Initial Civ Personality implementation (#10939)

* Barebones implementation

* Personality Policy branch

* Initial addtions to Victory.Focus based changes

* Have no focus or personality if human

* Add getter/setter for easier access to focuses

* Add scaled value to various areas

* Make getPersonality non null to simplify checks

* Forgot to add in changes to the base class

* Ugly code to add in Personality preferred victory type. Not sure how to make it cleaner

* Fix typo

* Early return Faith building choice

* Change set concatination to listOf

* fix missing equal sign

* vals for getPersonality

* Remove unnecessary parenthesis

* Early return the other buildings as well

* Some linting and renames
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SeventhM 2024-02-13 13:27:38 -08:00 committed by GitHub
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11 changed files with 224 additions and 85 deletions

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@ -649,8 +649,9 @@ class GameInfo : IsPartOfGameInfoSerialization, HasGameInfoSerializationVersion
for (civInfo in civilizations) civInfo.setTransients()
for (civInfo in civilizations) {
civInfo.thingsToFocusOnForVictory =
civInfo.getPreferredVictoryTypeObject()?.getThingsToFocus(civInfo) ?: setOf()
civInfo.thingsToFocusOnForVictory = emptySet()
for (victory in civInfo.getPreferredVictoryTypeObjects())
civInfo.thingsToFocusOnForVictory.plus(victory.getThingsToFocus(civInfo))
}
tileMap.setNeutralTransients() // has to happen after civInfo.setTransients() sets owningCity

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@ -10,6 +10,7 @@ import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.Building
import com.unciv.models.ruleset.INonPerpetualConstruction
import com.unciv.models.ruleset.Victory
import com.unciv.models.ruleset.nation.PersonalityValue
import com.unciv.models.ruleset.tile.ResourceType
import com.unciv.models.ruleset.tile.TileImprovement
import com.unciv.models.ruleset.unique.LocalUniqueCache
@ -45,6 +46,7 @@ object Automation {
private fun rankStatsForCityWork(stats: Stats, city: City, cityStats: Stats, specialist: Boolean, localUniqueCache: LocalUniqueCache): Float {
val cityAIFocus = city.getCityFocus()
val yieldStats = stats.clone()
val civPersonality = city.civ.getPersonality()
if (specialist) {
// If you have the Food Bonus, count as 1 extra food production (base is 2food)
@ -85,15 +87,23 @@ object Automation {
} else {
if (city.civ.gold < 0 && city.civ.stats.statsForNextTurn.gold <= 0)
yieldStats.gold *= 2 // We have a global problem
yieldStats.gold *= civPersonality.scaledFocus(PersonalityValue.Gold)
if (city.tiles.size < 12 || city.civ.wantsToFocusOn(Victory.Focus.Culture))
yieldStats.culture *= 2
yieldStats.culture *= civPersonality.scaledFocus(PersonalityValue.Culture)
if (city.civ.getHappiness() < 0 && !specialist) // since this doesn't get updated, may overshoot
yieldStats.happiness *= 2
yieldStats.happiness *= civPersonality.scaledFocus(PersonalityValue.Happiness)
if (city.civ.wantsToFocusOn(Victory.Focus.Science))
yieldStats.science *= 2
yieldStats.science *= civPersonality.scaledFocus(PersonalityValue.Science)
yieldStats.production *= civPersonality.scaledFocus(PersonalityValue.Production)
yieldStats.faith *= civPersonality.scaledFocus(PersonalityValue.Faith)
yieldStats.food *= civPersonality.scaledFocus(PersonalityValue.Food)
}
// Apply City focus

