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https://github.com/yairm210/Unciv.git
synced 2025-09-28 14:24:43 -04:00
Resolved #1114 - submarines cannot attack from coast to lake and vice versa
This commit is contained in:
parent
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commit
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@ -12,6 +12,7 @@ class Constants{
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const val hill = "Hill"
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const val coast = "Coast"
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const val plains = "Plains"
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const val lakes = "Lakes"
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const val barbarianEncampment = "Barbarian encampment"
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const val ancientRuins = "Ancient ruins"
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@ -162,12 +162,18 @@ class UnitAutomation{
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}
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fun containsAttackableEnemy(tile: TileInfo, combatant: ICombatant): Boolean {
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if(combatant is MapUnitCombatant){
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if(combatant is MapUnitCombatant) {
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if (combatant.unit.isEmbarked()) {
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if (tile.isWater) return false // can't attack water units while embarked, only land
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if (combatant.isRanged()) return false
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}
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if (tile.isLand && combatant.unit.hasUnique("Can only attack water")) return false
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if (combatant.unit.hasUnique("Can only attack water")) {
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if (tile.isLand) return false
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// trying to attack lake-to-coast or vice versa
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if ((tile.baseTerrain == Constants.lakes) != (combatant.getTile().baseTerrain == Constants.lakes))
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return false
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}
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}
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val tileCombatant = Battle(combatant.getCivInfo().gameInfo).getMapCombatantOfTile(tile)
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@ -33,7 +33,7 @@ class Battle(val gameInfo:GameInfo) {
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val attackedTile = defender.getTile()
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if(attacker is MapUnitCombatant && attacker.getUnitType().isAirUnit()){
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intercept(attacker,defender)
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tryInterceptAirAttack(attacker,defender)
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if(attacker.isDefeated()) return
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}
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@ -65,9 +65,9 @@ class Battle(val gameInfo:GameInfo) {
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postBattleAction(attacker,defender,attackedTile)
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}
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private fun postBattleAction(attacker: ICombatant, defender: ICombatant, attackedTile:TileInfo){
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private fun postBattleAction(attacker: ICombatant, defender: ICombatant, attackedTile:TileInfo) {
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if(attacker.getCivInfo()!=defender.getCivInfo()) { // If what happened was that a civilian unit was captures, that's dealt with in the CaptureCilvilianUnit function
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if (attacker.getCivInfo() != defender.getCivInfo()) { // If what happened was that a civilian unit was captures, that's dealt with in the CaptureCilvilianUnit function
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val whatHappenedString =
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if (attacker !is CityCombatant && attacker.isDefeated()) " {was destroyed while attacking}"
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else " has " + (if (defender.isDefeated()) "destroyed" else "attacked")
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@ -75,20 +75,20 @@ class Battle(val gameInfo:GameInfo) {
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if (attacker.getUnitType() == UnitType.City) "Enemy city [" + attacker.getName() + "]"
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else "An enemy [" + attacker.getName() + "]"
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val defenderString =
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if (defender.getUnitType() == UnitType.City) " [" + defender.getName()+"]"
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else " our [" + defender.getName()+"]"
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if (defender.getUnitType() == UnitType.City) " [" + defender.getName() + "]"
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else " our [" + defender.getName() + "]"
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val notificationString = attackerString + whatHappenedString + defenderString
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defender.getCivInfo().addNotification(notificationString, attackedTile.position, Color.RED)
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}
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// Units that heal when killing
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if(defender.isDefeated()
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if (defender.isDefeated()
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&& defender is MapUnitCombatant
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&& attacker is MapUnitCombatant){
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&& attacker is MapUnitCombatant) {
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val regex = Regex("""Heals \[(\d*)\] damage if it kills a unit"""")
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for(unique in attacker.unit.getUniques()){
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for (unique in attacker.unit.getUniques()) {
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val match = regex.matchEntire(unique)
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if(match==null) continue
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if (match == null) continue
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val amountToHeal = match.groups[1]!!.value.toInt()
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attacker.unit.healBy(amountToHeal)
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}
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@ -96,94 +96,93 @@ class Battle(val gameInfo:GameInfo) {
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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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if(defender.isDefeated() && defender.getCivInfo().isBarbarian()
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&& attackedTile.improvement==Constants.barbarianEncampment
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&& attacker.getCivInfo().nation.unique== "67% chance to earn 25 Gold and recruit a Barbarian unit from a conquered encampment, -25% land units maintenance."
