Changes to Puppet - Annex - Liberate:

- From Conquer you can move either to Liberate, or to Puppet -> Annex -> Raze
- All unit actions at battle are completely independant of your decision what you do with the city, so they're not deffered until you decide
This commit is contained in:
Yair Morgenstern 2019-09-23 17:29:05 +03:00
parent 6d9543e07b
commit 548078fb37
3 changed files with 99 additions and 118 deletions

View File

@ -94,15 +94,6 @@ class Battle(val gameInfo:GameInfo) {
}
}
if(defender.isDefeated()
&& defender is CityCombatant
&& attacker.isMelee()){
conquerCity(defender.city, attacker)
} else
postBattleActionsPart2(attacker, defender, attackedTile)
}
fun postBattleActionsPart2(attacker: ICombatant, defender: ICombatant, attackedTile:TileInfo) {
// German unique - needs to be checked before we try to move to the enemy tile, since the encampment disappears after we move in
if(defender.isDefeated() && defender.getCivInfo().isBarbarian()
@ -152,6 +143,11 @@ class Battle(val gameInfo:GameInfo) {
}
if(defender.isDefeated()
&& defender is CityCombatant
&& attacker.isMelee())
conquerCity(defender.city, attacker)
if(attacker.isMelee()){
if(!defender.getUnitType().isCivilian()) // unit was not captured but actually attacked
@ -208,12 +204,18 @@ class Battle(val gameInfo:GameInfo) {
val attackerCiv = attacker.getCivInfo()
attackerCiv.addNotification("We have conquered the city of [${city.name}]!", city.location, Color.RED)
city.conquerer = attacker
city.getCenterTile().apply {
if(militaryUnit!=null) militaryUnit!!.destroy()
if(civilianUnit!=null) captureCivilianUnit(attacker, MapUnitCombatant(civilianUnit!!))
for(airUnit in airUnits.toList()) airUnit.destroy()
}
if (attacker.getCivInfo().isPlayerCivilization()) {
attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.name))
} else {
city.annexCity()
city.annexCity(attacker.getCivInfo())
}
}

