureCities)) {
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@ -316,7 +337,7 @@ object Battle {
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attacker.unit.healBy(amountToHeal)
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}
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}
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/** Places a [unitName] unit near [tile] after being attacked by [attacker].
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* Adds a notification to [attacker]'s civInfo and returns whether the captured unit could be placed */
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private fun spawnCapturedUnit(unitName: String, attacker: ICombatant, tile: TileInfo, notification: String): Boolean {
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@ -332,19 +353,19 @@ object Battle {
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private fun postBattleNationUniques(defender: ICombatant, attackedTile: TileInfo, attacker: ICombatant) {
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if (!defender.isDefeated()) return
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// Barbarians reduce spawn countdown after their camp was attacked "kicking the hornet's nest"
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if (defender.getCivInfo().isBarbarian() && attackedTile.improvement == Constants.barbarianEncampment) {
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var unitPlaced = false
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// German unique - needs to be checked before we try to move to the enemy tile, since the encampment disappears after we move in
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// Deprecated as of 4.0.3
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if (attacker.getCivInfo().hasUnique(UniqueType.ChanceToRecruitBarbarianFromEncampment)
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if (attacker.getCivInfo().hasUnique(UniqueType.ChanceToRecruitBarbarianFromEncampment)
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&& Random().nextDouble() < 0.67
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) {
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attacker.getCivInfo().addGold(25)
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unitPlaced = spawnCapturedUnit(defender.getName(), attacker, attackedTile,"A barbarian [${defender.getName()}] has joined us!")
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}
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// New version of unique
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//
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for (unique in attacker.getCivInfo().getMatchingUniques(UniqueType.GainFromEncampment)) {
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@ -353,7 +374,7 @@ object Battle {
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unitPlaced = spawnCapturedUnit(defender.getName(), attacker, attackedTile,"A barbarian [${defender.getName()}] has joined us!")
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}
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}
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// Similarly, Ottoman unique
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// Deprecated as of 4.0.3
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if (attacker.getCivInfo().hasUnique(UniqueType.ChanceToRecruitNavalBarbarian)
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@ -449,7 +470,7 @@ object Battle {
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) {
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return
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}
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val stateForConditionals = StateForConditionals(civInfo = thisCombatant.getCivInfo(), ourCombatant = thisCombatant, theirCombatant = otherCombatant)
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for (unique in thisCombatant.getMatchingUniques(UniqueType.FlatXPGain, stateForConditionals, true))
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@ -459,7 +480,7 @@ object Battle {
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for (unique in thisCombatant.getMatchingUniques(UniqueType.PercentageXPGain, stateForConditionals, true))
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xpModifier += unique.params[0].toFloat() / 100
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val xpGained = (baseXP * xpModifier).toInt()
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thisCombatant.unit.promotions.XP += xpGained
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@ -481,8 +502,8 @@ object Battle {
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private fun conquerCity(city: CityInfo, attacker: MapUnitCombatant) {
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val attackerCiv = attacker.getCivInfo()
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attackerCiv.addNotification("We have conquered the city of [${city.name}]!", city.location, NotificationIcon.War)
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city.hasJustBeenConquered = true
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@ -610,13 +631,13 @@ object Battle {
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attacker.popupAlerts.add(PopupAlert(AlertType.Defeated, attackedCiv.civName))
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}
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}
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fun mayUseNuke(nuke: MapUnitCombatant, targetTile: TileInfo): Boolean {
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val blastRadius =
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if (!nuke.hasUnique(UniqueType.BlastRadius)) 2
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// Don't check conditionals as these are not supported
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else nuke.unit.getMatchingUniques(UniqueType.BlastRadius).first().params[0].toInt()
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var canNuke = true
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val attackerCiv = nuke.getCivInfo()
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for (tile in targetTile.getTilesInDistance(blastRadius)) {
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@ -761,7 +782,7 @@ object Battle {
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tile.addTerrainFeature("Fallout")
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}
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if (!tile.terrainHasUnique(UniqueType.DestroyableByNukes)) return
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// Deprecated as of 3.19.19 -- If removed, the two successive `if`s above should be merged
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val destructionChance = if (tile.terrainHasUnique(UniqueType.ResistsNukes)) 0.25f
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else 0.5f
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@ -797,13 +818,13 @@ object Battle {
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targetedCity.population.addPopulation(-populationLoss.toInt())
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if (targetedCity.population.population < 1) targetedCity.population.setPopulation(1)
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}
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private fun tryInterceptAirAttack(attacker: MapUnitCombatant, attackedTile: TileInfo, interceptingCiv: CivilizationInfo, defender: ICombatant?) {
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if (attacker.unit.hasUnique(UniqueType.CannotBeIntercepted)) return
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// Pick highest chance interceptor
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for (interceptor in interceptingCiv.getCivUnits()
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.filter { it.canIntercept(attackedTile) }
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.sortedByDescending { it.interceptChance() }) {
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.sortedByDescending { it.interceptChance() }) {
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// defender can't also intercept
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if (defender != null && defender is MapUnitCombatant && interceptor == defender.unit) continue
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// Does Intercept happen? If not, exit
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@ -12,7 +12,7 @@ import java.io.File
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/*
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* Problems on Android
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*
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*
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* Essentially the freshly created Gdx Sound object from newSound() is not immediately usable, it
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* needs some preparation time - buffering, decoding, whatever. Calling play() immediately will result
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* in no sound, a logcat warning (not ready), and nothing else - specifically no exceptions. Also,
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@ -20,14 +20,14 @@ import java.io.File
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* (resource failed to clean up). Also, Gdx will attempt fast track, which will cause logcat entries,
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* and these will be warnings if the sound file's sample rate (not bitrate) does not match the device's
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* hardware preferred bitrate. On a Xiaomi Mi8 that is 48kHz, not 44.1kHz. Channel count also must match.