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&& Random().nextDouble() > 0.67){
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if (defender.isDefeated() && defender.getCivInfo().isBarbarian()
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&& attackedTile.improvement == Constants.barbarianEncampment
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&& attacker.getCivInfo().nation.unique == "67% chance to earn 25 Gold and recruit a Barbarian unit from a conquered encampment, -25% land units maintenance."
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&& Random().nextDouble() > 0.67) {
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attacker.getCivInfo().placeUnitNearTile(attackedTile.position, defender.getName())
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attacker.getCivInfo().gold += 25
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attacker.getCivInfo().addNotification("A barbarian [${defender.getName()}] has joined us!",attackedTile.position, Color.RED)
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attacker.getCivInfo().addNotification("A barbarian [${defender.getName()}] has joined us!", attackedTile.position, Color.RED)
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}
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// Similarly, Ottoman unique
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if(defender.isDefeated() && defender.getUnitType().isWaterUnit() && attacker.isMelee() && attacker.getUnitType().isWaterUnit()
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&& attacker.getCivInfo().nation.unique== "Pay only one third the usual cost for naval unit maintenance. Melee naval units have a 1/3 chance to capture defeated naval units."
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&& Random().nextDouble() > 0.33){
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if (defender.isDefeated() && defender.getUnitType().isWaterUnit() && attacker.isMelee() && attacker.getUnitType().isWaterUnit()
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&& attacker.getCivInfo().nation.unique == "Pay only one third the usual cost for naval unit maintenance. Melee naval units have a 1/3 chance to capture defeated naval units."
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&& Random().nextDouble() > 0.33) {
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attacker.getCivInfo().placeUnitNearTile(attackedTile.position, defender.getName())
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}
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// we're a melee unit and we destroyed\captured an enemy unit
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else if (attacker.isMelee()
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&& (defender.isDefeated() || defender.getCivInfo()==attacker.getCivInfo())
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&& (defender.isDefeated() || defender.getCivInfo() == attacker.getCivInfo())
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// This is so that if we attack e.g. a barbarian in enemy territory that we can't enter, we won't enter it
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&& (attacker as MapUnitCombatant).unit.movement.canMoveTo(attackedTile)) {
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// we destroyed an enemy military unit and there was a civilian unit in the same tile as well
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if(attackedTile.civilianUnit!=null && attackedTile.civilianUnit!!.civInfo != attacker.getCivInfo())
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captureCivilianUnit(attacker,MapUnitCombatant(attackedTile.civilianUnit!!))
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if (attackedTile.civilianUnit != null && attackedTile.civilianUnit!!.civInfo != attacker.getCivInfo())
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captureCivilianUnit(attacker, MapUnitCombatant(attackedTile.civilianUnit!!))
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attacker.unit.movement.moveToTile(attackedTile)
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}
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if(attacker is MapUnitCombatant) {
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if (attacker is MapUnitCombatant) {
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val unit = attacker.unit
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if (unit.hasUnique("Can move after attacking")
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|| (unit.hasUnique("1 additional attack per turn") && unit.attacksThisTurn==0)){
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|| (unit.hasUnique("1 additional attack per turn") && unit.attacksThisTurn == 0)) {
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// if it was a melee attack and we won, then the unit ALREADY got movement points deducted,
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// for the movement to the enemy's tile!
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// and if it's an air unit, it only has 1 movement anyway, so...
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if(!attacker.getUnitType().isAirUnit() && !(attacker.getUnitType().isMelee() && defender.isDefeated()))
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if (!attacker.getUnitType().isAirUnit() && !(attacker.getUnitType().isMelee() && defender.isDefeated()))
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unit.useMovementPoints(1f)
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}
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else unit.currentMovement = 0f
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unit.attacksThisTurn+=1
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if(unit.isFortified() || unit.action == Constants.unitActionSleep)
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attacker.unit.action=null // but not, for instance, if it's Set Up - then it should definitely keep the action!
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} else unit.currentMovement = 0f
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unit.attacksThisTurn += 1
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if (unit.isFortified() || unit.action == Constants.unitActionSleep)
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attacker.unit.action = null // but not, for instance, if it's Set Up - then it should definitely keep the action!