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@ -14,6 +14,7 @@ import com.unciv.models.ruleset.INonPerpetualConstruction
import com.unciv.models.ruleset.MilestoneType
import com.unciv.models.ruleset.PerpetualConstruction
import com.unciv.models.ruleset.Victory
import com.unciv.models.ruleset.nation.PersonalityValue
import com.unciv.models.ruleset.unique.StateForConditionals
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.models.stats.Stat
@ -92,6 +93,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
addDefenceBuildingChoice()
addUnitTrainingBuildingChoice()
addCultureBuildingChoice()
addFaithBuildingChoice()
addOtherBuildingChoice()
if (!city.isPuppet) {
@ -149,6 +151,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
modifier = 5f // there's a settler just sitting here, doing nothing - BAD
if (civInfo.playerType == PlayerType.Human) modifier /= 2 // Players prefer to make their own unit choices usually
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Military)
addChoice(relativeCostEffectiveness, militaryUnit, modifier)
}
@ -207,34 +210,30 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
val cultureBuilding = statBuildings
.filter { it.isStatRelated(Stat.Culture) }
.filterBuildable()
.minByOrNull { it.cost }
if (cultureBuilding != null) {
var modifier = 0.5f
if (city.cityStats.currentCityStats.culture == 0f) // It won't grow if we don't help it
modifier = 0.8f
if (civInfo.wantsToFocusOn(Victory.Focus.Culture)) modifier = 1.6f
addChoice(relativeCostEffectiveness, cultureBuilding.name, modifier)
}
.minByOrNull { it.cost } ?: return
var modifier = 0.5f
if (city.cityStats.currentCityStats.culture == 0f) // It won't grow if we don't help it
modifier = 0.8f
if (civInfo.wantsToFocusOn(Victory.Focus.Culture)) modifier = 1.6f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Culture)
addChoice(relativeCostEffectiveness, cultureBuilding.name, modifier)
}
private fun addSpaceshipPartChoice() {
if (!civInfo.hasUnique(UniqueType.EnablesConstructionOfSpaceshipParts)) return
val spaceshipPart = (nonWonders + units).filter { it.name in spaceshipParts }.filterBuildable().firstOrNull()
if (spaceshipPart != null) {
val modifier = 2f
addChoice(relativeCostEffectiveness, spaceshipPart.name, modifier)
}
?: return
val modifier = 2f
addChoice(relativeCostEffectiveness, spaceshipPart.name, modifier)
}
private fun addOtherBuildingChoice() {
val otherBuilding = nonWonders
.filter { Automation.allowAutomatedConstruction(civInfo, city, it) }
.filterBuildable()
.minByOrNull { it.cost }
if (otherBuilding != null) {
val modifier = 0.6f
addChoice(relativeCostEffectiveness, otherBuilding.name, modifier)
}
.minByOrNull { it.cost } ?: return
val modifier = 0.6f
addChoice(relativeCostEffectiveness, otherBuilding.name, modifier)
}
private fun getWonderPriority(wonder: Building): Float {
@ -289,12 +288,14 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
&& Automation.allowAutomatedConstruction(civInfo, city, it)
}
.filterBuildable()
.minByOrNull { it.cost }
if (unitTrainingBuilding != null && (!civInfo.wantsToFocusOn(Victory.Focus.Culture) || isAtWar)) {
.minByOrNull { it.cost } ?: return
if ((isAtWar ||
!civInfo.wantsToFocusOn(Victory.Focus.Culture) || !city.civ.getPersonality().isNeutralPersonality)) {
var modifier = if (cityIsOverAverageProduction) 0.5f else 0.1f // You shouldn't be cranking out units anytime soon
if (isAtWar) modifier *= 2
if (civInfo.wantsToFocusOn(Victory.Focus.Military))
modifier *= 1.3f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Military)
addChoice(relativeCostEffectiveness, unitTrainingBuilding.name, modifier)
}
}
@ -305,19 +306,16 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
&& Automation.allowAutomatedConstruction(civInfo, city, it)
}
.filterBuildable()
.minByOrNull { it.cost }
if (defensiveBuilding != null && (isAtWar || !civInfo.wantsToFocusOn(Victory.Focus.Culture))) {
var modifier = 0.2f
if (isAtWar) modifier = 0.5f
.minByOrNull { it.cost } ?: return
var modifier = 0.2f
if (isAtWar) modifier = 0.5f
// If this city is the closest city to another civ, that makes it a likely candidate for attack
if (civInfo.getKnownCivs()
.mapNotNull { NextTurnAutomation.getClosestCities(civInfo, it) }
.any { it.city1 == city })
modifier *= 1.5f
addChoice(relativeCostEffectiveness, defensiveBuilding.name, modifier)
}