View File

@ -4,10 +4,6 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.math.Vector2
import com.unciv.Constants
import com.unciv.UnCivGame
import com.unciv.logic.battle.Battle
import com.unciv.logic.battle.CityCombatant
import com.unciv.logic.battle.ICombatant
import com.unciv.logic.battle.MapUnitCombatant
import com.unciv.logic.civilization.AlertType
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.PopupAlert
@ -47,7 +43,6 @@ class CityInfo {
var isBeingRazed = false
var attackedThisTurn = false
var hasSoldBuildingThisTurn = false
var conquerer : ICombatant? = null
var isPuppet = false
constructor() // for json parsing, we need to have a default constructor
@ -111,7 +106,6 @@ class CityInfo {
toReturn.attackedThisTurn = attackedThisTurn
toReturn.resistanceCounter = resistanceCounter
toReturn.foundingCiv = foundingCiv
toReturn.conquerer = conquerer
toReturn.isPuppet = isPuppet
return toReturn
}
@ -225,9 +219,7 @@ class CityInfo {
attackedThisTurn = false
if (resistanceCounter > 0) resistanceCounter--
if (isPuppet) {
reassignWorkers()
}
if (isPuppet) reassignWorkers()
}
fun reassignWorkers() {
@ -235,6 +227,7 @@ class CityInfo {
population.specialists.clear()
for (i in 0..population.population)
population.autoAssignPopulation()
cityStats.update()
}
fun endTurn() {
@ -279,124 +272,93 @@ class CityInfo {
getCenterTile().improvement="City ruins"
}
fun annexCity() {
if (conquerer == null) return
val attackerCiv = conquerer!!.getCivInfo()
val defenderCiv = civInfo
fun annexCity(conqueringCiv: CivilizationInfo) {
puppetCity(conqueringCiv)
getCenterTile().apply {
if(militaryUnit!=null) militaryUnit!!.destroy()
if(civilianUnit!=null) Battle(civInfo.gameInfo).captureCivilianUnit(conquerer!!, MapUnitCombatant(civilianUnit!!))
for(airUnit in airUnits.toList()) airUnit.destroy()
if(!conqueringCiv.policies.isAdopted("Police State")) {
expansion.cultureStored = 0
expansion.reset()
}
if (!attackerCiv.isMajorCiv()){
destroyCity()
}
else {
val currentPopulation = population.population
isPuppet=false
val percentageOfCivPopulationInThatCity = currentPopulation*100f / civInfo.cities.sumBy { it.population.population }
val aggroGenerated = 10f+percentageOfCivPopulationInThatCity.roundToInt()
civInfo.getDiplomacyManager(attackerCiv)
.addModifier(DiplomaticModifiers.CapturedOurCities, -aggroGenerated)
for(thirdPartyCiv in attackerCiv.getKnownCivs().filter { it.isMajorCiv() }){
val aggroGeneratedForOtherCivs = (aggroGenerated/10).roundToInt().toFloat()
if(thirdPartyCiv.isAtWarWith(civInfo)) // You annoyed our enemy?
thirdPartyCiv.getDiplomacyManager(attackerCiv)
.addModifier(DiplomaticModifiers.SharedEnemy, aggroGeneratedForOtherCivs) // Cool, keep at at! =D
else thirdPartyCiv.getDiplomacyManager(attackerCiv)
.addModifier(DiplomaticModifiers.WarMongerer, -aggroGeneratedForOtherCivs) // Uncool bro.
}
if(currentPopulation>1) population.population -= 1 + currentPopulation/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
population.unassignExtraPopulation()
health = getMaxHealth() / 2 // I think that cities recover to half health when conquered?
if(!attackerCiv.policies.isAdopted("Police State")) {
expansion.cultureStored = 0
expansion.reset()
}
moveToCiv(attackerCiv)
resistanceCounter = population.population
workedTiles = hashSetOf() //reassign 1st working tile
population.specialists.clear()
for (i in 0..population.population)
population.autoAssignPopulation()
cityStats.update()
}
if(cityConstructions.isBuilt("Palace")){
cityConstructions.removeBuilding("Palace")
if(defenderCiv.isDefeated()) {
defenderCiv.destroy()
attackerCiv.popupAlerts.add(PopupAlert(AlertType.Defeated,defenderCiv.civName))
}
else if(defenderCiv.cities.isNotEmpty()){
defenderCiv.cities.first().cityConstructions.addBuilding("Palace") // relocate palace
}
}
Battle(civInfo.gameInfo).postBattleActionsPart2(conquerer as MapUnitCombatant, CityCombatant(this), ccenterTile)
conquerer = null
UnCivGame.Current.worldScreen.shouldUpdate=true
}
/** This happens when we either puppet OR annex, basically whenever we conquer a city and don't liberate it */
fun puppetCity(conqueringCiv: CivilizationInfo) {
if (!conqueringCiv.isMajorCiv()){
destroyCity()
}
val oldCiv = civInfo
moveToCiv(conqueringCiv)
if(oldCiv.isDefeated()) {
oldCiv.destroy()
conqueringCiv.popupAlerts.add(PopupAlert(AlertType.Defeated,oldCiv.civName))
}
health = getMaxHealth() / 2 // I think that cities recover to half health when conquered?
diplomaticReprecussionsForConqueringCity(oldCiv, conqueringCiv)
if(population.population>1) population.population -= 1 + population.population/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
resistanceCounter = population.population // I checked, and even if you puppet there's resistance for conquering
reassignWorkers()
fun puppetCity() {
annexCity()
isPuppet = true
resistanceCounter = 0
}
fun liberateCity() {
if (foundingCiv == "") {
annexCity()
private fun diplomaticReprecussionsForConqueringCity(oldCiv: CivilizationInfo, conqueringCiv: CivilizationInfo) {
val currentPopulation = population.population
val percentageOfCivPopulationInThatCity = currentPopulation * 100f / civInfo.cities.sumBy { it.population.population }
val aggroGenerated = 10f + percentageOfCivPopulationInThatCity.roundToInt()
oldCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.CapturedOurCities, -aggroGenerated)
for (thirdPartyCiv in conqueringCiv.getKnownCivs().filter { it.isMajorCiv() }) {
val aggroGeneratedForOtherCivs = (aggroGenerated / 10).roundToInt().toFloat()
if (thirdPartyCiv.isAtWarWith(civInfo)) // You annoyed our enemy?
thirdPartyCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.SharedEnemy, aggroGeneratedForOtherCivs) // Cool, keep at at! =D
else thirdPartyCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.WarMongerer, -aggroGeneratedForOtherCivs) // Uncool bro.
}
}
/* Liberating is returning a city to its founder - makes you LOSE warmongering points **/
fun liberateCity(conqueringCiv: CivilizationInfo) {
if (foundingCiv == "") { // this should never happen but just in case...
annexCity(conqueringCiv)
return
}
val attackerCiv = conquerer!!.getCivInfo()
val defenderCiv = civInfo
val oldOwningCiv = civInfo
val foundingCiv = civInfo.gameInfo.civilizations.first { it.civName == foundingCiv }
getCenterTile().apply {
if(militaryUnit!=null) militaryUnit!!.destroy()
if(civilianUnit!=null) civilianUnit!!.destroy()
for(airUnit in airUnits.toList()) airUnit.destroy()
}
val currentPopulation = population.population
val percentageOfCivPopulationInThatCity = currentPopulation*100f / (foundingCiv.cities.sumBy { it.population.population } + currentPopulation)
val aggroGenerated = 10f+percentageOfCivPopulationInThatCity.roundToInt()
foundingCiv.getDiplomacyManager(attackerCiv)
.addModifier(DiplomaticModifiers.CapturedOurCities, aggroGenerated)
val respecForLiberatingOurCity = 10f+percentageOfCivPopulationInThatCity.roundToInt()
foundingCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.CapturedOurCities, respecForLiberatingOurCity)
for(thirdPartyCiv in attackerCiv.getKnownCivs().filter { it.isMajorCiv() }){
val aggroGeneratedForOtherCivs = (aggroGenerated/10).roundToInt().toFloat()
thirdPartyCiv.getDiplomacyManager(attackerCiv)
.addModifier(DiplomaticModifiers.WarMongerer, aggroGeneratedForOtherCivs) // Cool, keep at at! =D
val otherCivsRespecForLiberating = (respecForLiberatingOurCity/10).roundToInt().toFloat()
for(thirdPartyCiv in conqueringCiv.getKnownCivs().filter { it.isMajorCiv() && it != oldOwningCiv }){
thirdPartyCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.WarMongerer, otherCivsRespecForLiberating) // Cool, keep at at! =D
}
population.unassignExtraPopulation()
health = getMaxHealth() // I think that cities recover to half health when conquered?
moveToCiv(foundingCiv)
workedTiles = hashSetOf() //reassign 1st working tile
population.specialists.clear()
for (i in 0..population.population)
population.autoAssignPopulation()
cityStats.update()
health = getMaxHealth() / 2 // I think that cities recover to half health when conquered?
if(foundingCiv.cities.size == 1) {
reassignWorkers()
if(foundingCiv.cities.size == 1) { // Resurrection!
cityConstructions.addBuilding("Palace")
}
Battle(civInfo.gameInfo).postBattleActionsPart2(conquerer as MapUnitCombatant, CityCombatant(this), ccenterTile)
conquerer = null
UnCivGame.Current.worldScreen.shouldUpdate=true
}
@ -407,6 +369,7 @@ class CityInfo {
}
fun moveToCiv(newCivInfo: CivilizationInfo){
val oldCiv = civInfo
civInfo.cities = civInfo.cities.toMutableList().apply { remove(this@CityInfo) }
newCivInfo.cities = newCivInfo.cities.toMutableList().apply { add(this@CityInfo) }
civInfo = newCivInfo
@ -418,6 +381,15 @@ class CityInfo {
// Remove all national wonders
for(building in cityConstructions.getBuiltBuildings().filter { it.requiredBuildingInAllCities!=null })
cityConstructions.removeBuilding(building.name)
// Remove/relocate palace
if(cityConstructions.isBuilt("Palace")){
cityConstructions.removeBuilding("Palace")
if(oldCiv.cities.isNotEmpty()){
oldCiv.cities.first().cityConstructions.addBuilding("Palace") // relocate palace
}
}
isBeingRazed=false
// Transfer unique buildings
@ -429,6 +401,8 @@ class CityInfo {
}
}
tryUpdateRoadStatus()
}

