Merge remote-tracking branch 'origin/master'

This commit is contained in:
yairm210 2021-09-09 21:55:45 +03:00
commit 3103984250
18 changed files with 337 additions and 200 deletions

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@ -16,13 +16,13 @@
"Cultured": ["Provides [3] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [2] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [6] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [2] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [255, 87, 35]
},
@ -42,13 +42,13 @@
"Cultured": ["Provides [3] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [2] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [6] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [2] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [233, 31, 99]
},
@ -70,13 +70,13 @@
"Cultured": ["Provides [6] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [3] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [12] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [3] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [157, 39, 176]
},
@ -99,13 +99,13 @@
"Cultured": ["Provides [6] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [3] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [12] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [3] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [104, 58, 183]
},
@ -129,13 +129,13 @@
"Cultured": ["Provides [13] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [3] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [26] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [3] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [63, 81, 182],
"uniques": ["May not generate great prophet equivalents naturally",
@ -164,13 +164,13 @@
"Cultured": ["Provides [13] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [3] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [26] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [3] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [33, 150, 243],
"uniques": ["May not generate great prophet equivalents naturally",
@ -200,13 +200,13 @@
"Cultured": ["Provides [13] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [3] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [26] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [3] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [0, 150, 136],
"uniques": ["May not generate great prophet equivalents naturally",
@ -240,13 +240,13 @@
"Cultured": ["Provides [13] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [3] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [26] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [3] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [76, 176, 81],
"uniques": ["May not generate great prophet equivalents naturally",
@ -279,13 +279,13 @@
"Cultured": ["Provides [13] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]"],
"Mercantile": ["Provides [3] Happiness"],
"Militaristic": ["Provides military units every [20] turns"]
"Militaristic": ["Provides military units every [20] turns"]
},
"allyBonus": {
"Cultured": ["Provides [26] [Culture] per turn"],
"Maritime": ["Provides [2] [Food] [in capital]", "Provides [1] [Food] [in all cities]"],
"Mercantile": ["Provides [3] Happiness", "Provides a unique luxury"],
"Militaristic": ["Provides military units every [17] turns"]
"Militaristic": ["Provides military units every [17] turns"]
},
"iconRGB": [76, 176, 81],
"uniques": ["May not generate great prophet equivalents naturally",

View File

@ -163,6 +163,7 @@ Pledge to protect =
Declare Protection of [cityStateName]? =
Build [improvementName] on [resourceName] (200 Gold) =
Gift Improvement =
[civName] is able to provide [unitName] once [techName] is researched. =
Diplomatic Marriage ([amount] Gold) =
We have married into the ruling family of [civName], bringing them under our control. =

View File

@ -0,0 +1,131 @@
package com.unciv.logic
import com.unciv.logic.city.CityConstructions
import com.unciv.logic.city.PerpetualConstruction
import com.unciv.logic.civilization.TechManager
import com.unciv.logic.civilization.diplomacy.DiplomacyFlags
import com.unciv.logic.civilization.diplomacy.DiplomacyManager
import com.unciv.models.ruleset.Ruleset
/**
* Container for all temporarily used code managing transitions from deprecated elements to their replacements.
*
* Please place ***all*** such code here and call it _only_ from [GameInfo.setTransients].
* Functions are allowed to remain once no longer used if you think they might serve as template for
* similar usecases in the future. Please comment sufficiently :)
*/
@Suppress("unused") // as mentioned above
object BackwardCompatibility {
/**
* Mods can change, leading to things on the map that are no longer defined in the mod.
* This function removes them so the game doesn't crash when it tries to access them.
*/
fun GameInfo.removeMissingModReferences() {
for (tile in tileMap.values) {
for (terrainFeature in tile.terrainFeatures.filter{ !ruleSet.terrains.containsKey(it) })
tile.terrainFeatures.remove(terrainFeature)
if (tile.resource != null && !ruleSet.tileResources.containsKey(tile.resource!!))
tile.resource = null
if (tile.improvement != null && !ruleSet.tileImprovements.containsKey(tile.improvement!!))
tile.improvement = null
for (unit in tile.getUnits()) {
if (!ruleSet.units.containsKey(unit.name)) tile.removeUnit(unit)
for (promotion in unit.promotions.promotions.toList())
if (!ruleSet.unitPromotions.containsKey(promotion))
unit.promotions.promotions.remove(promotion)
}
}
for (city in civilizations.asSequence().flatMap { it.cities.asSequence() }) {
for (building in city.cityConstructions.builtBuildings.toHashSet())
if (!ruleSet.buildings.containsKey(building))
city.cityConstructions.builtBuildings.remove(building)
fun isInvalidConstruction(construction: String) =
!ruleSet.buildings.containsKey(construction)
&& !ruleSet.units.containsKey(construction)
&& !PerpetualConstruction.perpetualConstructionsMap.containsKey(construction)
// Remove invalid buildings or units from the queue - don't just check buildings and units because it might be a special construction as well
for (construction in city.cityConstructions.constructionQueue.toList()) {
if (isInvalidConstruction(construction))
city.cityConstructions.constructionQueue.remove(construction)
}
// And from being in progress
for (construction in city.cityConstructions.inProgressConstructions.keys.toList())
if (isInvalidConstruction(construction))
city.cityConstructions.inProgressConstructions.remove(construction)
}
for (civInfo in civilizations) {
for (tech in civInfo.tech.techsResearched.toList())
if (!ruleSet.technologies.containsKey(tech))
civInfo.tech.techsResearched.remove(tech)
}
}
/**
* Replaces all occurrences of [oldBuildingName] in [cityConstructions] with [newBuildingName]
* if the former is not contained in the ruleset.
*/
private fun changeBuildingNameIfNotInRuleset(
ruleSet: Ruleset,
cityConstructions: CityConstructions,
oldBuildingName: String,
newBuildingName: String
) {
if (ruleSet.buildings.containsKey(oldBuildingName))
return
// Replace in built buildings
if (cityConstructions.builtBuildings.contains(oldBuildingName)) {
cityConstructions.builtBuildings.remove(oldBuildingName)
cityConstructions.builtBuildings.add(newBuildingName)
}
// Replace in construction queue
if (!cityConstructions.builtBuildings.contains(newBuildingName) && !cityConstructions.constructionQueue.contains(newBuildingName))
cityConstructions.constructionQueue = cityConstructions.constructionQueue
.map { if (it == oldBuildingName) newBuildingName else it }
.toMutableList()
else
cityConstructions.constructionQueue.remove(oldBuildingName)
// Replace in in-progress constructions
if (cityConstructions.inProgressConstructions.containsKey(oldBuildingName)) {
if (!cityConstructions.builtBuildings.contains(newBuildingName) && !cityConstructions.inProgressConstructions.containsKey(newBuildingName))
cityConstructions.inProgressConstructions[newBuildingName] = cityConstructions.inProgressConstructions[oldBuildingName]!!
cityConstructions.inProgressConstructions.remove(oldBuildingName)
}
}
/** Replace a changed tech name */
private fun TechManager.replaceUpdatedTechName(oldTechName: String, newTechName: String) {
if (oldTechName in techsResearched) {
techsResearched.remove(oldTechName)
techsResearched.add(newTechName)
}
val index = techsToResearch.indexOf(oldTechName)
if (index >= 0) {
techsToResearch[index] = newTechName
}
if (oldTechName in techsInProgress) {
techsInProgress[newTechName] = researchOfTech(oldTechName)
techsInProgress.remove(oldTechName)
}
}
/** Replace a deprecated DiplomacyFlags instance */
fun GameInfo.replaceDiplomacyFlag(old: DiplomacyFlags, new: DiplomacyFlags) {
fun DiplomacyManager.replaceFlag() {
if (hasFlag(old)) {
val value = getFlag(old)
removeFlag(old)
setFlag(new, value)
}
}
civilizations.flatMap { civ -> civ.diplomacy.values }.forEach { it.replaceFlag() }
}
}