// If this city is the closest city to another civ, that makes it a likely candidate for attack
if (civInfo.getKnownCivs()
.mapNotNull { NextTurnAutomation.getClosestCities(civInfo, it) }
.any { it.city1 == city })
modifier *= 1.5f
addChoice(relativeCostEffectiveness, defensiveBuilding.name, modifier)
}
private fun addHappinessBuildingChoice() {
@ -325,15 +323,14 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
.filter { it.isStatRelated(Stat.Happiness)
&& Automation.allowAutomatedConstruction(civInfo, city, it) }
.filterBuildable()
.minByOrNull { it.cost }
if (happinessBuilding != null) {
var modifier = 1f
val civHappiness = civInfo.getHappiness()
if (civHappiness > 5) modifier = 1 / 2f // less desperate
if (civHappiness < 0) modifier = 3f // more desperate
else if (happinessBuilding.hasUnique(UniqueType.RemoveAnnexUnhappiness)) modifier = 2f // building courthouse is always important
addChoice(relativeCostEffectiveness, happinessBuilding.name, modifier)
}
.minByOrNull { it.cost } ?: return
var modifier = 1f
val civHappiness = civInfo.getHappiness()
if (civHappiness > 5) modifier = 1 / 2f // less desperate
if (civHappiness < 0) modifier = 3f // more desperate
else if (happinessBuilding.hasUnique(UniqueType.RemoveAnnexUnhappiness)) modifier = 2f // building courthouse is always important
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Happiness)
addChoice(relativeCostEffectiveness, happinessBuilding.name, modifier)
}
private fun addScienceBuildingChoice() {
@ -342,33 +339,30 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
.filter { it.isStatRelated(Stat.Science)
&& Automation.allowAutomatedConstruction(civInfo, city, it) }
.filterBuildable()
.minByOrNull { it.cost }
if (scienceBuilding != null) {
var modifier = 1.1f
if (civInfo.wantsToFocusOn(Victory.Focus.Science))
modifier *= 1.4f
addChoice(relativeCostEffectiveness, scienceBuilding.name, modifier)
}
.minByOrNull { it.cost } ?: return
var modifier = 1.1f
if (civInfo.wantsToFocusOn(Victory.Focus.Science))
modifier *= 1.4f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Science)
addChoice(relativeCostEffectiveness, scienceBuilding.name, modifier)
}
private fun addGoldBuildingChoice() {
val goldBuilding = statBuildings.filter { it.isStatRelated(Stat.Gold) }
.filterBuildable()
.minByOrNull { it.cost }
if (goldBuilding != null) {
val modifier = if (civInfo.stats.statsForNextTurn.gold < 0) 3f else 1.2f
addChoice(relativeCostEffectiveness, goldBuilding.name, modifier)
}
.minByOrNull { it.cost } ?: return
var modifier = if (civInfo.stats.statsForNextTurn.gold < 0) 3f else 1.2f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Gold)
addChoice(relativeCostEffectiveness, goldBuilding.name, modifier)
}
private fun addProductionBuildingChoice() {
val productionBuilding = statBuildings
.filter { it.isStatRelated(Stat.Production) }
.filterBuildable()
.minByOrNull { it.cost }
if (productionBuilding != null) {
addChoice(relativeCostEffectiveness, productionBuilding.name, 1.5f)
}
.minByOrNull { it.cost } ?: return
val modifier = city.civ.getPersonality().scaledFocus(PersonalityValue.Production)
addChoice(relativeCostEffectiveness, productionBuilding.name, 1.5f * modifier)
}
private fun addFoodBuildingChoice() {
@ -378,11 +372,23 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
(it.isStatRelated(Stat.Food)
|| it.hasUnique(UniqueType.CarryOverFood, conditionalState)
) && Automation.allowAutomatedConstruction(civInfo, city, it)
}.filterBuildable().minByOrNull { it.cost }
if (foodBuilding != null) {
var modifier = 1f
if (city.population.population < 5) modifier = 1.3f
addChoice(relativeCostEffectiveness, foodBuilding.name, modifier)
}
}.filterBuildable().minByOrNull { it.cost } ?: return
var modifier = 1f
if (city.population.population < 5) modifier = 1.3f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Food)
addChoice(relativeCostEffectiveness, foodBuilding.name, modifier)
}
private fun addFaithBuildingChoice() {
if (civInfo.gameInfo.isReligionEnabled()) return
val faithBuilding = statBuildings
.filter { it.isStatRelated(Stat.Faith) }
.filterBuildable()
.minByOrNull { it.cost } ?: return
var modifier = 0.5f
if (civInfo.wantsToFocusOn(Victory.Focus.Faith)) modifier = 1f
modifier *= city.civ.getPersonality().scaledFocus(PersonalityValue.Faith)
addChoice(relativeCostEffectiveness, faithBuilding.name, modifier)
}
}

