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Order defeated civs after alive civs even if the alive civs score is negative (e.g. for happiness) (#9203)
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@ -66,7 +66,8 @@ class VictoryScreenCharts(
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val sortedCivs = gameInfo.civilizations.asSequence()
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val sortedCivs = gameInfo.civilizations.asSequence()
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.filter { it.isMajorCiv() }
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.filter { it.isMajorCiv() }
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.map { VictoryScreen.CivWithStat(it, rankingType) }
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.map { VictoryScreen.CivWithStat(it, rankingType) }
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.sortedByDescending { it.value }
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.sortedBy { it.civ.civName }
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.sortedByDescending { if(it.civ.isDefeated()) Int.MIN_VALUE else it.value }
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for (civEntry in sortedCivs) {
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for (civEntry in sortedCivs) {
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if (civEntry.civ != selectedCiv) civButtonsTable.add()
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if (civEntry.civ != selectedCiv) civButtonsTable.add()
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else civButtonsTable.add(markerIcon).size(24f).right()
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else civButtonsTable.add(markerIcon).size(24f).right()
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@ -34,7 +34,8 @@ class VictoryScreenCivRankings(
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val column = Table().apply { defaults().space(10f) }
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val column = Table().apply { defaults().space(10f) }
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val civData = majorCivs
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val civData = majorCivs
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.map { VictoryScreen.CivWithStat(it, category) }
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.map { VictoryScreen.CivWithStat(it, category) }
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.sortedByDescending { it.value }
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.sortedBy { it.civ.civName }
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.sortedByDescending { if(it.civ.isDefeated()) Int.MIN_VALUE else it.value }
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for (civEntry in civData) {
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for (civEntry in civData) {
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column.add(VictoryScreenCivGroup(civEntry, worldScreen.viewingCiv)).fillX().row()
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column.add(VictoryScreenCivGroup(civEntry, worldScreen.viewingCiv)).fillX().row()
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}
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}
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