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https://github.com/yairm210/Unciv.git
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AI now puppets cities by default - much better for long-term strategy, since puppeted cities are technically also controlled by AI controllers so...
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.app"
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minSdkVersion 14
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targetSdkVersion 29
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versionCode 300
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versionName "3.0.7"
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versionCode 301
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versionName "3.1.0"
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -212,11 +212,9 @@ class Battle(val gameInfo:GameInfo) {
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}
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if (attacker.getCivInfo().isPlayerCivilization()) {
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if (attacker.getCivInfo().isPlayerCivilization())
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attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.name))
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} else {
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city.annexCity(attacker.getCivInfo())
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}
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else city.puppetCity(attacker.getCivInfo())
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}
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fun getMapCombatantOfTile(tile:TileInfo): ICombatant? {
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@ -434,15 +434,15 @@ class CityInfo {
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/*
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When someone settles a city within 6 tiles of another civ,
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this makes the AI unhappy and it starts a rolling event.
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this makes the AI unhappy and it starts a rolling event.
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The SettledCitiesNearUs flag gets added to the AI so it knows this happened,
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and on its turn it asks the player to stop (with a DemandToStopSettlingCitiesNear alert type)
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and on its turn it asks the player to stop (with a DemandToStopSettlingCitiesNear alert type)
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If the player says "whatever, I'm not promising to stop", they get a -10 modifier which gradually disappears in 40 turns
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If they DO agree, then if they keep their promise for ~100 turns they get a +10 modifier for keeping the promise,
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But if they don't keep their promise they get a -20 that will only fully disappear in 160 turns.
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There's a lot of triggering going on here.
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*/
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fun triggerCitiesSettledNearOtherCiv(){
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private fun triggerCitiesSettledNearOtherCiv(){
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val citiesWithin6Tiles = civInfo.gameInfo.civilizations.filter { it.isMajorCiv() && it!=civInfo }
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.flatMap { it.cities }
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.filter { it.getCenterTile().arialDistanceTo(getCenterTile()) <= 6 }
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