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https://github.com/yairm210/Unciv.git
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Observatory now available with astronomy
Wealth and science production fixed to 4:1 Wonder bug fixed
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parent
0715f4b855
commit
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@ -226,7 +226,7 @@
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hurryCostModifier:25,
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hurryCostModifier:25,
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percentStatBonus:{science:50},
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percentStatBonus:{science:50},
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requiredBuilding:"Library",
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requiredBuilding:"Library",
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requiredTech:"Metal Casting"
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requiredTech:"Astronomy"
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},
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},
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{
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{
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name:"Opera House",
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name:"Opera House",
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@ -21,7 +21,7 @@ android {
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applicationId "com.unciv.game"
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applicationId "com.unciv.game"
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minSdkVersion 9
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minSdkVersion 9
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targetSdkVersion 25
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targetSdkVersion 25
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versionCode 9
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versionCode 10
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versionName "0.9"
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versionName "0.9"
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}
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}
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buildTypes {
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buildTypes {
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@ -33,7 +33,7 @@ public class CityBuildings
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public CityInfo getCity(){return UnCivGame.Current.civInfo.tileMap.get(cityLocation).getCity(); }
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public CityInfo getCity(){return UnCivGame.Current.civInfo.tileMap.get(cityLocation).getCity(); }
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public boolean isBuilt(String buildingName) { return builtBuildings.contains(buildingName); }
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public boolean isBuilt(String buildingName) { return builtBuildings.contains(buildingName); }
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public boolean isBuilding(String buildingName) { return currentBuilding.equals(buildingName); }
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public boolean isBuilding(String buildingName) { return currentBuilding!=null && currentBuilding.equals(buildingName); }
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Building getGameBuilding(String buildingName) { return GameBasics.Buildings.get(buildingName); }
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Building getGameBuilding(String buildingName) { return GameBasics.Buildings.get(buildingName); }
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public LinqCollection<Building> getBuiltBuildings(){ return builtBuildings.select(new LinqCollection.Func<String, Building>() {
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public LinqCollection<Building> getBuiltBuildings(){ return builtBuildings.select(new LinqCollection.Func<String, Building>() {
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@ -46,8 +46,8 @@ public class CityBuildings
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public void nextTurn(FullStats cityStats)
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public void nextTurn(FullStats cityStats)
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{
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{
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if (currentBuilding == null) return;
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if (currentBuilding == null) return;
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if(currentBuilding.equals("Gold")) {cityStats.gold+=cityStats.production/3; return;}
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if(currentBuilding.equals("Gold")) {cityStats.gold+=cityStats.production/4; return;}
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if(currentBuilding.equals("Science")) {cityStats.science+=cityStats.production/3; return;}
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if(currentBuilding.equals("Science")) {cityStats.science+=cityStats.production/4; return;}
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Building gameBuilding = getGameBuilding(currentBuilding);
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Building gameBuilding = getGameBuilding(currentBuilding);
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@ -462,9 +462,6 @@ public class WorldScreen extends com.unciv.game.utils.CameraStageBaseScreen {
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}
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}
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void setCenterPosition(final Vector2 vector){
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void setCenterPosition(final Vector2 vector){
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TileGroup TG = tileGroups.linqValues().first(new Predicate<WorldTileGroup>() {
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TileGroup TG = tileGroups.linqValues().first(new Predicate<WorldTileGroup>() {
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@Override
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@Override
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@ -480,10 +477,6 @@ public class WorldScreen extends com.unciv.game.utils.CameraStageBaseScreen {
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scrollPane.updateVisualScroll();
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scrollPane.updateVisualScroll();
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}
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}
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float round(float value, int scale){
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return (float) (Math.round(value * Math.pow(10, scale)) / Math.pow(10, scale));
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}
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}
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}
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@ -72,11 +72,11 @@ public class BuildingPickerScreen extends PickerScreen {
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if(game.civInfo.tech.isResearched("Education"))
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if(game.civInfo.tech.isResearched("Education"))
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specials.addActor(getProductionButton("Science","Produce Science",
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specials.addActor(getProductionButton("Science","Produce Science",
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"Convert production to science at a rate of 3 to 1", "Produce Science"));
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"Convert production to science at a rate of 4 to 1", "Produce Science"));
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if(game.civInfo.tech.isResearched("Currency"))
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if(game.civInfo.tech.isResearched("Currency"))
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specials.addActor(getProductionButton("Gold","Produce Gold",
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specials.addActor(getProductionButton("Gold","Produce Gold",
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"Convert production to gold at a rate of 3 to 1", "Produce Gold"));
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"Convert production to gold at a rate of 4 to 1", "Produce Gold"));
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topTable.add(regularBuildings);
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topTable.add(regularBuildings);
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topTable.add(wonders);
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topTable.add(wonders);
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