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*
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*
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* @see "https://github.com/libgdx/libgdx/issues/1775"
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* logcat entry "W/System: A resource failed to call end.":
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* unavoidable as long as we cache Gdx Sound objects loaded from assets
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* logcat entry "W/SoundPool: sample X not READY":
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* could be avoided by preloading the 'cache' or otherwise ensuring a minimum delay between
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* newSound() and play() - there's no test function that does not trigger logcat warnings.
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*
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*
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* Current approach: Cache on demand as before, catch stream not ready and retry. This maximizes
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* logcat messages but user experience is acceptable. Empiric delay needed was measured a 40ms
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* so that is the minimum wait before attempting play when we know the sound is freshly cached
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@ -47,11 +47,11 @@ object Sounds {
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@Suppress("EnumEntryName")
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private enum class SupportedExtensions { mp3, ogg, wav } // Per Gdx docs, no aac/m4a
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private val soundMap = HashMap<UncivSound, Sound?>()
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private val separator = File.separator // just a shorthand for readability
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private var modListHash = Int.MIN_VALUE
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/** Ensure cache is not outdated */
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@ -101,7 +101,7 @@ object Sounds {
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return modList.asSequence()
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.map { "mods$separator$it$separator" } +
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sequenceOf("")
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}
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}
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/** Holds a Gdx Sound and a flag indicating the sound is freshly loaded and not from cache */
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private data class GetSoundResult(val resource: Sound, val isFresh: Boolean)
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@ -113,7 +113,7 @@ object Sounds {
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private fun get(sound: UncivSound): GetSoundResult? {
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checkCache()
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// Look for cached sound
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if (sound in soundMap)
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if (sound in soundMap)
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return if(soundMap[sound] == null) null
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else GetSoundResult(soundMap[sound]!!, false)
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@ -124,7 +124,7 @@ object Sounds {
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// This is essentially a cross join. To operate on all combinations, we pack both lambda
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// parameters into a Pair (using `to`) and unwrap that in the loop using automatic data
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// class deconstruction `(,)`. All this avoids a double break when a match is found.
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folder -> SupportedExtensions.values().asSequence().map { folder to it }
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folder -> SupportedExtensions.values().asSequence().map { folder to it }
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} ) {
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val path = "${modFolder}sounds$separator$fileName.${extension.name}"
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file = Gdx.files.local(path)
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@ -152,10 +152,10 @@ object Sounds {
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*
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* Sources are mods from a loaded game, then mods marked as permanent audiovisual,
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* and lastly Unciv's own assets/sounds. Will fail silently if the sound file cannot be found.
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*
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*
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* This will wait for the Stream to become ready (Android issue) if necessary, and do so on a
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* separate thread. No new thread is created if the sound can be played immediately.