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@ -234,7 +234,9 @@ object DiplomacyAutomation {
}
internal fun declareWar(civInfo: Civilization) {
if (civInfo.wantsToFocusOn(Victory.Focus.Culture)) return
if (civInfo.wantsToFocusOn(Victory.Focus.Culture) &&
civInfo.getPersonality().isNeutralPersonality)
return
if (civInfo.cities.isEmpty() || civInfo.diplomacy.isEmpty()) return
if (civInfo.isAtWar() || civInfo.getHappiness() <= 0) return

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@ -20,6 +20,7 @@ import com.unciv.models.ruleset.MilestoneType
import com.unciv.models.ruleset.Policy
import com.unciv.models.ruleset.PolicyBranch
import com.unciv.models.ruleset.Victory
import com.unciv.models.ruleset.nation.PersonalityValue
import com.unciv.models.ruleset.tech.Technology
import com.unciv.models.ruleset.tile.ResourceType
import com.unciv.models.ruleset.unique.StateForConditionals
@ -128,15 +129,30 @@ object NextTurnAutomation {
internal fun valueCityStateAlliance(civInfo: Civilization, cityState: Civilization, includeQuests: Boolean = false): Int {
var value = 0
val civPersonality = civInfo.getPersonality()
if (civInfo.wantsToFocusOn(Victory.Focus.Culture) && cityState.cityStateFunctions.canProvideStat(Stat.Culture)) {
value += 10
if (cityState.cityStateFunctions.canProvideStat(Stat.Culture)) {
if (civInfo.wantsToFocusOn(Victory.Focus.Culture))
value += 10
value += civPersonality[PersonalityValue.Culture].toInt() - 5
}
else if (civInfo.wantsToFocusOn(Victory.Focus.Science) && cityState.cityStateFunctions.canProvideStat(Stat.Science)) {
if (cityState.cityStateFunctions.canProvideStat(Stat.Faith)) {
if (civInfo.wantsToFocusOn(Victory.Focus.Faith))
value += 10
value += civPersonality[PersonalityValue.Faith].toInt() - 5
}
if (cityState.cityStateFunctions.canProvideStat(Stat.Production)) {
if (civInfo.wantsToFocusOn(Victory.Focus.Production))
value += 10
value += civPersonality[PersonalityValue.Production].toInt() - 5
}
if (cityState.cityStateFunctions.canProvideStat(Stat.Science)) {
// In case someone mods this in
value += 10
if (civInfo.wantsToFocusOn(Victory.Focus.Science))
value += 10
value += civPersonality[PersonalityValue.Science].toInt() - 5
}
else if (civInfo.wantsToFocusOn(Victory.Focus.Military)) {
if (civInfo.wantsToFocusOn(Victory.Focus.Military)) {
if (!cityState.isAlive())
value -= 5
else {
@ -146,14 +162,16 @@ object NextTurnAutomation {
value -= (20 - distance) / 4
}
}
else if (civInfo.wantsToFocusOn(Victory.Focus.CityStates)) {
if (civInfo.wantsToFocusOn(Victory.Focus.CityStates)) {
value += 5 // Generally be friendly
}
if (civInfo.getHappiness() < 5 && cityState.cityStateFunctions.canProvideStat(Stat.Happiness)) {
value += 10 - civInfo.getHappiness()
value += civPersonality[PersonalityValue.Happiness].toInt() - 5
}
if (civInfo.getHappiness() > 5 && cityState.cityStateFunctions.canProvideStat(Stat.Food)) {
value += 5
value += civPersonality[PersonalityValue.Food].toInt() - 5
}
if (!cityState.isAlive() || cityState.cities.isEmpty() || civInfo.cities.isEmpty())
@ -442,7 +460,9 @@ object NextTurnAutomation {
private fun trainSettler(civInfo: Civilization) {
if (civInfo.isCityState()) return
if (civInfo.isAtWar()) return // don't train settlers when you could be training troops.
if (civInfo.wantsToFocusOn(Victory.Focus.Culture) && civInfo.cities.size > 3) return
if (civInfo.wantsToFocusOn(Victory.Focus.Culture) && civInfo.cities.size > 3 &&
civInfo.getPersonality().isNeutralPersonality)
return
if (civInfo.cities.none()) return
if (civInfo.getHappiness() <= civInfo.cities.size) return