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} else if (attacker is CityCombatant) {
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attacker.city.attackedThisTurn = true
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}
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if(defender.isDefeated()
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if (defender.isDefeated()
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&& defender is CityCombatant
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&& attacker.isMelee())
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conquerCity(defender.city, attacker)
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if(attacker.isMelee()){
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if(!defender.getUnitType().isCivilian()) // unit was not captured but actually attacked
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if (attacker.isMelee()) {
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if (!defender.getUnitType().isCivilian()) // unit was not captured but actually attacked
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{
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addXp(attacker,5,defender)
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addXp(defender,4,attacker)
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addXp(attacker, 5, defender)
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addXp(defender, 4, attacker)
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}
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}
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else{ // ranged attack
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addXp(attacker,2,defender)
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addXp(defender,2,attacker)
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} else { // ranged attack
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addXp(attacker, 2, defender)
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addXp(defender, 2, attacker)
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}
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// Add culture when defeating a barbarian when Honor policy is adopted (can be either attacker or defender!)
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fun tryGetCultureFromHonor(civUnit:ICombatant, barbarianUnit:ICombatant){
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if(barbarianUnit.isDefeated() && barbarianUnit is MapUnitCombatant
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&& barbarianUnit.getCivInfo().isBarbarian()
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&& civUnit.getCivInfo().policies.isAdopted("Honor"))
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civUnit.getCivInfo().policies.storedCulture +=
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max(barbarianUnit.unit.baseUnit.strength,barbarianUnit.unit.baseUnit.rangedStrength)
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}
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tryGetCultureFromHonor(attacker, defender)
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tryGetCultureFromHonor(defender, attacker)
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tryGetCultureFromHonor(attacker,defender)
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tryGetCultureFromHonor(defender,attacker)
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if(defender.isDefeated() && defender is MapUnitCombatant && !defender.getUnitType().isCivilian()
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if (defender.isDefeated() && defender is MapUnitCombatant && !defender.getUnitType().isCivilian()
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&& attacker.getCivInfo().policies.isAdopted("Honor Complete"))
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attacker.getCivInfo().gold += defender.unit.baseUnit.getProductionCost(attacker.getCivInfo()) / 10
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if(attacker is MapUnitCombatant && attacker.unit.action!=null && attacker.unit.action!!.startsWith("moveTo"))
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attacker.unit.action=null
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if (attacker is MapUnitCombatant && attacker.unit.action != null
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&& attacker.unit.action!!.startsWith("moveTo"))
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attacker.unit.action = null
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}
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private fun tryGetCultureFromHonor(civUnit:ICombatant, barbarianUnit:ICombatant){
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if(barbarianUnit.isDefeated() && barbarianUnit is MapUnitCombatant
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&& barbarianUnit.getCivInfo().isBarbarian()
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&& civUnit.getCivInfo().policies.isAdopted("Honor"))
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civUnit.getCivInfo().policies.storedCulture +=
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max(barbarianUnit.unit.baseUnit.strength,barbarianUnit.unit.baseUnit.rangedStrength)
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}
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// XP!
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fun addXp(thisCombatant:ICombatant, amount:Int, otherCombatant:ICombatant){
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private fun addXp(thisCombatant:ICombatant, amount:Int, otherCombatant:ICombatant){
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if(thisCombatant !is MapUnitCombatant) return
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if(thisCombatant.unit.promotions.totalXpProduced() >= 30 && otherCombatant.getCivInfo().isBarbarian())
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return
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@ -211,7 +210,6 @@ class Battle(val gameInfo:GameInfo) {
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for(airUnit in airUnits.toList()) airUnit.destroy()
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}
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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 city.puppetCity(attacker.getCivInfo())
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@ -224,12 +222,13 @@ class Battle(val gameInfo:GameInfo) {
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return null
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}
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fun captureCivilianUnit(attacker: ICombatant, defender: ICombatant){
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private fun captureCivilianUnit(attacker: ICombatant, defender: ICombatant){
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// barbarians don't capture civilians, City-states don't capture settlers
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if(attacker.getCivInfo().isBarbarian()
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|| (attacker.getCivInfo().isCityState() && defender.getName()==Constants.settler)){
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defender.takeDamage(100)
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return
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} // barbarians don't capture civilians!