View File

@ -2,10 +2,11 @@ package com.unciv.logic
import com.unciv.Constants
import com.unciv.UncivGame
import com.unciv.logic.BackwardCompatibility.removeMissingModReferences
import com.unciv.logic.BackwardCompatibility.replaceDiplomacyFlag
import com.unciv.logic.automation.NextTurnAutomation
import com.unciv.logic.city.CityConstructions
import com.unciv.logic.city.PerpetualConstruction
import com.unciv.logic.civilization.*
import com.unciv.logic.civilization.diplomacy.DiplomacyFlags
import com.unciv.logic.map.TileInfo
import com.unciv.logic.map.TileMap
import com.unciv.models.Religion
@ -18,20 +19,7 @@ import java.util.*
class UncivShowableException(missingMods: String) : Exception(missingMods)
class GameInfo {
@Transient
lateinit var difficultyObject: Difficulty // Since this is static game-wide, and was taking a large part of nextTurn
@Transient
lateinit var currentPlayerCiv: CivilizationInfo // this is called thousands of times, no reason to search for it with a find{} every time
/** This is used in multiplayer games, where I may have a saved game state on my phone
* that is inconsistent with the saved game on the cloud */
@Transient
var isUpToDate = false
@Transient
lateinit var ruleSet: Ruleset
//region Fields - Serialized
var civilizations = mutableListOf<CivilizationInfo>()
var religions: HashMap<String, Religion> = hashMapOf()
var difficulty = "Chieftain" // difficulty is game-wide, think what would happen if 2 human players could play on different difficulties?
@ -54,15 +42,36 @@ class GameInfo {
@Volatile
var customSaveLocation: String? = null
//endregion
//region Fields - Transient
@Transient
lateinit var difficultyObject: Difficulty // Since this is static game-wide, and was taking a large part of nextTurn
@Transient
lateinit var currentPlayerCiv: CivilizationInfo // this is called thousands of times, no reason to search for it with a find{} every time
/** This is used in multiplayer games, where I may have a saved game state on my phone
* that is inconsistent with the saved game on the cloud */
@Transient
var isUpToDate = false
@Transient
lateinit var ruleSet: Ruleset
/** Simulate until any player wins,
* or turns exceeds indicated number
* Does not update World View until finished.
* Should be set manually on each new game start.
*/
@Transient
var simulateMaxTurns: Int = 1000
@Transient
var simulateUntilWin = false
//region pure functions
//endregion
//region Pure functions
fun clone(): GameInfo {
val toReturn = GameInfo()
toReturn.tileMap = tileMap.clone()
@ -103,7 +112,14 @@ class GameInfo {
fun getCities() = civilizations.asSequence().flatMap { it.cities }
fun getAliveCityStates() = civilizations.filter { it.isAlive() && it.isCityState() }
fun getAliveMajorCivs() = civilizations.filter { it.isAlive() && it.isMajorCiv() }
fun hasReligionEnabled() =
// Temporary function to check whether religion should be used for this game
(gameParameters.religionEnabled || ruleSet.hasReligion())
&& (ruleSet.eras.isEmpty() || !ruleSet.eras[gameParameters.startingEra]!!.hasUnique("Starting in this era disables religion"))
//endregion
//region State changing functions
fun nextTurn() {
val previousHumanPlayer = getCurrentPlayerCivilization()
@ -236,7 +252,7 @@ class GameInfo {
return tile
}
fun placeBarbarianUnit(tileToPlace: TileInfo) {
private fun placeBarbarianUnit(tileToPlace: TileInfo) {
// if we don't make this into a separate list then the retain() will happen on the Tech keys,
// which effectively removes those techs from the game and causes all sorts of problems
val allResearchedTechs = ruleSet.technologies.keys.toMutableList()
@ -252,10 +268,9 @@ class GameInfo {
val landUnits = unitList.filter { it.isLandUnit() }
val waterUnits = unitList.filter { it.isWaterUnit() }
val unit: String
if (waterUnits.isNotEmpty() && tileToPlace.isCoastalTile() && Random().nextBoolean())
unit = waterUnits.random().name
else unit = landUnits.random().name
val unit: String = if (waterUnits.isNotEmpty() && tileToPlace.isCoastalTile() && Random().nextBoolean())
waterUnits.random().name
else landUnits.random().name
tileMap.placeUnitNearTile(tileToPlace.position, unit, getBarbarianCivilization())
}
@ -264,7 +279,7 @@ class GameInfo {
* [CivilizationInfo.addNotification][Add a notification] to every civilization that have
* adopted Honor policy and have explored the [tile] where the Barbarian Encampment has spawned.
*/
fun notifyCivsOfBarbarianEncampment(tile: TileInfo) {
private fun notifyCivsOfBarbarianEncampment(tile: TileInfo) {
civilizations.filter {
it.hasUnique("Notified of new Barbarian encampments")
&& it.exploredTiles.contains(tile.position)
@ -289,6 +304,8 @@ class GameInfo {
removeMissingModReferences()
replaceDiplomacyFlag(DiplomacyFlags.Denunceation, DiplomacyFlags.Denunciation)
for (baseUnit in ruleSet.units.values)
baseUnit.ruleset = ruleSet
@ -296,14 +313,14 @@ class GameInfo {
// the nation of their civilization when setting transients
for (civInfo in civilizations) civInfo.gameInfo = this
