Resolved #8422 - Allow placing Barbarian encampments in map editor

This commit is contained in:
Yair Morgenstern 2023-01-21 22:59:06 +02:00
parent efcf91dd19
commit bb62f245c7
2 changed files with 2 additions and 3 deletions

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@ -37,10 +37,8 @@ import com.unciv.ui.worldscreen.ZoomButtonPair
//todo Mod tab change base ruleset - disableAllCheckboxes - instead some intelligence to leave those mods on that stay compatible? //todo Mod tab change base ruleset - disableAllCheckboxes - instead some intelligence to leave those mods on that stay compatible?
//todo The setSkin call in newMapHolder belongs in ImageGetter.setNewRuleset and should be intelligent as resetFont is expensive and the probability a mod touched a few EmojiIcons is low //todo The setSkin call in newMapHolder belongs in ImageGetter.setNewRuleset and should be intelligent as resetFont is expensive and the probability a mod touched a few EmojiIcons is low
//todo new brush: remove natural wonder //todo new brush: remove natural wonder
//todo "random nation" starting location (maybe no new internal representation = all major nations)
//todo Nat Wonder step generator: Needs tweaks to avoid placing duplicates or wonders too close together //todo Nat Wonder step generator: Needs tweaks to avoid placing duplicates or wonders too close together
//todo Music? Different suffix? Off? 20% Volume? //todo Music? Different suffix? Off? 20% Volume?
//todo See #6694 - allow placing Barbarian encampments (problem: dead on game start - BarbarianManager.encampments)
//todo See #6694 - allow adding tiles to a map (1 cell all around on hex? world-wrapped hex?? all around on rectangular? top bottom only on world-wrapped??) //todo See #6694 - allow adding tiles to a map (1 cell all around on hex? world-wrapped hex?? all around on rectangular? top bottom only on world-wrapped??)
//todo move map copy&paste to save/load?? //todo move map copy&paste to save/load??

View File

@ -242,7 +242,7 @@ class MapEditorEditImprovementsTab(
companion object { companion object {
//todo This should really be easier, the attributes should allow such a test in one go //todo This should really be easier, the attributes should allow such a test in one go
private val disallowImprovements = listOf( private val disallowImprovements = listOf(
"Remove ", "Cancel improvement", "City center", Constants.barbarianEncampment "Remove ", "Cancel improvement", "City center"
) )
private fun TileImprovement.group() = when { private fun TileImprovement.group() = when {
RoadStatus.values().any { it.name == name } -> 2 RoadStatus.values().any { it.name == name } -> 2
@ -276,6 +276,7 @@ class MapEditorEditStartsTab(
tile.tileMap.removeStartingLocations(tile.position) tile.tileMap.removeStartingLocations(tile.position)
} }
} }).padBottom(0f).row() } }).padBottom(0f).row()
add(MarkupRenderer.render( add(MarkupRenderer.render(
getNations(), getNations(),
iconDisplay = FormattedLine.IconDisplay.NoLink iconDisplay = FormattedLine.IconDisplay.NoLink