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*
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*
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* @param sound The sound to play
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*/
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fun play(sound: UncivSound) {
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@ -116,29 +116,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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val unit = worldScreen.bottomUnitTable.selectedUnit
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?: return
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launchCrashHandling("WorldScreenClick") {
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val tile = tileGroup.tileInfo
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if (worldScreen.bottomUnitTable.selectedUnitIsSwapping) {
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if (unit.movement.canUnitSwapTo(tile)) {
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swapMoveUnitToTargetTile(unit, tile)
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}
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// If we are in unit-swapping mode, we don't want to move or attack
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return@launchCrashHandling
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}
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val attackableTile = BattleHelper.getAttackableEnemies(unit, unit.movement.getDistanceToTiles())
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.firstOrNull { it.tileToAttack == tileGroup.tileInfo }
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if (unit.canAttack() && attackableTile != null) {
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Battle.moveAndAttack(MapUnitCombatant(unit), attackableTile)
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worldScreen.shouldUpdate = true
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return@launchCrashHandling
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}
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val canUnitReachTile = unit.movement.canReach(tile)
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if (canUnitReachTile) {
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moveUnitToTargetTile(listOf(unit), tile)
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return@launchCrashHandling
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}
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onTileRightClicked(unit, tileGroup.tileInfo)
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}
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}
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})
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@ -202,6 +180,32 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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worldScreen.shouldUpdate = true
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}
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private fun onTileRightClicked(unit: MapUnit, tile: TileInfo) {
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if (worldScreen.bottomUnitTable.selectedUnitIsSwapping) {
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if (unit.movement.canUnitSwapTo(tile)) {
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swapMoveUnitToTargetTile(unit, tile)
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}
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// If we are in unit-swapping mode, we don't want to move or attack
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return
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}
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val attackableTile = BattleHelper.getAttackableEnemies(unit, unit.movement.getDistanceToTiles())
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.firstOrNull { it.tileToAttack == tile }
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if (unit.canAttack() && attackableTile != null) {
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worldScreen.shouldUpdate = true
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val attacker = MapUnitCombatant(unit)
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if (!Battle.movePreparingAttack(attacker, attackableTile)) return
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Sounds.play(attacker.getAttackSound())
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Battle.attackOrNuke(attacker, attackableTile)
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return
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}
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val canUnitReachTile = unit.movement.canReach(tile)
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if (canUnitReachTile) {
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moveUnitToTargetTile(listOf(unit), tile)
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return
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}
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}
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private fun moveUnitToTargetTile(selectedUnits: List<MapUnit>, targetTile: TileInfo) {
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// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
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@ -550,7 +554,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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}
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}
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// Same as below - randomly, tileGroups doesn't seem to contain the selected tile, and this doesn't seem duplicatable
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// Same as below - randomly, tileGroups doesn't seem to contain the selected tile, and this doesn't seem reproducible
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val worldTileGroupsForSelectedTile = tileGroups[selectedTile]
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if (worldTileGroupsForSelectedTile != null)
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for (group in worldTileGroupsForSelectedTile)
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@ -681,7 +685,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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val originalScrollX = scrollX
