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Changed "Combat Unit" to Military Unit" for naming consistency
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.app"
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applicationId "com.unciv.app"
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minSdkVersion 14
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minSdkVersion 14
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targetSdkVersion 28
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targetSdkVersion 28
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versionCode 218
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versionCode 219
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versionName "2.14.0"
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versionName "2.14.1"
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}
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -45,21 +45,21 @@ class Automation {
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return rank
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return rank
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}
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}
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fun trainCombatUnit(city: CityInfo) {
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fun trainMilitaryUnit(city: CityInfo) {
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val name = chooseCombatUnit(city)
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val name = chooseMilitaryUnit(city)
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city.cityConstructions.currentConstruction = name
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city.cityConstructions.currentConstruction = name
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}
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}
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fun chooseCombatUnit(city: CityInfo) : String {
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fun chooseMilitaryUnit(city: CityInfo) : String {
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val combatUnits = city.cityConstructions.getConstructableUnits().filter { !it.unitType.isCivilian() }
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val militaryUnits = city.cityConstructions.getConstructableUnits().filter { !it.unitType.isCivilian() }
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val chosenUnit: BaseUnit
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val chosenUnit: BaseUnit
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if(!city.civInfo.isAtWar() && city.civInfo.cities.any { it.getCenterTile().militaryUnit==null}
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if(!city.civInfo.isAtWar() && city.civInfo.cities.any { it.getCenterTile().militaryUnit==null}
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&& combatUnits.any { it.unitType== UnitType.Ranged }) // this is for city defence so get an archery unit if we can
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&& militaryUnits.any { it.unitType== UnitType.Ranged }) // this is for city defence so get an archery unit if we can
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chosenUnit = combatUnits.filter { it.unitType== UnitType.Ranged }.maxBy { it.cost }!!
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chosenUnit = militaryUnits.filter { it.unitType== UnitType.Ranged }.maxBy { it.cost }!!
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else{ // randomize type of unit and take the most expensive of its kind
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else{ // randomize type of unit and take the most expensive of its kind
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val chosenUnitType = combatUnits.map { it.unitType }.distinct().filterNot{it==UnitType.Scout}.getRandom()
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val chosenUnitType = militaryUnits.map { it.unitType }.distinct().filterNot{it==UnitType.Scout}.getRandom()
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chosenUnit = combatUnits.filter { it.unitType==chosenUnitType }.maxBy { it.cost }!!
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chosenUnit = militaryUnits.filter { it.unitType==chosenUnitType }.maxBy { it.cost }!!
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}
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}
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return chosenUnit.name
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return chosenUnit.name
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}
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}
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@ -162,7 +162,7 @@ class Automation {
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}
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}
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//Army
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//Army
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val militaryUnit = chooseCombatUnit(cityInfo)
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val militaryUnit = chooseMilitaryUnit(cityInfo)
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val unitsToCitiesRatio = militaryUnits / cities.toFloat()
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val unitsToCitiesRatio = militaryUnits / cities.toFloat()
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// most buildings and civ units contribute the the civ's growth, military units are anti-growth
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// most buildings and civ units contribute the the civ's growth, military units are anti-growth
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val militaryChoice = ConstructionChoice(militaryUnit,unitsToCitiesRatio/5)
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val militaryChoice = ConstructionChoice(militaryUnit,unitsToCitiesRatio/5)
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@ -242,7 +242,7 @@ class NextTurnAutomation{
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Automation().chooseNextConstruction(city.cityConstructions)
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Automation().chooseNextConstruction(city.cityConstructions)
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if (city.health < city.getMaxHealth())
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if (city.health < city.getMaxHealth())
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Automation().trainCombatUnit(city) // override previous decision if city is under attack
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Automation().trainMilitaryUnit(city) // override previous decision if city is under attack
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}
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}
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}
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}
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