for (civInfo in civilizations) civInfo.setNationTransient()
tileMap.setTransients(ruleSet)
if (currentPlayer == "") currentPlayer = civilizations.first { it.isPlayerCivilization() }.civName
currentPlayerCiv = getCivilization(currentPlayer)
difficultyObject = ruleSet.difficulties[difficulty]!!
for (religion in religions.values) religion.setTransients(this)
for (civInfo in civilizations) civInfo.setTransients()
@ -338,105 +355,7 @@ class GameInfo {
}
}
// Mods can change, leading to things on the map that are no longer defined in the mod.
// So we remove them so the game doesn't crash when it tries to access them.
private fun removeMissingModReferences() {
for (tile in tileMap.values) {
for (terrainFeature in tile.terrainFeatures.filter{ !ruleSet.terrains.containsKey(it) })
tile.terrainFeatures.remove(terrainFeature)
if (tile.resource != null && !ruleSet.tileResources.containsKey(tile.resource!!))
tile.resource = null
if (tile.improvement != null && !ruleSet.tileImprovements.containsKey(tile.improvement!!))
tile.improvement = null
for (unit in tile.getUnits()) {
if (!ruleSet.units.containsKey(unit.name)) tile.removeUnit(unit)
for (promotion in unit.promotions.promotions.toList())
if (!ruleSet.unitPromotions.containsKey(promotion))
unit.promotions.promotions.remove(promotion)
}
}
for (city in civilizations.asSequence().flatMap { it.cities.asSequence() }) {
for (building in city.cityConstructions.builtBuildings.toHashSet())
if (!ruleSet.buildings.containsKey(building))
city.cityConstructions.builtBuildings.remove(building)
fun isInvalidConstruction(construction: String) =
!ruleSet.buildings.containsKey(construction)
&& !ruleSet.units.containsKey(construction)
&& !PerpetualConstruction.perpetualConstructionsMap.containsKey(construction)
// Remove invalid buildings or units from the queue - don't just check buildings and units because it might be a special construction as well
for (construction in city.cityConstructions.constructionQueue.toList()) {
if (isInvalidConstruction(construction))
city.cityConstructions.constructionQueue.remove(construction)
}
// And from being in progress
for (construction in city.cityConstructions.inProgressConstructions.keys.toList())
if (isInvalidConstruction(construction))
city.cityConstructions.inProgressConstructions.remove(construction)
}
for (civinfo in civilizations) {
for (tech in civinfo.tech.techsResearched.toList())
if (!ruleSet.technologies.containsKey(tech))
civinfo.tech.techsResearched.remove(tech)
}
}
/**
* Replaces all occurrences of [oldBuildingName] in [cityConstructions] with [newBuildingName]
* if the former is not contained in the ruleset.
* This function can be used for backwards compatibility with older save files when a building
* name is changed.
*/
@Suppress("unused") // it's OK if there's no deprecation currently needing this
private fun changeBuildingNameIfNotInRuleset(cityConstructions: CityConstructions, oldBuildingName: String, newBuildingName: String) {
if (ruleSet.buildings.containsKey(oldBuildingName))
return
// Replace in built buildings
if (cityConstructions.builtBuildings.contains(oldBuildingName)) {
cityConstructions.builtBuildings.remove(oldBuildingName)
cityConstructions.builtBuildings.add(newBuildingName)
}
// Replace in construction queue
if (!cityConstructions.builtBuildings.contains(newBuildingName) && !cityConstructions.constructionQueue.contains(newBuildingName))
cityConstructions.constructionQueue = cityConstructions.constructionQueue.map{ if (it == oldBuildingName) newBuildingName else it }.toMutableList()
else
cityConstructions.constructionQueue.remove(oldBuildingName)
// Replace in in-progress constructions
if (cityConstructions.inProgressConstructions.containsKey(oldBuildingName)) {
if (!cityConstructions.builtBuildings.contains(newBuildingName) && !cityConstructions.inProgressConstructions.containsKey(newBuildingName))
cityConstructions.inProgressConstructions[newBuildingName] = cityConstructions.inProgressConstructions[oldBuildingName]!!
cityConstructions.inProgressConstructions.remove(oldBuildingName)
}
}
/** Replace a changed tech name, only temporarily used for breaking ruleset updates */
private fun TechManager.replaceUpdatedTechName(oldTechName: String, newTechName: String) {
if (oldTechName in techsResearched) {
techsResearched.remove(oldTechName)
techsResearched.add(newTechName)
}
val index = techsToResearch.indexOf(oldTechName)
if (index >= 0) {
techsToResearch[index] = newTechName
}
if (oldTechName in techsInProgress) {
techsInProgress[newTechName] = researchOfTech(oldTechName)
techsInProgress.remove(oldTechName)
}
}
fun hasReligionEnabled() =
// Temporary function to check whether religion should be used for this game
(gameParameters.religionEnabled || ruleSet.hasReligion())
&& (ruleSet.eras.isEmpty() || !ruleSet.eras[gameParameters.startingEra]!!.hasUnique("Starting in this era disables religion"))
//endregion
}
// reduced variant only for load preview

