From a141cb1f1c636f8c3050fc49996940a4a9022003 Mon Sep 17 00:00:00 2001 From: Duan Tao Date: Wed, 23 Jan 2019 15:52:04 +0800 Subject: [PATCH] Rearrange code for pruchasing stuff. --- .../logic/automation/NextTurnAutomation.kt | 26 +++++++++++++++---- .../com/unciv/logic/city/CityConstructions.kt | 13 ---------- .../src/com/unciv/logic/city/IConstruction.kt | 4 +++ core/src/com/unciv/logic/trade/TradeLogic.kt | 4 +-- .../com/unciv/models/gamebasics/Building.kt | 3 +++ .../unciv/models/gamebasics/unit/BaseUnit.kt | 4 +++ .../unciv/ui/cityscreen/ConstructionsTable.kt | 3 +-- 7 files changed, 35 insertions(+), 22 deletions(-) diff --git a/core/src/com/unciv/logic/automation/NextTurnAutomation.kt b/core/src/com/unciv/logic/automation/NextTurnAutomation.kt index aebc99c513..5af3364e37 100644 --- a/core/src/com/unciv/logic/automation/NextTurnAutomation.kt +++ b/core/src/com/unciv/logic/automation/NextTurnAutomation.kt @@ -22,11 +22,23 @@ class NextTurnAutomation{ exchangeLuxuries(civInfo) declareWar(civInfo) automateCityBombardment(civInfo) + buyBuildingOrUnit(civInfo) automateUnits(civInfo) reassignWorkedTiles(civInfo) trainSettler(civInfo) } + private fun buyBuildingOrUnit(civInfo: CivilizationInfo) { + //allow ai spending money to purchase building & unit. Buying staff has slightly lower priority than buying tech. + for (city in civInfo.cities.sortedByDescending{ it.population.population }) { + val construction = city.cityConstructions.getCurrentConstruction() + if (construction.canBePurchased() + && city.civInfo.gold / 3 >= construction.getGoldCost(civInfo.policies.getAdoptedPolicies()) ) { + city.cityConstructions.purchaseBuilding(construction.name) + } + } + } + private fun exchangeTechs(civInfo: CivilizationInfo) { val otherCivList = civInfo.diplomacy.values.map { it.otherCiv() }. filter { it.playerType == PlayerType.AI && !it.isBarbarianCivilization() }. @@ -51,7 +63,7 @@ class NextTurnAutomation{ tradeLogic.currentTrade.theirOffers.add(theirOffer) } else { //try to buy tech with money, not spending more than 1/3 of treasury - if (ourGold / 3 >= theirValue) + if (ourGold / 2 >= theirValue) { tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, 0, theirValue)) tradeLogic.currentTrade.theirOffers.add(theirOffer) @@ -73,10 +85,14 @@ class NextTurnAutomation{ val costs = techsGroups.keys.sorted() val tech: Technology - if (techsGroups[costs[0]]!!.size == 1 || costs.size == 1) { - tech = techsGroups[costs[0]]!!.getRandom() + val techsCheapest = techsGroups[costs[0]]!! + //Do not consider advanced techs if only one tech left in cheapest groupe + if (techsCheapest.size == 1 || costs.size == 1) { + tech = techsCheapest.getRandom() } else { - tech = (techsGroups[costs[0]]!! + techsGroups[costs[1]]!!).getRandom() + //Choose randomly between cheapest and second cheapest groupe + val techsAdvanced = techsGroups[costs[1]]!! + tech = (techsCheapest + techsAdvanced).getRandom() } civInfo.tech.techsToResearch.add(tech.name) } @@ -199,4 +215,4 @@ class NextTurnAutomation{ } } -} \ No newline at end of file +} diff --git a/core/src/com/unciv/logic/city/CityConstructions.kt b/core/src/com/unciv/logic/city/CityConstructions.kt index 36af78cf8d..310b95f4b5 100644 --- a/core/src/com/unciv/logic/city/CityConstructions.kt +++ b/core/src/com/unciv/logic/city/CityConstructions.kt @@ -126,11 +126,6 @@ class CityConstructions { inProgressConstructions[currentConstruction] = inProgressConstructions[currentConstruction]!! + productionToAdd } - fun canBePruchasedWithGold(construction: IConstruction): Boolean { - return construction !is SpecialConstruction && - !