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}
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if (defender.getCivInfo().isDefeated()) {//Last settler captured
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defender.getCivInfo().destroy()
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@ -245,14 +244,14 @@ class Battle(val gameInfo:GameInfo) {
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capturedUnit.updateViewableTiles()
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}
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fun intercept(attacker:MapUnitCombatant, defender: ICombatant){
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private fun tryInterceptAirAttack(attacker:MapUnitCombatant, defender: ICombatant) {
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val attackedTile = defender.getTile()
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for(interceptor in defender.getCivInfo().getCivUnits().filter { it.canIntercept(attackedTile) }){
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if(Random().nextFloat() > 100f/interceptor.interceptChance()) continue
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for (interceptor in defender.getCivInfo().getCivUnits().filter { it.canIntercept(attackedTile) }) {
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if (Random().nextFloat() > 100f / interceptor.interceptChance()) continue
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var damage = BattleDamage().calculateDamageToDefender(MapUnitCombatant(interceptor),attacker)
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damage += damage*interceptor.interceptDamagePercentBonus()/100
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if(attacker.unit.hasUnique("Reduces damage taken from interception by 50%")) damage/=2
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var damage = BattleDamage().calculateDamageToDefender(MapUnitCombatant(interceptor), attacker)
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damage += damage * interceptor.interceptDamagePercentBonus() / 100
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if (attacker.unit.hasUnique("Reduces damage taken from interception by 50%")) damage /= 2
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attacker.takeDamage(damage)
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interceptor.attacksThisTurn++
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@ -260,16 +259,19 @@ class Battle(val gameInfo:GameInfo) {
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val attackerName = attacker.getName()
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val interceptorName = interceptor.name
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if(attacker.isDefeated()){
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attacker.getCivInfo().addNotification("Our [$attackerName] was destroyed by an intercepting [$interceptorName]",
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if (attacker.isDefeated()) {
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attacker.getCivInfo()
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.addNotification("Our [$attackerName] was destroyed by an intercepting [$interceptorName]",
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Color.RED)
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defender.getCivInfo().addNotification("Our [$interceptorName] intercepted and destroyed an enemy [$attackerName]",
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defender.getCivInfo()
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.addNotification("Our [$interceptorName] intercepted and destroyed an enemy [$attackerName]",
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interceptor.currentTile.position, Color.RED)
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}
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else{
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attacker.getCivInfo().addNotification("Our [$attackerName] was attacked by an intercepting [$interceptorName]",
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} else {
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attacker.getCivInfo()
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.addNotification("Our [$attackerName] was attacked by an intercepting [$interceptorName]",
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Color.RED)
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defender.getCivInfo().addNotification("Our [$interceptorName] intercepted and attacked an enemy [$attackerName]",
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defender.getCivInfo()
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.addNotification("Our [$interceptorName] intercepted and attacked an enemy [$attackerName]",
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interceptor.currentTile.position, Color.RED)
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}
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return
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@ -2,8 +2,6 @@ package com.unciv.logic.map
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import com.badlogic.gdx.math.Vector2
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import com.unciv.Constants
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import com.unciv.Constants.Companion.mountain
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import com.unciv.Constants.Companion.ocean
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import com.unciv.logic.HexMath
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.tile.ResourceType
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@ -123,7 +121,7 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() {
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val tile=TileInfo()
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tile.position=vector
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if (type == TerrainType.Land) tile.baseTerrain = ""
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else tile.baseTerrain = ocean
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else tile.baseTerrain = Constants.ocean
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return tile
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}
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@ -152,7 +150,7 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() {
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if (tilesInArea.size <= 10) {
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for (vector in tilesInArea) {
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val tile = map[vector.toString()]!!
