mirror of
https://github.com/yairm210/Unciv.git
synced 2025-09-25 12:54:06 -04:00
Merge remote-tracking branch 'refs/remotes/yairm210/master'
This commit is contained in:
commit
76d80b30ca
@ -822,6 +822,10 @@
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French:"Un [greatPerson] est né!"
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Romanian:"Sa născut un [greatPerson]!"
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}
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"We have encountered [civName]!":{}
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"Cannot provide upkeep for [unitName] - unit has been disbanded!":{}
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// Save and load game
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@ -2398,12 +2402,12 @@
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Dutch:" Het/De [policyBranch] beleid is ontgrendeld!" // depends on what brach it is
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} // EG Rationalism policy branch unlocked!
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// Trade
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"Trade with [otherCiv]":{
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Italian:"Scambia con [otherCiv]"
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Russian:"Торговать с [otherCiv]"
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French:"Échanger avec [otherCiv]"
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Romanian:"Comerțul cu [otherCiv]"
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// Trade
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"Trade":{
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Italian:"Scambia"
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Russian:"Торговля"
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French:"Échanger"
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Romanian:"Comerțul"
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}
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"Offer trade":{
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Italian:"Offerta commerciale"
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@ -2424,16 +2428,16 @@
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Romanian:"Articolele noastre"
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}
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"Our trade offer":{
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Italian:"La nostra offerta commerciale"
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Russian:"Наше предложение обмена"
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French:"Notre offre commerciale"
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Romanian:"Oferta noastră comercială"
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Italian:"La nostra \n offerta commerciale"
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Russian:"Наше предложение\n обмена"
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French:"Notre offre \n commerciale"
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Romanian:"Oferta noastră \n comercială"
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}
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"[otherCiv]'s trade offer":{
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Italian:"Offerta commerciale di [otherCiv]"
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Russian:"Предложение обмена цивилизации [otherCiv]"
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French:"L'offre commerciale de [otherCiv]"
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Romanian:"ofertă de schimb a [otherCiv]"
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Italian:"Offerta commerciale \n di [otherCiv]"
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Russian:"Предложение обмена \n цивилизации [otherCiv]"
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French:"L'offre commerciale \n de [otherCiv]"
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Romanian:"ofertă de \n schimb a [otherCiv]"
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}
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"[otherCiv]'s items":{
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Italian:"Gli articoli di [otherCiv]"
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@ -2465,6 +2469,11 @@
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French:"Accept"
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Romanian:"Accepta"
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}
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"There's nothing on the table":{}
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"Peace treaty":{}
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"Gold per turn":{}
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//civilisations
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@ -2609,6 +2618,11 @@
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Romanian:"Diplomaţie"
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}
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"War":{}
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"Peace":{}
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"Declare war":{}
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// Overview screen
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"Overview":{
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Italian:"Panoramica"
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 14
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targetSdkVersion 26
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versionCode 115
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versionName "2.7.3.2"
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versionCode 116
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versionName "2.7.4"
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}
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buildTypes {
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release {
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@ -51,7 +51,9 @@ class GameInfo {
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player.startTurn()
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val enemyUnitsCloseToTerritory = player.getViewableTiles().filter { it.militaryUnit!=null && it.militaryUnit!!.civInfo!=player
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val enemyUnitsCloseToTerritory = player.getViewableTiles()
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.filter { it.militaryUnit!=null && it.militaryUnit!!.civInfo!=player
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&& player.isAtWarWith(it.militaryUnit!!.civInfo)
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&& (it.getOwner()==player || it.neighbors.any { neighbor -> neighbor.getOwner()==player }) }
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for(enemyUnitTile in enemyUnitsCloseToTerritory) {
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val inOrNear = if(enemyUnitTile.getOwner()==player) "in" else "near"
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@ -81,6 +81,7 @@ class Automation {
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val enemyCivsByDistanceToOurs = civInfo.diplomacy.values.map { it.otherCiv() }
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.filterNot { it == civInfo || it.cities.isEmpty() || !civInfo.diplomacy[it.civName]!!.canDeclareWar() }
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.groupBy { getMinDistanceBetweenCities(civInfo,it) }
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.toSortedMap()
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val ourCombatStrength = evaluteCombatStrength(civInfo)
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for (group in enemyCivsByDistanceToOurs){
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if(group.key>7) break
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@ -12,13 +12,64 @@ import com.unciv.logic.map.MapUnit
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.ui.utils.getRandom
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import com.unciv.ui.worldscreen.unit.UnitAction
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import com.unciv.ui.worldscreen.unit.UnitActions
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class UnitAutomation{
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fun automateUnitMoves(unit: MapUnit) {
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if (unit.name == "Settler") {
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automateSettlerActions(unit)
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return
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}
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if (unit.name == "Worker") {
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WorkerAutomation(unit).automateWorkerAction()
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return
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}
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if(unit.name.startsWith("Great")) return // I don't know what to do with you yet.