(construction is Building && construction.isWonder) - } - fun nextTurn(cityStats: Stats) { var construction = getConstruction(currentConstruction) if(construction is SpecialConstruction) return @@ -150,14 +145,6 @@ class CityConstructions { val productionCost = construction.getProductionCost(cityInfo.civInfo.policies.adoptedPolicies) if (inProgressConstructions[currentConstruction]!! >= productionCost) { constructionComplete(construction) - - //allow ai spending money to purchase building & unit. Buying staff has slightly lower priority than buying tech. - while (cityInfo.civInfo.playerType == PlayerType.AI - && cityInfo.population.population >= 5 - && canBePruchasedWithGold(getConstruction(currentConstruction)) - && cityInfo.civInfo.gold / 5 >= getConstruction(currentConstruction).getGoldCost(cityInfo.civInfo.policies.getAdoptedPolicies()) ) { - purchaseBuilding(currentConstruction) - } } } diff --git a/core/src/com/unciv/logic/city/IConstruction.kt b/core/src/com/unciv/logic/city/IConstruction.kt index 9665731384..bf18d9dd5c 100644 --- a/core/src/com/unciv/logic/city/IConstruction.kt +++ b/core/src/com/unciv/logic/city/IConstruction.kt @@ -8,6 +8,7 @@ interface IConstruction : INamed, ICivilopedia { fun getGoldCost(adoptedPolicies: HashSet): Int fun isBuildable(construction: CityConstructions): Boolean fun postBuildEvent(construction: CityConstructions) // Yes I'm hilarious. + fun canBePurchased(): Boolean } @@ -35,6 +36,9 @@ open class SpecialConstruction(override var name: String, override val descripti } } + override fun canBePurchased(): Boolean { + return false + } override fun getProductionCost(adoptedPolicies: HashSet): Int { throw Exception("Impossible!") diff --git a/core/src/com/unciv/logic/trade/TradeLogic.kt b/core/src/com/unciv/logic/trade/TradeLogic.kt index 00bea2faf5..830e48f0b3 100644 --- a/core/src/com/unciv/logic/trade/TradeLogic.kt +++ b/core/src/com/unciv/logic/trade/TradeLogic.kt @@ -91,7 +91,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci return value } } - TradeType.Technology -> return sqrt(GameBasics.Technologies[offer.name]!!.cost.toDouble()).toInt()*10 + TradeType.Technology -> return sqrt(GameBasics.Technologies[offer.name]!!.cost.toDouble()).toInt()*20 TradeType.Strategic_Resource -> { if(otherCivIsRecieving) { val resources = ourCivilization.getCivResourcesByName() @@ -211,4 +211,4 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci transferTrade(ourCivilization,otherCivilization,currentTrade) transferTrade(otherCivilization,ourCivilization,currentTrade.reverse()) } -} \ No newline at end of file +} diff --git a/core/src/com/unciv/models/gamebasics/Building.kt b/core/src/com/unciv/models/gamebasics/Building.kt index b245fdea46..891196b78b 100644 --- a/core/src/com/unciv/models/gamebasics/Building.kt +++ b/core/src/com/unciv/models/gamebasics/Building.kt @@ -149,6 +149,9 @@ class Building : NamedStats(), IConstruction{ return stats } + override fun canBePurchased(): Boolean { + return !isWonder + } override fun getProductionCost(adoptedPolicies: HashSet): Int { return if (!isWonder && culture != 0f && adoptedPolicies.contains("Piety")) (cost * 0.85).toInt() diff --git a/core/src/com/unciv/models/gamebasics/unit/BaseUnit.kt b/core/src/com/unciv/models/gamebasics/unit/BaseUnit.kt index ee91b883f2..f83c836f84 100644 --- a/core/src/com/unciv/models/gamebasics/unit/BaseUnit.kt +++ b/core/src/com/unciv/models/gamebasics/unit/BaseUnit.kt @@ -81,6 +81,10 @@ class BaseUnit : INamed, IConstruction, ICivilopedia { return unit } + override fun canBePurchased(): Boolean { + return true + } + override fun getProductionCost(adoptedPolicies: HashSet): Int = cost override fun getGoldCost(adoptedPolicies: HashSet): Int { diff --git a/core/src/com/unciv/ui/cityscreen/ConstructionsTable.kt b/core/src/com/unciv/ui/cityscreen/ConstructionsTable.kt index 026cb55188..11cd3c9c9a 100644 --- a/core/src/com/unciv/ui/cityscreen/ConstructionsTable.kt +++ b/core/src/com/unciv/ui/cityscreen/ConstructionsTable.kt @@ -8,7 +8,6 @@ import com.badlogic.gdx.scenes.scene2d.ui.Table import com.badlogic.gdx.scenes.scene2d.ui.TextButton import com.badlogic.gdx.utils.Align import com.unciv.logic.city.CityInfo -import com.unciv.logic.city.IConstruction import com.unciv.logic.city.SpecialConstruction import com.unciv.models.gamebasics.Building import com.unciv.models.gamebasics.GameBasics @@ -124,7 +123,7 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre row() val purchaseConstructionButton: TextButton - if (city.cityConstructions.canBePruchasedWithGold(construction)) { + if (construction.canBePurchased()) { val buildingGoldCost = construction.getGoldCost(city.civInfo.policies.getAdoptedPolicies()) purchaseConstructionButton = TextButton("Buy for [$buildingGoldCost] gold".tr(), CameraStageBaseScreen.skin) purchaseConstructionButton.onClick("coin") {