diff --git a/core/src/com/unciv/logic/city/PopulationManager.kt b/core/src/com/unciv/logic/city/PopulationManager.kt index ef3ae274ab..b47066cf3e 100644 --- a/core/src/com/unciv/logic/city/PopulationManager.kt +++ b/core/src/com/unciv/logic/city/PopulationManager.kt @@ -71,9 +71,6 @@ class PopulationManager { private fun getStatsOfSpecialist(name: String) = cityInfo.cityStats.getStatsOfSpecialist(name) - // todo - change tile choice according to city! - // if small city, favor production above all, ignore gold! - // if larger city, food should be worth less! internal fun autoAssignPopulation(foodWeight: Float = 1f) { for (i in 1..getFreePopulation()) { //evaluate tiles diff --git a/core/src/com/unciv/logic/civilization/CivInfoStats.kt b/core/src/com/unciv/logic/civilization/CivInfoStats.kt index 2c5ccf1ef4..18cc8bce29 100644 --- a/core/src/com/unciv/logic/civilization/CivInfoStats.kt +++ b/core/src/com/unciv/logic/civilization/CivInfoStats.kt @@ -128,7 +128,6 @@ class CivInfoStats(val civInfo: CivilizationInfo) { val statMap = HashMap() statMap["Base happiness"] = civInfo.getDifficulty().baseHappiness.toFloat() - // TODO - happinessPerUnique should be difficulty-dependent, 5 on Settler and Chieftian and 4 on other difficulties (should be parameter, not in code) var happinessPerUniqueLuxury = 4f + civInfo.getDifficulty().extraHappinessPerLuxury for (unique in civInfo.getMatchingUniques("+1 happiness from each type of luxury resource")) happinessPerUniqueLuxury += 1 diff --git a/core/src/com/unciv/ui/trade/TradeTable.kt b/core/src/com/unciv/ui/trade/TradeTable.kt index d033de1442..b46e3d7318 100644 --- a/core/src/com/unciv/ui/trade/TradeTable.kt +++ b/core/src/com/unciv/ui/trade/TradeTable.kt @@ -34,7 +34,7 @@ class TradeTable(val otherCivilization: CivilizationInfo, stage: DiplomacyScreen offerColumnsTable.update() } - if(isTradeOffered()) offerButton.setText("Retract offer".tr()) // todo translation + if(isTradeOffered()) offerButton.setText("Retract offer".tr()) else offerButton.setText("Offer trade".tr()) offerButton.onClick { diff --git a/core/src/com/unciv/ui/victoryscreen/VictoryScreen.kt b/core/src/com/unciv/ui/victoryscreen/VictoryScreen.kt index 5dd850a840..d5b205fa8e 100644 --- a/core/src/com/unciv/ui/victoryscreen/VictoryScreen.kt +++ b/core/src/com/unciv/ui/victoryscreen/VictoryScreen.kt @@ -56,7 +56,7 @@ class VictoryScreen(val worldScreen: WorldScreen) : PickerScreen() { someoneHasWon = true when (playerVictoryType) { VictoryType.Cultural -> wonOrLost("You have won a cultural victory!") - VictoryType.Domination -> wonOrLost("You have won a domination victory!") // todo change translation + VictoryType.Domination -> wonOrLost("You have won a domination victory!") VictoryType.Scientific -> wonOrLost("You have won a scientific victory!") VictoryType.Neutral -> wonOrLost("You have won!") } diff --git a/core/src/com/unciv/ui/worldscreen/WorldScreen.kt b/core/src/com/unciv/ui/worldscreen/WorldScreen.kt index 814fd1340d..95b6b4a49e 100644 --- a/core/src/com/unciv/ui/worldscreen/WorldScreen.kt +++ b/core/src/com/unciv/ui/worldscreen/WorldScreen.kt @@ -49,7 +49,7 @@ import kotlin.concurrent.timer class WorldScreen(val gameInfo: GameInfo, val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() { - var isPlayersTurn = viewingCiv == gameInfo.currentPlayerCiv // todo this should be updated when passing turns + var isPlayersTurn = viewingCiv == gameInfo.currentPlayerCiv var selectedCiv = viewingCiv // Selected civilization, used in spectator and replay mode, equals viewingCiv in ordinary games private var fogOfWar = true val canChangeState = isPlayersTurn && !viewingCiv.isSpectator()