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tile.baseTerrain = "Lakes"
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tile.baseTerrain = Constants.lakes
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tile.setTransients()
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}
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}
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@ -160,7 +158,7 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() {
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}
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//Coasts
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for (tile in map.values.filter { it.baseTerrain == ocean }) {
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for (tile in map.values.filter { it.baseTerrain == Constants.ocean }) {
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if (HexMath().getVectorsInDistance(tile.position,2).any { hasLandTile(map,it) }) {
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tile.baseTerrain = Constants.coast
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tile.setTransients()
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@ -170,7 +168,7 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() {
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override fun randomizeTile(tileInfo: TileInfo, map: HashMap<String, TileInfo>){
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if(tileInfo.getBaseTerrain().type==TerrainType.Land && Math.random()<0.05f){
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tileInfo.baseTerrain = mountain
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tileInfo.baseTerrain = Constants.mountain
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tileInfo.setTransients()
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}
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addRandomTerrainFeature(tileInfo)
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@ -185,8 +183,8 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() {
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fun divideIntoAreas2(averageTilesPerArea: Int, waterPercent: Float, distance: Int, map: HashMap<Vector2, TileInfo>) {
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val areas = ArrayList<Area>()
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val terrains = GameBasics.Terrains.values.filter { it.type === TerrainType.Land && it.name != "Lakes"
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&& it.name != mountain}
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val terrains = GameBasics.Terrains.values.filter { it.type === TerrainType.Land && it.name != Constants.lakes
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&& it.name != Constants.mountain}
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while(map.values.any { it.baseTerrain=="" }) // the world could be split into lots off tiny islands, and every island deserves land types
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{
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@ -196,7 +194,7 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() {
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for (i in 0 until numberOfSeeds) {
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var terrain = if (Math.random() > waterPercent) terrains.random().name
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else ocean
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else Constants.ocean
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val tile = emptyTiles.random()
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//change grassland to desert or tundra based on y
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@ -204,7 +202,7 @@ class CelluarAutomataRandomMapGenerator(): SeedRandomMapGenerator() {
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if (terrain == "Grassland" || terrain == "Tundra")
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terrain = "Desert"
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} else if (abs(getLatitude(tile.position)) > maxLatitude * 0.7) {
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if (terrain == "Grassland" || terrain == Constants.plains || terrain == "Desert" || terrain == ocean) {
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if (terrain == "Grassland" || terrain == Constants.plains || terrain == "Desert" || terrain == Constants.ocean) {
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terrain = "Tundra"
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}
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} else {
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@ -263,9 +261,9 @@ class PerlinNoiseRandomMapGenerator:SeedRandomMapGenerator(){
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+ Perlin.noise(vector.x*ratio*2,vector.y*ratio*2,mapRandomSeed)/2