View File

@ -193,23 +193,17 @@ object GameStarter {
// and then all the other City-States in a random order! Because the sortedBy function is stable!
availableCityStatesNames.addAll(ruleset.nations.filter { it.value.isCityState() }.keys
.shuffled().sortedByDescending { it in civNamesWithStartingLocations })
val allMercantileResources = ruleset.tileResources.values.filter { it.unique == "Can only be created by Mercantile City-States" }.map { it.name }
val unusedMercantileResources = Stack<String>()
unusedMercantileResources.addAll(allMercantileResources.shuffled())
for (cityStateName in availableCityStatesNames.take(newGameParameters.numberOfCityStates)) {
var addedCityStates = 0
// Keep trying to add city states until we reach the target number.
while (addedCityStates < newGameParameters.numberOfCityStates) {
if (availableCityStatesNames.isEmpty()) // We ran out of city-states somehow
break
val cityStateName = availableCityStatesNames.pop()
val civ = CivilizationInfo(cityStateName)
civ.cityStatePersonality = CityStatePersonality.values().random()
civ.cityStateResource = when {
ruleset.nations[cityStateName]?.cityStateType != CityStateType.Mercantile -> null
allMercantileResources.isEmpty() -> null
unusedMercantileResources.empty() -> allMercantileResources.random() // When unused luxuries exhausted, random
else -> unusedMercantileResources.pop() // First pick an unused luxury if possible
if (civ.initCityState(ruleset, newGameParameters.startingEra, availableCivNames)) { // true if successful init
gameInfo.civilizations.add(civ)
addedCityStates++
}
gameInfo.civilizations.add(civ)
for (tech in startingTechs)
civ.tech.techsResearched.add(tech.name) // can't be .addTechnology because the civInfo isn't assigned yet
}
}