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val unitActions = UnitActions().getUnitActions(unit,UnCivGame.Current.worldScreen)
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if (tryUpgradeUnit(unit, unitActions)) return
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// Accompany settlers
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if (tryAccompanySettler(unit)) return
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if (unit.health < 50) {
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healUnit(unit)
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return
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} // do nothing but heal
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// if there is an attackable unit in the vicinity, attack!
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if (tryAttackNearbyEnemy(unit)) return
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if (tryGarrisoningUnit(unit)) return
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if (unit.health < 80) {
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healUnit(unit)
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return
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} // do nothing but heal until 80 health
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// find the closest enemy unit that we know of within 5 spaces and advance towards it
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if (tryAdvanceTowardsCloseEnemy(unit)) return
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if (unit.health < 100) {
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healUnit(unit)
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return
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}
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// Focus all units without a specific target on the enemy city closest to one of our cities
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if (tryHeadTowardsEnemyCity(unit)) return
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// else, go to a random space
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randomWalk(unit)
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// if both failed, then... there aren't any reachable tiles. Which is possible.
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}
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fun healUnit(unit:MapUnit) {
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// If we're low on health then heal
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// todo: go to a more defensible place if there is one
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val tilesInDistance = unit.getDistanceToTiles().keys
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val unitTile = unit.getTile()
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@ -70,78 +121,53 @@ class UnitAutomation{
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return attackableTiles
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}
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fun automateUnitMoves(unit: MapUnit) {
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private fun tryAdvanceTowardsCloseEnemy(unit: MapUnit): Boolean {
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var closeEnemies = unit.getTile().getTilesInDistance(5)
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.filter{ containsAttackableEnemy(it, unit.civInfo) && unit.movementAlgs().canReach(it)}
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if(unit.getBaseUnit().unitType.isRanged())
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closeEnemies = closeEnemies.filterNot { it.isCityCenter() && it.getCity()!!.health==1 }
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if (unit.name == "Settler") {
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automateSettlerActions(unit)
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return
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val closestEnemy = closeEnemies.minBy { it.arialDistanceTo(unit.getTile()) }
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if (closestEnemy != null) {
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unit.movementAlgs().headTowards(closestEnemy)
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return true
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}
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return false
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}
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if (unit.name == "Worker") {
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WorkerAutomation(unit).automateWorkerAction()
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return
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private fun tryAccompanySettler(unit: MapUnit): Boolean {
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val closeTileWithSettler = unit.getDistanceToTiles().keys.firstOrNull {
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it.civilianUnit != null && it.civilianUnit!!.name == "Settler"
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}
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if (closeTileWithSettler != null && unit.canMoveTo(closeTileWithSettler)) {
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unit.movementAlgs().headTowards(closeTileWithSettler)
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return true
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}
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return false
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}
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if(unit.name.startsWith("Great")) return // I don't know what to do with you yet.
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val unitActions = UnitActions().getUnitActions(unit,UnCivGame.Current.worldScreen)
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if(unit.getBaseUnit().upgradesTo!=null) {
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private fun tryUpgradeUnit(unit: MapUnit, unitActions: List<UnitAction>): Boolean {
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if (unit.getBaseUnit().upgradesTo != null) {
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val upgradedUnit = GameBasics.Units[unit.getBaseUnit().upgradesTo!!]!!
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if (upgradedUnit.isBuildable(unit.civInfo)) {
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val goldCostOfUpgrade = (upgradedUnit.cost - unit.getBaseUnit().cost) * 2 + 10
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val upgradeAction = unitActions.firstOrNull { it.name.startsWith("Upgrade to") }
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if (upgradeAction != null && unit.civInfo.gold > goldCostOfUpgrade) {
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upgradeAction.action()
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return
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return true
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}
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}
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}
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return false
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}
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// Accompany settlers
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val closeTileWithSettler = unit.getDistanceToTiles().keys.firstOrNull{
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it.civilianUnit!=null && it.civilianUnit!!.name=="Settler"}
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if(closeTileWithSettler != null && unit.canMoveTo(closeTileWithSettler)){
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unit.movementAlgs().headTowards(closeTileWithSettler)
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return
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}
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if (unit.health < 50) {
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healUnit(unit)
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return
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} // do nothing but heal
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// if there is an attackable unit in the vicinity, attack!