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@ -2,6 +2,7 @@ package com.unciv.logic.civilization
import com.badlogic.gdx.math.Vector2
import com.unciv.Constants
import com.unciv.UncivGame
import com.unciv.json.HashMapVector2
import com.unciv.logic.GameInfo
import com.unciv.logic.IsPartOfGameInfoSerialization
@ -40,6 +41,7 @@ import com.unciv.models.ruleset.Victory
import com.unciv.models.ruleset.nation.CityStateType
import com.unciv.models.ruleset.nation.Difficulty
import com.unciv.models.ruleset.nation.Nation
import com.unciv.models.ruleset.nation.Personality
import com.unciv.models.ruleset.tech.Era
import com.unciv.models.ruleset.tile.ResourceSupplyList
import com.unciv.models.ruleset.tile.ResourceType
@ -352,24 +354,31 @@ class Civilization : IsPartOfGameInfoSerialization {
fun getCompletedPolicyBranchesCount(): Int = policies.adoptedPolicies.count { Policy.isBranchCompleteByName(it) }
private fun getCivTerritory() = cities.asSequence().flatMap { it.tiles.asSequence() }
fun getPreferredVictoryType(): String {
fun getPreferredVictoryTypes(): List<String> {
val victoryTypes = gameInfo.gameParameters.victoryTypes
if (victoryTypes.size == 1)
return victoryTypes.first() // That is the most relevant one
val victoryType = nation.preferredVictoryType
return if (victoryType in gameInfo.ruleset.victories) victoryType
else Constants.neutralVictoryType
return listOf(victoryTypes.first()) // That is the most relevant one
val victoryType: List<String> = listOf(nation.preferredVictoryType, getPersonality().preferredVictoryType)
.filter { it in gameInfo.gameParameters.victoryTypes }
return victoryType.ifEmpty { listOf(Constants.neutralVictoryType) }
}
@Suppress("MemberVisibilityCanBePrivate")
fun getPreferredVictoryTypeObject(): Victory? {
val preferredVictoryType = getPreferredVictoryType()
return if (preferredVictoryType == Constants.neutralVictoryType) null
else gameInfo.ruleset.victories[getPreferredVictoryType()]!!
fun getPreferredVictoryTypeObjects(): List<Victory> {
val preferredVictoryTypes = getPreferredVictoryTypes()
return if (preferredVictoryTypes.contains(Constants.neutralVictoryType)) emptyList()
else preferredVictoryTypes.map { gameInfo.ruleset.victories[it]!! }
}
fun wantsToFocusOn(focus: Victory.Focus): Boolean {
return thingsToFocusOnForVictory.contains(focus)
return thingsToFocusOnForVictory.contains(focus) &&
(isAI() || UncivGame.Current.settings.autoPlay.isAutoPlayingAndFullAI())
}
fun getPersonality(): Personality {
return if (isAI() || UncivGame.Current.settings.autoPlay.isAutoPlayingAndFullAI()) gameInfo.ruleset.personalities[nation.personality] ?: Personality.neutralPersonality
else Personality.neutralPersonality
}
@Transient

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@ -45,7 +45,9 @@ class PolicyManager : IsPartOfGameInfoSerialization {
get() {
val value = HashMap<PolicyBranch, Int>()
for (branch in branches) {
value[branch] = branch.priorities[civInfo.nation.preferredVictoryType] ?: 0
val victoryPriority = branch.priorities[civInfo.nation.preferredVictoryType] ?: 0
val personalityPriority = civInfo.getPersonality().policy[branch.name] ?: 0
value[branch] = victoryPriority + personalityPriority
}
return value
}