View File

@ -63,7 +63,7 @@ object NextTurnAutomation {
// Can only be done now, as the prophet first has to decide to found/enhance a religion
chooseReligiousBeliefs(civInfo)
}
reassignWorkedTiles(civInfo) // second most expensive
trainSettler(civInfo)
tryVoteForDiplomaticVictory(civInfo)
@ -103,7 +103,7 @@ object NextTurnAutomation {
val requestingCiv = civInfo.gameInfo.getCivilization(popupAlert.value)
val diploManager = civInfo.getDiplomacyManager(requestingCiv)
if (diploManager.relationshipLevel() > RelationshipLevel.Neutral
&& !diploManager.otherCivDiplomacy().hasFlag(DiplomacyFlags.Denunceation)) {
&& !diploManager.otherCivDiplomacy().hasFlag(DiplomacyFlags.Denunciation)) {
diploManager.signDeclarationOfFriendship()
requestingCiv.addNotification("We have signed a Declaration of Friendship with [${civInfo.civName}]!", NotificationIcon.Diplomacy, civInfo.civName)
} else requestingCiv.addNotification("[${civInfo.civName}] has denied our Declaration of Friendship!", NotificationIcon.Diplomacy, civInfo.civName)
@ -206,8 +206,9 @@ object NextTurnAutomation {
}
// Bonus for luxury resources we can get from them
value += cityState.detailedCivResources.count { it.resource.resourceType == ResourceType.Luxury
&& it.resource !in civInfo.detailedCivResources.map { it.resource }
value += cityState.detailedCivResources.count {
it.resource.resourceType == ResourceType.Luxury
&& it.resource !in civInfo.detailedCivResources.map { supply -> supply.resource }
}
return value
@ -298,13 +299,13 @@ object NextTurnAutomation {
civInfo.policies.adopt(policyToAdopt)
}
}
private fun chooseReligiousBeliefs(civInfo: CivilizationInfo) {
choosePantheon(civInfo)
foundReligion(civInfo)
enhanceReligion(civInfo)
}
private fun choosePantheon(civInfo: CivilizationInfo) {
if (!civInfo.religionManager.canFoundPantheon()) return
// So looking through the source code of the base game available online,
@ -319,7 +320,7 @@ object NextTurnAutomation {
val chosenPantheon = availablePantheons.random() // Why calculate stuff?
civInfo.religionManager.choosePantheonBelief(chosenPantheon)
}
private fun foundReligion(civInfo: CivilizationInfo) {
if (civInfo.religionManager.religionState != ReligionState.FoundingReligion) return
val religionIcon = civInfo.gameInfo.ruleSet.religions
@ -329,7 +330,7 @@ object NextTurnAutomation {
val chosenBeliefs = chooseBeliefs(civInfo, civInfo.religionManager.getBeliefsToChooseAtFounding()).toList()
civInfo.religionManager.chooseBeliefs(religionIcon, religionIcon, chosenBeliefs)
}
private fun enhanceReligion(civInfo: CivilizationInfo) {
civInfo.religionManager.chooseBeliefs(
null,
@ -337,11 +338,11 @@ object NextTurnAutomation {
chooseBeliefs(civInfo, civInfo.religionManager.getBeliefsToChooseAtEnhancing()).toList()
)
}
private fun chooseBeliefs(civInfo: CivilizationInfo, beliefContainer: BeliefContainer): HashSet<Belief> {
val chosenBeliefs = hashSetOf<Belief>()
// The 'continues' should never be reached, but just in case I'd rather have AI have a
// belief less than make the game crash. The 'continue's should only be reached whenever
// The `continue`s should never be reached, but just in case I'd rather have the AI have a
// belief less than make the game crash. The `continue`s should only be reached whenever
// there are not enough beliefs to choose, but there should be, as otherwise we could
// not have used a great prophet to found/enhance our religion.
for (counter in 0 until beliefContainer.pantheonBeliefCount)
@ -362,7 +363,7 @@ object NextTurnAutomation {
)
return chosenBeliefs
}
private fun chooseBeliefOfType(civInfo: CivilizationInfo, beliefType: BeliefType, additionalBeliefsToExclude: HashSet<Belief> = hashSetOf()): Belief? {
return civInfo.gameInfo.ruleSet.beliefs
.filter {
@ -436,7 +437,7 @@ object NextTurnAutomation {
it.isMajorCiv() && !it.isAtWarWith(civInfo)
&& it.getDiplomacyManager(civInfo).relationshipLevel() > RelationshipLevel.Neutral
&& !civInfo.getDiplomacyManager(it).hasFlag(DiplomacyFlags.DeclarationOfFriendship)
&& !civInfo.getDiplomacyManager(it).hasFlag(DiplomacyFlags.Denunceation)
&& !civInfo.getDiplomacyManager(it).hasFlag(DiplomacyFlags.Denunciation)
}
.sortedByDescending { it.getDiplomacyManager(civInfo).relationshipLevel() }
for (civ in civsThatWeCanDeclareFriendshipWith) {
@ -682,20 +683,20 @@ object NextTurnAutomation {
private fun tryVoteForDiplomaticVictory(civInfo: CivilizationInfo) {
if (!civInfo.mayVoteForDiplomaticVictory()) return
val chosenCiv: String? = if (civInfo.isMajorCiv()) {
val knownMajorCivs = civInfo.getKnownCivs().filter { it.isMajorCiv() }
val highestOpinion = knownMajorCivs
.maxOfOrNull {
civInfo.getDiplomacyManager(it).opinionOfOtherCiv()
}
if (highestOpinion == null) null
else knownMajorCivs.filter { civInfo.getDiplomacyManager(it).opinionOfOtherCiv() == highestOpinion}.random().civName
} else {
civInfo.getAllyCiv()
}
civInfo.diplomaticVoteForCiv(chosenCiv)
}
@ -742,4 +743,4 @@ object NextTurnAutomation {
return cityDistances.minByOrNull { it.aerialDistance }!!
}
}
}

View File

@ -6,6 +6,7 @@ import com.unciv.logic.civilization.diplomacy.DiplomacyFlags
import com.unciv.logic.civilization.diplomacy.DiplomaticStatus
import com.unciv.logic.civilization.diplomacy.RelationshipLevel
import com.unciv.models.metadata.GameSpeed
import com.unciv.models.ruleset.Ruleset
import com.unciv.models.stats.Stat
import com.unciv.models.translations.getPlaceholderParameters
import com.unciv.models.translations.getPlaceholderText
@ -18,6 +19,51 @@ import kotlin.math.pow
/** Class containing city-state-specific functions */
class CityStateFunctions(val civInfo: CivilizationInfo) {
/** Attempts to initialize the city state, returning true if successful. */
fun initCityState(ruleset: Ruleset, startingEra: String, unusedMajorCivs: Collection<String>): Boolean {
val cityStateType = ruleset.nations[civInfo.civName]?.cityStateType
if (cityStateType == null) return false
val startingTechs = ruleset.technologies.values.filter { it.uniques.contains("Starting tech") }
for (tech in startingTechs)
civInfo.tech.techsResearched.add(tech.name) // can't be .addTechnology because the civInfo isn't assigned yet
val allMercantileResources = ruleset.tileResources.values.filter { it.unique == "Can only be created by Mercantile City-States" }.map { it.name }
val allPossibleBonuses = HashSet<String>() // We look through these to determine what kind of city state we are
for (era in ruleset.eras.values) {
val allyBonuses = era.allyBonus[cityStateType.name]
val friendBonuses = era.friendBonus[cityStateType.name]
if (allyBonuses != null)
allPossibleBonuses.addAll(allyBonuses)
if (friendBonuses != null)
allPossibleBonuses.addAll(friendBonuses)
}
// CS Personality
civInfo.cityStatePersonality = CityStatePersonality.values().random()
// Mercantile bonus resources
if ("Provides a unique luxury" in allPossibleBonuses
|| (allPossibleBonuses.isEmpty() && cityStateType == CityStateType.Mercantile)) { // Fallback for badly defined Eras.json
civInfo.cityStateResource = allMercantileResources.random()
}
// Unique unit for militaristic city-states
if (allPossibleBonuses.any { it.getPlaceholderText() == "Provides military units every ≈[] turns" }
|| (allPossibleBonuses.isEmpty() && cityStateType == CityStateType.Militaristic)) { // Fallback for badly defined Eras.json
val possibleUnits = ruleset.units.values.filter { it.requiredTech != null
&& ruleset.eras[ruleset.technologies[it.requiredTech!!]!!.era()]!!.eraNumber > ruleset.eras[startingEra]!!.eraNumber // Not from the start era or before
&& it.uniqueTo != null && it.uniqueTo in unusedMajorCivs // Must be from a major civ not in the game
&& ruleset.unitTypes[it.unitType]!!.isLandUnit() && ( it.strength > 0 || it.rangedStrength > 0 ) } // Must be a land military unit
if (possibleUnits.isNotEmpty())
civInfo.cityStateUniqueUnit = possibleUnits.random().name
}
// TODO: Return false if attempting to put a religious city-state in a game without religion
return true
}
/** Gain a random great person from the city state */
fun giveGreatPersonToPatron(receivingCiv: CivilizationInfo) {
@ -37,7 +83,12 @@ class CityStateFunctions(val civInfo: CivilizationInfo) {
fun giveMilitaryUnitToPatron(receivingCiv: CivilizationInfo) {
val cities = NextTurnAutomation.getClosestCities(receivingCiv, civInfo)
val city = cities.city1
val militaryUnit = city.cityConstructions.getConstructableUnits()
val uniqueUnit = civInfo.gameInfo.ruleSet.units[civInfo.cityStateUniqueUnit]
// If the receiving civ has discovered the required tech and not the obsolete tech for our unique, always give them the unique
val militaryUnit = if (uniqueUnit != null && receivingCiv.tech.isResearched(uniqueUnit.requiredTech!!)
&& (uniqueUnit.obsoleteTech == null || !receivingCiv.tech.isResearched(uniqueUnit.obsoleteTech!!))) uniqueUnit
// Otherwise pick at random
else city.cityConstructions.getConstructableUnits()
.filter { !it.isCivilian() && it.isLandUnit() && it.uniqueTo==null }
.toList().random()
// placing the unit may fail - in that case stay quiet

