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https://github.com/yairm210/Unciv.git
synced 2025-09-27 22:06:05 -04:00
Rearrange code for pruchasing stuff.
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@ -22,11 +22,23 @@ class NextTurnAutomation{
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exchangeLuxuries(civInfo)
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declareWar(civInfo)
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automateCityBombardment(civInfo)
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buyBuildingOrUnit(civInfo)
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automateUnits(civInfo)
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reassignWorkedTiles(civInfo)
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trainSettler(civInfo)
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}
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private fun buyBuildingOrUnit(civInfo: CivilizationInfo) {
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//allow ai spending money to purchase building & unit. Buying staff has slightly lower priority than buying tech.
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for (city in civInfo.cities.sortedByDescending{ it.population.population }) {
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val construction = city.cityConstructions.getCurrentConstruction()
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if (construction.canBePurchased()
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&& city.civInfo.gold / 3 >= construction.getGoldCost(civInfo.policies.getAdoptedPolicies()) ) {
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city.cityConstructions.purchaseBuilding(construction.name)
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}
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}
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}
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private fun exchangeTechs(civInfo: CivilizationInfo) {
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val otherCivList = civInfo.diplomacy.values.map { it.otherCiv() }.
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filter { it.playerType == PlayerType.AI && !it.isBarbarianCivilization() }.
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@ -51,7 +63,7 @@ class NextTurnAutomation{
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tradeLogic.currentTrade.theirOffers.add(theirOffer)
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} else {
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//try to buy tech with money, not spending more than 1/3 of treasury
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if (ourGold / 3 >= theirValue)
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if (ourGold / 2 >= theirValue)
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{
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tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, 0, theirValue))
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tradeLogic.currentTrade.theirOffers.add(theirOffer)
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@ -73,10 +85,14 @@ class NextTurnAutomation{
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val costs = techsGroups.keys.sorted()
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val tech: Technology
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if (techsGroups[costs[0]]!!.size == 1 || costs.size == 1) {
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tech = techsGroups[costs[0]]!!.getRandom()
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val techsCheapest = techsGroups[costs[0]]!!
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//Do not consider advanced techs if only one tech left in cheapest groupe
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if (techsCheapest.size == 1 || costs.size == 1) {
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tech = techsCheapest.getRandom()
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} else {
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tech = (techsGroups[costs[0]]!! + techsGroups[costs[1]]!!).getRandom()
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//Choose randomly between cheapest and second cheapest groupe
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val techsAdvanced = techsGroups[costs[1]]!!
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tech = (techsCheapest + techsAdvanced).getRandom()
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}
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civInfo.tech.techsToResearch.add(tech.name)
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}
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@ -199,4 +215,4 @@ class NextTurnAutomation{
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}
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}
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}
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}
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@ -126,11 +126,6 @@ class CityConstructions {
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inProgressConstructions[currentConstruction] = inProgressConstructions[currentConstruction]!! + productionToAdd
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}
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fun canBePruchasedWithGold(construction: IConstruction): Boolean {
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return construction !is SpecialConstruction &&
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!(construction is Building && construction.isWonder)
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}
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fun nextTurn(cityStats: Stats) {
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var construction = getConstruction(currentConstruction)
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if(construction is SpecialConstruction) return
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@ -150,14 +145,6 @@ class CityConstructions {
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val productionCost = construction.getProductionCost(cityInfo.civInfo.policies.adoptedPolicies)
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if (inProgressConstructions[currentConstruction]!! >= productionCost) {
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constructionComplete(construction)
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//allow ai spending money to purchase building & unit. Buying staff has slightly lower priority than buying tech.
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while (cityInfo.civInfo.playerType == PlayerType.AI
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&& cityInfo.population.population >= 5
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&& canBePruchasedWithGold(getConstruction(currentConstruction))
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&& cityInfo.civInfo.gold / 5 >= getConstruction(currentConstruction).getGoldCost(cityInfo.civInfo.policies.getAdoptedPolicies()) ) {
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purchaseBuilding(currentConstruction)
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}
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}
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}
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@ -8,6 +8,7 @@ interface IConstruction : INamed, ICivilopedia {
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fun getGoldCost(adoptedPolicies: HashSet<String>): Int
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fun isBuildable(construction: CityConstructions): Boolean
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fun postBuildEvent(construction: CityConstructions) // Yes I'm hilarious.
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fun canBePurchased(): Boolean
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}
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@ -35,6 +36,9 @@ open class SpecialConstruction(override var name: String, override val descripti
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}
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}
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override fun canBePurchased(): Boolean {
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return false
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}
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override fun getProductionCost(adoptedPolicies: HashSet<String>): Int {
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throw Exception("Impossible!")
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@ -91,7 +91,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
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return value
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}
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}
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TradeType.Technology -> return sqrt(GameBasics.Technologies[offer.name]!!.cost.toDouble()).toInt()*10
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TradeType.Technology -> return sqrt(GameBasics.Technologies[offer.name]!!.cost.toDouble()).toInt()*20
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TradeType.Strategic_Resource -> {
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if(otherCivIsRecieving) {
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val resources = ourCivilization.getCivResourcesByName()
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@ -211,4 +211,4 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
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transferTrade(ourCivilization,otherCivilization,currentTrade)
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transferTrade(otherCivilization,ourCivilization,currentTrade.reverse())
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}
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}
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}
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@ -149,6 +149,9 @@ class Building : NamedStats(), IConstruction{
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return stats
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}
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override fun canBePurchased(): Boolean {
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return !isWonder
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}
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override fun getProductionCost(adoptedPolicies: HashSet<String>): Int {
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return if (!isWonder && culture != 0f && adoptedPolicies.contains("Piety")) (cost * 0.85).toInt()
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@ -81,6 +81,10 @@ class BaseUnit : INamed, IConstruction, ICivilopedia {
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return unit
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}
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override fun canBePurchased(): Boolean {
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return true
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}
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override fun getProductionCost(adoptedPolicies: HashSet<String>): Int = cost
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override fun getGoldCost(adoptedPolicies: HashSet<String>): Int {
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@ -8,7 +8,6 @@ import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.scenes.scene2d.ui.TextButton
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import com.badlogic.gdx.utils.Align
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.city.IConstruction
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import com.unciv.logic.city.SpecialConstruction
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import com.unciv.models.gamebasics.Building
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import com.unciv.models.gamebasics.GameBasics
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@ -124,7 +123,7 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
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row()
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val purchaseConstructionButton: TextButton
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if (city.cityConstructions.canBePruchasedWithGold(construction)) {
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if (construction.canBePurchased()) {
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val buildingGoldCost = construction.getGoldCost(city.civInfo.policies.getAdoptedPolicies())
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purchaseConstructionButton = TextButton("Buy for [$buildingGoldCost] gold".tr(), CameraStageBaseScreen.skin)
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purchaseConstructionButton.onClick("coin") {
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