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val originalScrollY = scrollY
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// We want to center on the middle of the tilegroup (TG.getX()+TG.getWidth()/2)
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// We want to center on the middle of the TileGroup (TG.getX()+TG.getWidth()/2)
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// and so the scroll position (== filter the screen starts) needs to be half the ScrollMap away
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val finalScrollX = tileGroup.x + tileGroup.width / 2 - width / 2
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@ -407,7 +407,7 @@ class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : Bas
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// This is private so that we will set the shouldUpdate to true instead.
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// That way, not only do we save a lot of unnecessary updates, we also ensure that all updates are called from the main GL thread
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// and we don't get any silly concurrency problems!
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internal fun update() {
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private fun update() {
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displayTutorialsOnUpdate()
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@ -16,8 +16,10 @@ import com.unciv.logic.automation.UnitAutomation
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import com.unciv.logic.battle.*
|
||||
import com.unciv.logic.map.TileInfo
|
||||
import com.unciv.models.AttackableTile
|
||||
import com.unciv.models.UncivSound
|
||||
import com.unciv.models.ruleset.unique.UniqueType
|
||||
import com.unciv.models.translations.tr
|
||||
import com.unciv.ui.audio.Sounds
|
||||
import com.unciv.ui.images.ImageGetter
|
||||
import com.unciv.ui.utils.*
|
||||
import com.unciv.ui.worldscreen.WorldScreen
|
||||
@ -84,7 +86,7 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
|
||||
if (defender == null || (!includeFriendly && defender.getCivInfo() == attackerCiv))
|
||||
return null // no enemy combatant in tile
|
||||
|
||||
val canSeeDefender =
|
||||
val canSeeDefender =
|
||||
if (UncivGame.Current.viewEntireMapForDebug) true
|
||||
else {
|
||||
when {
|
||||
@ -251,29 +253,8 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
|
||||
}
|
||||
|
||||
else {
|
||||
attackButton.onClick(attacker.getAttackSound()) {
|
||||
Battle.moveAndAttack(attacker, attackableTile)
|
||||
worldScreen.mapHolder.removeUnitActionOverlay() // the overlay was one of attacking
|
||||
worldScreen.update()
|
||||
|
||||
val actorsToFlashRed = arrayListOf<Actor>()
|
||||
|
||||
if (damageToDefender != 0)
|
||||
actorsToFlashRed.addAll(getMapActorsForCombatant(defender))
|
||||
if (damageToAttacker != 0)
|
||||
actorsToFlashRed.addAll(getMapActorsForCombatant(attacker))
|
||||
fun updateRedPercent(percent: Float) {
|
||||
for (actor in actorsToFlashRed)
|
||||
actor.color = Color.WHITE.cpy().lerp(Color.RED, percent)
|
||||
}
|
||||
worldScreen.stage.addAction(Actions.sequence(
|
||||
object : FloatAction(0f, 1f, 0.3f, Interpolation.sine) {
|
||||
override fun update(percent: Float) = updateRedPercent(percent)
|
||||
},
|
||||
object : FloatAction(0f, 1f, 0.3f, Interpolation.sine) {
|
||||
override fun update(percent: Float) = updateRedPercent(1 - percent)
|
||||
}
|
||||
))
|
||||
attackButton.onClick(UncivSound.Silent) { // onAttackButtonClicked will do the sound
|
||||
onAttackButtonClicked(attacker, defender, attackableTile, damageToAttacker, damageToDefender)
|
||||
}
|
||||
}
|
||||
|
||||
@ -284,6 +265,43 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
|
||||
setPosition(worldScreen.stage.width/2-width/2, 5f)
|
||||
}
|
||||
|
||||
private fun onAttackButtonClicked(
|
||||
attacker: ICombatant,
|
||||
defender: ICombatant,
|
||||
attackableTile: AttackableTile,
|
||||
damageToAttacker: Int,
|
||||
damageToDefender: Int
|
||||
) {
|
||||
val canStillAttack = Battle.movePreparingAttack(attacker, attackableTile)
|
||||
worldScreen.mapHolder.removeUnitActionOverlay() // the overlay was one of attacking
|
||||
// There was a direct worldScreen.update() call here, removing its 'private' but not the comment justifying the modifier.
|
||||
// My tests (desktop only) show the red-flash animations look just fine without.
|
||||
worldScreen.shouldUpdate = true
|
||||
//Gdx.graphics.requestRendering() // Use this if immediate rendering is required
|
||||
|
||||
if (!canStillAttack) return
|
||||
Sounds.play(attacker.getAttackSound())
|
||||
Battle.attackOrNuke(attacker, attackableTile)
|
||||
|
||||
val actorsToFlashRed = arrayListOf<Actor>()
|
||||
|
||||
if (damageToDefender != 0)
|
||||
actorsToFlashRed.addAll(getMapActorsForCombatant(defender))
|
||||
if (damageToAttacker != 0)
|
||||
actorsToFlashRed.addAll(getMapActorsForCombatant(attacker))
|
||||
fun updateRedPercent(percent: Float) {
|
||||
for (actor in actorsToFlashRed)
|
||||
actor.color = Color.WHITE.cpy().lerp(Color.RED, percent)
|
||||
}
|
||||
worldScreen.stage.addAction(Actions.sequence(
|
||||
object : FloatAction(0f, 1f, 0.3f, Interpolation.sine) {
|
||||
override fun update(percent: Float) = updateRedPercent(percent)
|
||||
},
|
||||
object : FloatAction(0f, 1f, 0.3f, Interpolation.sine) {
|
||||
override fun update(percent: Float) = updateRedPercent(1 - percent)
|
||||
}
|
||||
))
|
||||
}
|
||||
|
||||
fun getMapActorsForCombatant(combatant: ICombatant):Sequence<Actor> =
|
||||
sequence {
|
||||
@ -314,17 +332,17 @@ class BattleTable(val worldScreen: WorldScreen): Table() {
|
||||
attackerNameWrapper.add(getIcon(attacker)).padRight(5f)
|
||||
attackerNameWrapper.add(attackerLabel)
|
||||
add(attackerNameWrapper)
|
||||
|
||||
|
||||
val canNuke = Battle.mayUseNuke(attacker, targetTile)
|
||||
|
||||
val blastRadius =
|
||||
if (!attacker.unit.hasUnique(UniqueType.BlastRadius)) 2
|
||||
else attacker.unit.getMatchingUniques(UniqueType.BlastRadius).first().params[0].toInt()
|
||||
|
||||
|
||||
val defenderNameWrapper = Table()
|
||||
for (tile in targetTile.getTilesInDistance(blastRadius)) {
|
||||
val defender = tryGetDefenderAtTile(tile, true) ?: continue
|
||||
|
||||
|
||||
val defenderLabel = Label(defender.getName().tr(), skin)
|
||||
defenderNameWrapper.add(getIcon(defender)).padRight(5f)
|
||||
defenderNameWrapper.add(defenderLabel).row()
|
||||
|
Loading…
x
Reference in New Issue
Block a user