View File

@ -59,27 +59,32 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
}
}
AlertType.CityConquered -> {
val city = worldScreen.gameInfo.civilizations.flatMap { it->it.cities }.first { it.name == popupAlert.value}
val city = worldScreen.gameInfo.civilizations.flatMap { it.cities }.first { it.name == popupAlert.value}
addGoodSizedLabel("What would you like to do with the city?").row()
val conqueringCiv = worldScreen.gameInfo.currentPlayerCiv
if (city.foundingCiv != ""
&& city.civInfo.civName != city.foundingCiv
&& city.conquerer!!.getCivInfo().civName != city.foundingCiv) {
&& city.civInfo.civName != city.foundingCiv // can't liberate if the city actually belongs to those guys
&& conqueringCiv.civName != city.foundingCiv) { // or belongs originally to us
add(TextButton("Liberate".tr(), skin).onClick {
city.liberateCity()
city.liberateCity(conqueringCiv)
worldScreen.shouldUpdate=true
close()
}).row()
}
add(TextButton("Annex".tr(), skin).onClick {
city.annexCity()
city.annexCity(conqueringCiv)
worldScreen.shouldUpdate=true
close()
}).row()
add(TextButton("Puppet City".tr(), skin).onClick {
city.puppetCity()
city.puppetCity(conqueringCiv)
worldScreen.shouldUpdate=true
close()
}).row()
add(TextButton("Raze".tr(), skin).onClick {
city.annexCity()
city.annexCity(conqueringCiv)
city.isBeingRazed = true
worldScreen.shouldUpdate=true
close()
})
}