View File

@ -1,10 +1,11 @@
package com.unciv.logic.civilization
enum class CityStateType(val color: String = "") {
Cultured("#8b60ff"),
Maritime("#38ff70"),
Mercantile("#ffd800"),
Militaristic("#ff0000")
enum class CityStateType(val color: String = "", val icon: String) {
Cultured("#8b60ff", "OtherIcons/Cultured"),
Maritime("#38ff70", "OtherIcons/Maritime"),
Mercantile("#ffd800", "OtherIcons/Mercantile"),
Militaristic("#ff0000", "OtherIcons/Militaristic"),
//Religious("#FFFFFF", "OtherIcons/Religious")
}
enum class CityStatePersonality {

View File

@ -174,6 +174,7 @@ class CivilizationInfo {
toReturn.naturalWonders.addAll(naturalWonders)
toReturn.cityStatePersonality = cityStatePersonality
toReturn.cityStateResource = cityStateResource
toReturn.cityStateUniqueUnit = cityStateUniqueUnit
toReturn.flagsCountdown.putAll(flagsCountdown)
toReturn.temporaryUniques.addAll(temporaryUniques)
toReturn.boughtConstructionsWithGloballyIncreasingPrice.putAll(boughtConstructionsWithGloballyIncreasingPrice)
@ -208,6 +209,7 @@ class CivilizationInfo {
val cityStateType: CityStateType get() = nation.cityStateType!!
var cityStatePersonality: CityStatePersonality = CityStatePersonality.Neutral
var cityStateResource: String? = null
var cityStateUniqueUnit: String? = null // Unique unit for militaristic city state. Might still be null if there are no appropriate units
fun isMajorCiv() = nation.isMajorCiv()
fun isAlive(): Boolean = !isDefeated()
fun hasEverBeenFriendWith(otherCiv: CivilizationInfo): Boolean = getDiplomacyManager(otherCiv).everBeenFriends()
@ -894,6 +896,9 @@ class CivilizationInfo {
}
//////////////////////// City State wrapper functions ////////////////////////
fun initCityState(ruleset: Ruleset, startingEra: String, unusedMajorCivs: Collection<String>)
= cityStateFunctions.initCityState(ruleset, startingEra, unusedMajorCivs)
/** Gain a random great person from the city state */
private fun giveGreatPersonToPatron(receivingCiv: CivilizationInfo) {
cityStateFunctions.giveGreatPersonToPatron(receivingCiv)

