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Ruins no longer give researched techs - kudos philn3v!
Can no longer see over mountains
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5e8cf6ea84
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@ -52,7 +52,7 @@ class GameStarter(){
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}
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}
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fun getStartingLocations(numberOfPlayers:Int,tileMap: TileMap): Stack<TileInfo> {
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fun getStartingLocations(numberOfPlayers:Int,tileMap: TileMap): Stack<TileInfo> {
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for(minimumDistanceBetweenStartingLocations in 7 downTo 1){
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for(minimumDistanceBetweenStartingLocations in 7 downTo 0){
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val freeTiles = tileMap.values
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val freeTiles = tileMap.values
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.filter { it.isLand() && vectorIsWithinNTilesOfEdge(it.position,3,tileMap)}
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.filter { it.isLand() && vectorIsWithinNTilesOfEdge(it.position,3,tileMap)}
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.toMutableList()
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.toMutableList()
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@ -329,7 +329,8 @@ class MapUnit {
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city.population.autoAssignPopulation()
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city.population.autoAssignPopulation()
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civInfo.addNotification("We have found survivors the ruins - population added to ["+city.name+"]",city.location, Color.GREEN)
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civInfo.addNotification("We have found survivors the ruins - population added to ["+city.name+"]",city.location, Color.GREEN)
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}
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}
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val researchableAncientEraTechs = GameBasics.Technologies.values.filter { civInfo.tech.canBeResearched(it.name)}
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val researchableAncientEraTechs = GameBasics.Technologies.values
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.filter { !civInfo.tech.isResearched(it.name) && civInfo.tech.canBeResearched(it.name)}
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if(researchableAncientEraTechs.isNotEmpty())
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if(researchableAncientEraTechs.isNotEmpty())
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actions.add {
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actions.add {
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val tech = researchableAncientEraTechs.getRandom().name
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val tech = researchableAncientEraTechs.getRandom().name
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@ -79,7 +79,8 @@ open class TileInfo {
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fun getHeight(): Int {
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fun getHeight(): Int {
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var height = 0
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var height = 0
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if (listOf("Forest", "Jungle").contains(terrainFeature)) height += 1
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if (listOf("Forest", "Jungle").contains(terrainFeature)) height += 1
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if ("Hill" == baseTerrain) height += 2
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if (baseTerrain == "Hill") height += 2
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if(baseTerrain=="Mountain") height = 4
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return height
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return height
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}
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}
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