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@ -8,6 +8,7 @@ import com.unciv.models.metadata.BaseRuleset
import com.unciv.models.ruleset.nation.CityStateType
import com.unciv.models.ruleset.nation.Difficulty
import com.unciv.models.ruleset.nation.Nation
import com.unciv.models.ruleset.nation.Personality
import com.unciv.models.ruleset.tech.Era
import com.unciv.models.ruleset.tech.TechColumn
import com.unciv.models.ruleset.tech.Technology
@ -69,6 +70,7 @@ class Ruleset {
val unitTypes = LinkedHashMap<String, UnitType>()
var victories = LinkedHashMap<String, Victory>()
var cityStateTypes = LinkedHashMap<String, CityStateType>()
val personalities = LinkedHashMap<String, Personality>()
val greatGeneralUnits by lazy {
units.values.filter { it.hasUnique(UniqueType.GreatPersonFromCombat, StateForConditionals.IgnoreConditionals) }
@ -159,6 +161,7 @@ class Ruleset {
units.remove(it)
}
units.putAll(ruleset.units)
personalities.putAll(ruleset.personalities)
modOptions.uniques.addAll(ruleset.modOptions.uniques)
modOptions.constants.merge(ruleset.modOptions.constants)
@ -192,6 +195,7 @@ class Ruleset {
unitTypes.clear()
victories.clear()
cityStateTypes.clear()
personalities.clear()
}
fun allRulesetObjects(): Sequence<IRulesetObject> =
@ -214,7 +218,8 @@ class Ruleset {
tileResources.values.asSequence() +
unitPromotions.values.asSequence() +
units.values.asSequence() +
unitTypes.values.asSequence()
unitTypes.values.asSequence() +
personalities.values.asSequence()
// Victories is only INamed
fun allIHasUniques(): Sequence<IHasUniques> =
allRulesetObjects() + sequenceOf(modOptions)
@ -374,6 +379,11 @@ class Ruleset {
cityStateTypes += createHashmap(json().fromJsonFile(Array<CityStateType>::class.java, cityStateTypesFile))
}
val personalitiesFile = folderHandle.child("Personalities.json")
if (personalitiesFile.exists()) {
personalities += createHashmap(json().fromJsonFile(Array<Personality>::class.java, personalitiesFile))
}
// Add objects that might not be present in base ruleset mods, but are required

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@ -51,6 +51,7 @@ class Nation : RulesetObject() {
var uniqueText = ""
var innerColor: List<Int>? = null
var startBias = ArrayList<String>()
var personality: String? = null
var startIntroPart1 = ""
var startIntroPart2 = ""

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@ -0,0 +1,77 @@
package com.unciv.models.ruleset.nation
import com.unciv.Constants
import com.unciv.models.ruleset.RulesetObject
import com.unciv.models.ruleset.unique.UniqueTarget
import kotlin.reflect.KMutableProperty0
enum class PersonalityValue {
Production,
Food,
Gold,
Science,
Culture,
Happiness,
Faith,
Military,
WarMongering,
}
class Personality: RulesetObject() {
var production: Float = 5f
var food: Float = 5f
var gold: Float = 5f
var science: Float = 5f
var culture: Float = 5f
var happiness: Float = 5f
var faith: Float = 5f
var military: Float = 5f
var warMongering: Float = 5f // Todo: Look into where this should be inserted
var policy = LinkedHashMap<String, Int>()
var preferredVictoryType: String = Constants.neutralVictoryType
var isNeutralPersonality: Boolean = false
private fun nameToVariable(value: PersonalityValue):KMutableProperty0<Float> {
return when(value) {
PersonalityValue.Production -> ::production
PersonalityValue.Food -> ::food
PersonalityValue.Gold -> ::gold
PersonalityValue.Science -> ::science
PersonalityValue.Culture -> ::culture
PersonalityValue.Happiness -> ::happiness
PersonalityValue.Faith -> ::faith
PersonalityValue.Military -> ::military
PersonalityValue.WarMongering -> ::warMongering
}
}
companion object {
val neutralPersonality: Personality by lazy {
val base = Personality()
base.isNeutralPersonality = true
base
}
}
/**
* Scales the value to a more meaningful range, where 10 is 2, and 5 is 1
*/
fun scaledFocus(value: PersonalityValue): Float {
return nameToVariable(value).get() / 5
}
operator fun get(value: PersonalityValue): Float {
return nameToVariable(value).get()
}
operator fun set(personalityValue: PersonalityValue, value: Float){
nameToVariable(personalityValue).set(value)
}
override fun getUniqueTarget() = UniqueTarget.Personality
override fun makeLink(): String {
return ""
}
}

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@ -57,6 +57,7 @@ enum class UniqueTarget(
Tutorial,
CityState(inheritsFrom = Global),
ModOptions,
Personality,
// Modifiers
Conditional("Modifiers that can be added to other uniques to limit when they will be active", modifierType = ModifierType.Conditional),