View File

@ -32,6 +32,7 @@ enum class DiplomacyFlags {
DeclaredWar,
DeclarationOfFriendship,
ResearchAgreement,
@Deprecated("Deprecated after 3.16.13", ReplaceWith("Denunciation"))
Denunceation,
BorderConflict,
SettledCitiesNearUs,
@ -43,7 +44,8 @@ enum class DiplomacyFlags {
NotifiedAfraid,
RecentlyPledgedProtection,
RecentlyWithdrewProtection,
AngerFreeIntrusion
AngerFreeIntrusion,
Denunciation
}
enum class DiplomaticModifiers {
@ -107,7 +109,7 @@ class DiplomacyManager() {
get() = if (civInfo.isAtWarWith(otherCiv())) MINIMUM_INFLUENCE else field
/** Total of each turn Science during Research Agreement */
var totalOfScienceDuringRA = 0
private var totalOfScienceDuringRA = 0
fun clone(): DiplomacyManager {
val toReturn = DiplomacyManager()
@ -188,6 +190,7 @@ class DiplomacyManager() {
return 0
}
@Suppress("unused") //todo Finish original intent or remove
fun matchesCityStateRelationshipFilter(filter: String): Boolean {
val relationshipLevel = relationshipLevel()
return when (filter) {
@ -210,7 +213,7 @@ class DiplomacyManager() {
}
// To be run from City-State DiplomacyManager, which holds the influence. Resting point for every major civ can be different.
fun getCityStateInfluenceRestingPoint(): Float {
private fun getCityStateInfluenceRestingPoint(): Float {
var restingPoint = 0f
for (unique in otherCiv().getMatchingUniques("Resting point for Influence with City-States is increased by []"))
@ -287,7 +290,7 @@ class DiplomacyManager() {
return goldPerTurnForUs
}
fun scienceFromResearchAgreement() {
private fun scienceFromResearchAgreement() {
// https://forums.civfanatics.com/resources/research-agreements-bnw.25568/
val scienceFromResearchAgreement = min(totalOfScienceDuringRA, otherCivDiplomacy().totalOfScienceDuringRA)
civInfo.tech.scienceFromResearchAgreements += scienceFromResearchAgreement
@ -538,6 +541,8 @@ class DiplomacyManager() {
if (relationshipLevel() < RelationshipLevel.Friend) {
if (hasFlag(DiplomacyFlags.ProvideMilitaryUnit)) removeFlag(DiplomacyFlags.ProvideMilitaryUnit)
} else {
val variance = listOf(-1, 0, 1).random()
val relevantBonuses =
if (relationshipLevel() == RelationshipLevel.Friend)
eraInfo.friendBonus[otherCiv().cityStateType.name]
@ -546,19 +551,19 @@ class DiplomacyManager() {
if (relevantBonuses == null && otherCiv().cityStateType == CityStateType.Militaristic) {
// Deprecated, assume Civ V values for compatibility
if (!hasFlag(DiplomacyFlags.ProvideMilitaryUnit) && relationshipLevel() == RelationshipLevel.Friend)
setFlag(DiplomacyFlags.ProvideMilitaryUnit, 20)
setFlag(DiplomacyFlags.ProvideMilitaryUnit, 20 + variance)
if ((!hasFlag(DiplomacyFlags.ProvideMilitaryUnit) || getFlag(DiplomacyFlags.ProvideMilitaryUnit) > 17)
&& relationshipLevel() == RelationshipLevel.Ally)
setFlag(DiplomacyFlags.ProvideMilitaryUnit, 17)
setFlag(DiplomacyFlags.ProvideMilitaryUnit, 17 + variance)
}
if (relevantBonuses == null) return
for (bonus in relevantBonuses) {
// Reset the countdown if it has ended, or if we have longer to go than the current maximum (can happen when going from friend to ally)
if (bonus.getPlaceholderText() == "Provides military units every [] turns" &&
if (bonus.getPlaceholderText() == "Provides military units every [] turns" &&
(!hasFlag(DiplomacyFlags.ProvideMilitaryUnit) || getFlag(DiplomacyFlags.ProvideMilitaryUnit) > bonus.getPlaceholderParameters()[0].toInt()))
setFlag(DiplomacyFlags.ProvideMilitaryUnit, bonus.getPlaceholderParameters()[0].toInt())
setFlag(DiplomacyFlags.ProvideMilitaryUnit, bonus.getPlaceholderParameters()[0].toInt() + variance)
}
}
}
@ -696,16 +701,16 @@ class DiplomacyManager() {
diplomaticModifiers[modifier.name] = amount
}
fun getModifier(modifier: DiplomaticModifiers): Float {
private fun getModifier(modifier: DiplomaticModifiers): Float {
if (!hasModifier(modifier)) return 0f
return diplomaticModifiers[modifier.name]!!
}
fun removeModifier(modifier: DiplomaticModifiers) = diplomaticModifiers.remove(modifier.name)
private fun removeModifier(modifier: DiplomaticModifiers) = diplomaticModifiers.remove(modifier.name)
fun hasModifier(modifier: DiplomaticModifiers) = diplomaticModifiers.containsKey(modifier.name)
/** @param amount always positive, so you don't need to think about it */
fun revertToZero(modifier: DiplomaticModifiers, amount: Float) {
private fun revertToZero(modifier: DiplomaticModifiers, amount: Float) {
if (!hasModifier(modifier)) return
val currentAmount = getModifier(modifier)
if (currentAmount > 0) addModifier(modifier, -amount)
@ -728,7 +733,7 @@ class DiplomacyManager() {
}
}
fun setFriendshipBasedModifier() {
private fun setFriendshipBasedModifier() {
removeModifier(DiplomaticModifiers.DeclaredFriendshipWithOurAllies)
removeModifier(DiplomaticModifiers.DeclaredFriendshipWithOurEnemies)
for (thirdCiv in getCommonKnownCivs()
@ -747,8 +752,8 @@ class DiplomacyManager() {
fun denounce() {
setModifier(DiplomaticModifiers.Denunciation, -35f)
otherCivDiplomacy().setModifier(DiplomaticModifiers.Denunciation, -35f)
setFlag(DiplomacyFlags.Denunceation, 30)
otherCivDiplomacy().setFlag(DiplomacyFlags.Denunceation, 30)
setFlag(DiplomacyFlags.Denunciation, 30)
otherCivDiplomacy().setFlag(DiplomacyFlags.Denunciation, 30)
otherCiv().addNotification("[${civInfo.civName}] has denounced us!", NotificationIcon.Diplomacy, civInfo.civName)

