Reduce Mod checker messages for a set of deprecated UniqueTypes (#5370)

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SomeTroglodyte 2021-10-03 10:45:50 +02:00 committed by GitHub
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@ -88,26 +88,26 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget) {
StatBonusForNumberOfSpecialists("[stats] if this city has at least [amount] specialists"), // No conditional support
Strength("[amount]% Strength", UniqueTarget.Unit, UniqueTarget.Global),
@Deprecated("As of 3.17.3", ReplaceWith("[amount]% Strength"), DeprecationLevel.WARNING)
StrengthPlus("+[amount]% Strength"),
StrengthPlus("+[amount]% Strength", UniqueTarget.Unit),
@Deprecated("As of 3.17.3", ReplaceWith("[amount]% Strength"), DeprecationLevel.WARNING)
StrengthMin("-[amount]% Strength"),
StrengthMin("-[amount]% Strength", UniqueTarget.Unit),
@Deprecated("As of 3.17.3", ReplaceWith("[amount]% Strength <vs [unitFilter] units> OR [amount]% Strength <vs cities>"), DeprecationLevel.WARNING)
StrengthPlusVs("+[amount]% Strength vs [combatantFilter]"),
StrengthPlusVs("+[amount]% Strength vs [combatantFilter]", UniqueTarget.Unit),
@Deprecated("As of 3.17.3", ReplaceWith("[amount]% Strength <vs [unitFilter] units> OR [amount]% Strength <vs cities>"), DeprecationLevel.WARNING)
StrengthMinVs("-[amount]% Strength vs [combatantFilter]"),
StrengthMinVs("-[amount]% Strength vs [combatantFilter]", UniqueTarget.Unit),
@Deprecated("As of 3.17.3", ReplaceWith("[amount]% Strength"), DeprecationLevel.WARNING)
CombatBonus("+[amount]% Combat Strength"),
CombatBonus("+[amount]% Combat Strength", UniqueTarget.Unit),
// TODO: Unify these (I'm in favor of "gain a free" above "provides" because it fits more cases)
ProvidesFreeBuildings("Provides a free [buildingName] [cityFilter]", UniqueTarget.Global),
GainFreeBuildings("Gain a free [buildingName] [cityFilter]", UniqueTarget.Global),
FreeExtraBeliefs("May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion", UniqueTarget.Global),
FreeExtraAnyBeliefs("May choose [amount] additional of any type when [foundingOrEnhancing] a religion", UniqueTarget.Global),
// I don't like the fact that currently "city state bonuses" are separate from the "global bonuses",
// todo: merge city state bonuses into global bonuses
CityStateStatsPerTurn("Provides [stats] per turn", UniqueTarget.CityState), // Should not be Happiness!
@ -123,7 +123,7 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget) {
NaturalWonderLatitude("Occurs on latitudes from [amount] to [amount] percent of distance equator to pole", UniqueTarget.Terrain),
NaturalWonderGroups("Occurs in groups of [amount] to [amount] tiles", UniqueTarget.Terrain),
NaturalWonderConvertNeighbors("Neighboring tiles will convert to [baseTerrain]", UniqueTarget.Terrain),
// The "Except [terrainFilter]" could theoretically be implemented with a conditional
NaturalWonderConvertNeighborsExcept("Neighboring tiles except [baseTerrain] will convert to [baseTerrain]", UniqueTarget.Terrain),