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if (tryAttackNearbyEnemy(unit)) return
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if (tryGarrisoningUnit(unit)) return
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if (unit.health < 80) {
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healUnit(unit)
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return
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} // do nothing but heal until 80 health
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// find the closest enemy unit that we know of within 5 spaces and advance towards it
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val closestEnemy = unit.getTile().getTilesInDistance(5)
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.firstOrNull { containsAttackableEnemy(it,unit.civInfo) && unit.movementAlgs().canReach(it) }
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if (closestEnemy != null) {
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unit.movementAlgs().headTowards(closestEnemy)
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return
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}
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if (unit.health < 100) {
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healUnit(unit)
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return
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}
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// Focus all units without a specific target on the enemy city closest to one of our cities
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val enemyCities = unit.civInfo.exploredTiles.map { unit.civInfo.gameInfo.tileMap[it] }
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.filter { it.isCityCenter() && it.getOwner()!=unit.civInfo }
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if(enemyCities.isNotEmpty() && unit.civInfo.cities.isNotEmpty()) {
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private fun tryHeadTowardsEnemyCity(unit: MapUnit): Boolean {
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var enemyCities = unit.civInfo.exploredTiles.map { unit.civInfo.gameInfo.tileMap[it] }
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.filter { it.isCityCenter() && it.getOwner() != unit.civInfo }
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if(unit.getBaseUnit().unitType.isRanged())
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enemyCities = enemyCities.filterNot { it.getCity()!!.health==1 }
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if (enemyCities.isNotEmpty() && unit.civInfo.cities.isNotEmpty()) {
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val closestReachableEnemyCity = enemyCities
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.filter { unit.movementAlgs().canReach(it) }
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.minBy { city ->
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@ -149,13 +175,10 @@ class UnitAutomation{
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}
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if (closestReachableEnemyCity != null) {
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unit.movementAlgs().headTowards(closestReachableEnemyCity)
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return
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return true
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}
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}
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// else, go to a random space
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randomWalk(unit)
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// if both failed, then... there aren't any reachable tiles. Which is possible.
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return false
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}
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private fun tryAttackNearbyEnemy(unit: MapUnit): Boolean {
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@ -177,7 +200,6 @@ class UnitAutomation{
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if (unit.getBaseUnit().unitType.isMelee() && capturableCity!=null)
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enemyTileToAttack = capturableCity // enter it quickly, top priority!
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else if (nonCityTilesToAttack.isNotEmpty()) // second priority, units
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enemyTileToAttack = nonCityTilesToAttack.minBy { Battle().getMapCombatantOfTile(it.tileToAttack)!!.getHealth() }
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else if (cityWithHealthLeft!=null) enemyTileToAttack = cityWithHealthLeft// third priority, city
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@ -196,6 +218,7 @@ class UnitAutomation{
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}
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private fun tryGarrisoningUnit(unit: MapUnit): Boolean {
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if(unit.getBaseUnit().unitType.isMelee()) return false // don't garrison melee units, they're not that good at it
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val reachableCitiesWithoutUnits = unit.civInfo.cities.filter {
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val centerTile = it.getCenterTile()
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unit.canMoveTo(centerTile)
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|
@ -106,6 +106,8 @@ class Battle(val gameInfo:GameInfo=UnCivGame.Current.gameInfo) {
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private fun conquerCity(city: CityInfo, attacker: ICombatant) {
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val enemyCiv = city.civInfo
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attacker.getCivilization().addNotification("We have conquered the city of [${city.name}]!",city.location, Color.RED)
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val currentPopulation = city.population.population
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if(currentPopulation>1) city.population.population -= 1 + currentPopulation/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
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city.moveToCiv(attacker.getCivilization())
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city.health = city.getMaxHealth() / 2 // I think that cities recover to half health when conquered?