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+ Perlin.noise(vector.x*ratio*4,vector.y*ratio*4,mapRandomSeed)/4
|
||||
when {
|
||||
height>0.8 -> tile.baseTerrain = mountain
|
||||
height>0.8 -> tile.baseTerrain = Constants.mountain
|
||||
height>0 -> tile.baseTerrain = "" // we'll leave this to the area division
|
||||
else -> tile.baseTerrain = ocean
|
||||
else -> tile.baseTerrain = Constants.ocean
|
||||
}
|
||||
return tile
|
||||
}
|
||||
@ -297,12 +295,12 @@ class AlexanderRandomMapGenerator:RandomMapGenerator(){
|
||||
if(map[currentSpark]!!.baseTerrain==grassland){
|
||||
for(tile in emptyTilesAroundSpark){
|
||||
if(Math.random()<landExpansionChance) map[tile]=TileInfo().apply { baseTerrain=grassland }
|
||||
else map[tile]=TileInfo().apply { baseTerrain=ocean }
|
||||
else map[tile]=TileInfo().apply { baseTerrain=Constants.ocean }
|
||||
}
|
||||
}
|
||||
else{
|
||||
for(tile in emptyTilesAroundSpark)
|
||||
map[tile]=TileInfo().apply { baseTerrain=ocean }
|
||||
map[tile]=TileInfo().apply { baseTerrain=Constants.ocean }
|
||||
}
|
||||
sparkList.remove(currentSpark)
|
||||
sparkList.addAll(emptyTilesAroundSpark)
|
||||
@ -311,7 +309,7 @@ class AlexanderRandomMapGenerator:RandomMapGenerator(){
|
||||
val newmap = HashMap<String,TileInfo>()
|
||||
for(entry in map){
|
||||
entry.value!!.position = entry.key
|
||||
if(entry.value!!.baseTerrain==ocean
|
||||
if(entry.value!!.baseTerrain==Constants.ocean
|
||||
&& HexMath().getAdjacentVectors(entry.key).all { !map.containsKey(it) || map[it]!!.baseTerrain==grassland })
|
||||
entry.value!!.baseTerrain=grassland
|
||||
|
||||
@ -364,7 +362,8 @@ open class SeedRandomMapGenerator : RandomMapGenerator() {
|
||||
open fun divideIntoAreas(averageTilesPerArea: Int, waterPercent: Float, map: HashMap<Vector2, TileInfo>) {
|
||||
val areas = ArrayList<Area>()
|
||||
|
||||
val terrains = GameBasics.Terrains.values.filter { it.type === TerrainType.Land && it.name != "Lakes" && it.name != mountain }
|
||||
val terrains = GameBasics.Terrains.values
|
||||
.filter { it.type === TerrainType.Land && it.name != Constants.lakes && it.name != Constants.mountain }
|
||||
|
||||
while(map.values.any { it.baseTerrain=="" }) // the world could be split into lots off tiny islands, and every island deserves land types
|
||||
{
|
||||
@ -373,7 +372,7 @@ open class SeedRandomMapGenerator : RandomMapGenerator() {
|
||||
|
||||
for (i in 0 until numberOfSeeds) {
|
||||
val terrain = if (Math.random() > waterPercent) terrains.random().name
|
||||
else ocean
|
||||
else Constants.ocean
|
||||
val area = Area(terrain)
|
||||
val tile = emptyTiles.random()
|
||||
emptyTiles -= tile
|
||||
@ -386,10 +385,10 @@ open class SeedRandomMapGenerator : RandomMapGenerator() {
|
||||
}
|
||||
|
||||
|
||||
for (area in areas.filter { it.terrain == ocean && it.locations.size <= 10 }) {
|
||||
for (area in areas.filter { it.terrain == Constants.ocean && it.locations.size <= 10 }) {
|
||||
// areas with 10 or less tiles are lakes.
|
||||
for (location in area.locations)
|
||||
map[location]!!.baseTerrain = "Lakes"
|
||||
map[location]!!.baseTerrain = Constants.lakes
|
||||
}
|
||||
}
|
||||
|
||||
@ -439,7 +438,7 @@ open class RandomMapGenerator {
|
||||
tileInfo.position = position
|
||||
val terrains = GameBasics.Terrains.values
|
||||
|
||||
val baseTerrain = terrains.filter { it.type === TerrainType.Land && it.name != "Lakes" }.random()
|
||||
val baseTerrain = terrains.filter { it.type === TerrainType.Land }.random()
|
||||
tileInfo.baseTerrain = baseTerrain.name
|
||||
|
||||
addRandomTerrainFeature(tileInfo)
|
||||
@ -498,7 +497,7 @@ open class RandomMapGenerator {
|
||||
}
|
||||
|
||||
open fun setWaterTiles(map: HashMap<String, TileInfo>) {
|
||||
for (tile in map.values.filter { it.baseTerrain == ocean }) {
|
||||
for (tile in map.values.filter { it.baseTerrain == Constants.ocean }) {
|
||||
if (HexMath().getVectorsInDistance(tile.position,2).any { hasLandTile(map,it) }) {
|
||||
tile.baseTerrain = Constants.coast
|
||||
tile.setTransients()
|
||||
@ -508,12 +507,12 @@ open class RandomMapGenerator {
|
||||
|
||||
open fun randomizeTile(tileInfo: TileInfo, map: HashMap<String, TileInfo>){
|
||||
if(tileInfo.getBaseTerrain().type==TerrainType.Land && Math.random()<0.05f){
|
||||
tileInfo.baseTerrain = mountain
|
||||
tileInfo.baseTerrain = Constants.mountain
|
||||
tileInfo.setTransients()
|
||||
}
|
||||
if(tileInfo.getBaseTerrain().type==TerrainType.Land && Math.random()<0.05f
|
||||
&& HexMath().getVectorsInDistance(tileInfo.position,1).all { hasLandTile(map,it) }){
|
||||
tileInfo.baseTerrain = "Lakes"
|
||||
tileInfo.baseTerrain = Constants.lakes
|
||||
tileInfo.setTransients()
|
||||
}
|
||||
addRandomTerrainFeature(tileInfo)
|
||||
|
Loading…
x
Reference in New Issue
Block a user