View File

@ -15,6 +15,7 @@ import com.unciv.logic.city.CityConstructions
import com.unciv.logic.city.CityInfo
import com.unciv.logic.city.INonPerpetualConstruction
import com.unciv.logic.city.PerpetualConstruction
import com.unciv.logic.civilization.CityStateType
import com.unciv.logic.civilization.diplomacy.RelationshipLevel
import com.unciv.ui.cityscreen.CityScreen
import com.unciv.ui.trade.DiplomacyScreen
@ -226,7 +227,8 @@ class CityButton(val city: CityInfo, private val tileGroup: WorldTileGroup): Tab
val cityButtonText = city.name
val label = cityButtonText.toLabel(secondaryColor)
iconTable.add(label).padRight(20f).padLeft(20f) // sufficient horizontal padding
val rightPadding = if (city.civInfo.isCityState()) 10f else 20f // CS needs less padding here as there will be an icon
iconTable.add(label).padRight(rightPadding).padLeft(20f) // sufficient horizontal padding
.fillY() // provide full-height clicking area
label.toBack() // this is so the label is rendered right before the population group,
// so we save the font texture and avoid another texture switch
@ -237,6 +239,11 @@ class CityButton(val city: CityInfo, private val tileGroup: WorldTileGroup): Tab
iconTable.addActor(cityStrengthLabel) // We create this here to we can .toBack() it as well.
cityStrengthLabel.toBack()
if (city.civInfo.isCityState()) {
val cityStateImage = ImageGetter.getImage(city.civInfo.cityStateType.icon).apply { color = secondaryColor }
iconTable.add(cityStateImage).size(20f).fillY()
}
if (uncivGame.viewEntireMapForDebug || belongsToViewingCiv() || worldScreen.viewingCiv.isSpectator()) {
val constructionGroup = getConstructionGroup(city.cityConstructions)
iconTable.add(constructionGroup)

View File

@ -16,7 +16,6 @@ import com.unciv.logic.civilization.diplomacy.RelationshipLevel
import com.unciv.logic.trade.TradeLogic
import com.unciv.logic.trade.TradeOffer
import com.unciv.logic.trade.TradeType
import com.unciv.models.ruleset.Era
import com.unciv.models.ruleset.ModOptionsConstants
import com.unciv.models.ruleset.Quest
import com.unciv.models.ruleset.tile.ResourceType
@ -89,6 +88,17 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
}
civIndicator.addActor(relationshipIcon)
if (civ.isCityState()) {
val innerColor = civ.gameInfo.ruleSet.nations[civ.civName]!!.getInnerColor()
val typeIcon = ImageGetter.getImage(civ.cityStateType.icon)
.surroundWithCircle(size = 35f, color = innerColor).apply {
actor.color = Color.BLACK
}
civIndicator.addActor(typeIcon)
typeIcon.y = floor(civIndicator.height - typeIcon.height)
typeIcon.x = floor(civIndicator.width - typeIcon.width)
}
if (civ.isCityState() && civ.questManager.haveQuestsFor(viewingCiv)) {
val questIcon = ImageGetter.getImage("OtherIcons/Quest")
.surroundWithCircle(size = 30f, color = Color.GOLDENROD)
@ -122,9 +132,9 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
val otherCivDiplomacyManager = otherCiv.getDiplomacyManager(viewingCiv)
val diplomacyTable = Table()
diplomacyTable.defaults().pad(10f)
diplomacyTable.defaults().pad(2.5f)
diplomacyTable.add(LeaderIntroTable(otherCiv)).row()
diplomacyTable.add(LeaderIntroTable(otherCiv)).padBottom(15f).row()
diplomacyTable.add("{Type}: {${otherCiv.cityStateType}}".toLabel()).row()
diplomacyTable.add("{Personality}: {${otherCiv.cityStatePersonality}}".toLabel()).row()
@ -152,6 +162,7 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
}
diplomacyTable.add(resourcesTable).row()
}
diplomacyTable.row().padTop(15f)
otherCiv.updateAllyCivForCityState()
val ally = otherCiv.getAllyCiv()
@ -176,6 +187,7 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
if (nextLevelString.isNotEmpty()) {
diplomacyTable.add(nextLevelString.toLabel()).row()
}
diplomacyTable.row().padTop(15f)
val eraInfo = viewingCiv.getEra()
@ -205,6 +217,12 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
.apply { setAlignment(Align.center) }
diplomacyTable.add(allyBonusLabel).row()
if (otherCiv.cityStateUniqueUnit != null) {
val unitName = otherCiv.cityStateUniqueUnit
val techName = viewingCiv.gameInfo.ruleSet.units[otherCiv.cityStateUniqueUnit]!!.requiredTech
diplomacyTable.add("[${otherCiv.civName}] is able to provide [${unitName}] once [${techName}] is researched.".toLabel(fontSize = 18)).row()
}
return diplomacyTable
}
@ -582,7 +600,7 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
diplomacyTable.add(researchAgreementButton).row()
}
if (!diplomacyManager.hasFlag(DiplomacyFlags.Denunceation)
if (!diplomacyManager.hasFlag(DiplomacyFlags.Denunciation)
&& !diplomacyManager.hasFlag(DiplomacyFlags.DeclarationOfFriendship)
) {
val denounceButton = "Denounce ([30] turns)".toTextButton()

View File

@ -634,6 +634,10 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
* [Shield](https://thenounproject.com/search/?q=shield&i=813568) by Gregor Cresnar for Religious Strength
* [skill sword flame](https://thenounproject.com/term/skill-sword-flame/2360212/) by Maxicons) for Remove Heresy
* [Pencil](https://thenounproject.com/search/?q=pencil&i=4195852) by Muhamad Aldi Maulana for Enter Text Prompt Button / Pencil
* [Parchment](https://thenounproject.com/term/parchment/1516378/) by hans draiman for Cultured City-States
* [connection](https://thenounproject.com/term/connection/1365233/) by Popular for Mercantile City-States
* [crossed sword](https://thenounproject.com/term/crossed-sword/2427559/) by ProSymbols for Militaristic City-States
* [ship helm](https://thenounproject.com/term/ship-helm/2170591/) by Vectors Market for Maritime City-States
## Main menu