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city.getCenterTile().apply {
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|
@ -43,14 +43,14 @@ class CityConstructions {
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}
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fun getCityProductionTextForCityButton(): String {
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var result = currentConstruction
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var result = currentConstruction.tr()
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if (SpecialConstruction.getSpecialConstructions().none { it.name==result })
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result += "\r\n" + turnsToConstruction(currentConstruction) + " {turns}".tr()
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return result
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}
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fun getProductionForTileInfo(): String {
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var result = currentConstruction
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var result = currentConstruction.tr()
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if (SpecialConstruction.getSpecialConstructions().none { it.name==result })
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result += "\r\n{in} ".tr() + turnsToConstruction(currentConstruction) + " {turns}".tr()
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return result
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|
@ -27,9 +27,10 @@ class MapUnit {
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fun getBaseUnit(): BaseUnit = GameBasics.Units[name]!!
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fun getMovementString(): String = DecimalFormat("0.#").format(currentMovement.toDouble()) + "/" + maxMovement
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fun getTile(): TileInfo {
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return civInfo.gameInfo.tileMap.values.first{it.militaryUnit==this || it.civilianUnit==this}
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}
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@Transient
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internal lateinit var currentTile :TileInfo
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fun getTile(): TileInfo = currentTile
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fun getDistanceToTiles(): HashMap<TileInfo, Float> {
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val tile = getTile()
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@ -187,6 +188,7 @@ class MapUnit {
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if(getBaseUnit().unitType== UnitType.Civilian)
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tile.civilianUnit=this
|
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else tile.militaryUnit=this
|
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currentTile = tile
|
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}
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/**
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|
@ -65,6 +65,8 @@ class TileMap {
|
||||
fun setTransients() {
|
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for (tileInfo in values){
|
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tileInfo.tileMap = this
|
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if(tileInfo.militaryUnit!=null) tileInfo.militaryUnit!!.currentTile = tileInfo
|
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if(tileInfo.civilianUnit!=null) tileInfo.civilianUnit!!.currentTile = tileInfo
|
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}
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}
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|
@ -1,10 +1,7 @@
|
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package com.unciv.ui.trade
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|
||||
import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.ui.Label
|
||||
import com.badlogic.gdx.scenes.scene2d.ui.SplitPane
|
||||
import com.badlogic.gdx.scenes.scene2d.ui.Table
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||||
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
|
||||
import com.badlogic.gdx.scenes.scene2d.ui.*
|
||||
import com.unciv.UnCivGame
|
||||
import com.unciv.ui.utils.*
|
||||
|
||||
@ -14,7 +11,7 @@ class DiplomacyScreen():CameraStageBaseScreen(){
|
||||
val rightSideTable = Table()
|
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|
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init{
|
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val splitPane = SplitPane(leftSideTable,rightSideTable,false, skin)
|
||||
val splitPane = SplitPane(ScrollPane(leftSideTable),rightSideTable,false, skin)
|
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splitPane.setSplitAmount(0.2f)
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updateLeftSideTable()
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@ -64,7 +61,6 @@ class DiplomacyScreen():CameraStageBaseScreen(){
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}
|
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civTable.add(declareWarButton).row()
|
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}
|
||||
|
||||
leftSideTable.add(civTable).row()
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}
|
||||
}
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|
@ -34,21 +34,15 @@ class UnitTable(val worldScreen: WorldScreen) : Table(){
|
||||
}
|
||||
|
||||
fun update() {
|
||||
if(selectedUnit!=null)
|
||||
{
|
||||
if(selectedUnit!!.civInfo != worldScreen.civInfo) { // The unit that was selected, was captured. It exists but is no longer ours.
|
||||
if(selectedUnit!=null) {
|
||||
if (selectedUnit!!.civInfo != worldScreen.civInfo) { // The unit that was selected, was captured. It exists but is no longer ours.
|
||||
selectedUnit = null
|
||||
currentlyExecutingAction = null
|
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selectedUnitHasChanged = true
|
||||
} else if (selectedUnit!! !in selectedUnit!!.getTile().getUnits()) { // The unit that was there no longer exists}
|
||||
selectedUnit = null
|
||||
currentlyExecutingAction = null
|
||||
selectedUnitHasChanged = true
|
||||
}
|
||||
else {
|
||||
try {
|
||||
selectedUnit!!.getTile()
|
||||
} catch (ex: Exception) { // The unit that was there no longer exists}
|
||||
selectedUnit = null
|
||||
currentlyExecutingAction = null
|
||||
selectedUnitHasChanged=true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
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Reference in New Issue
Block a user