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More unique typing
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@ -156,7 +156,7 @@ class BarbarianManager {
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*/
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private fun notifyCivsOfBarbarianEncampment(tile: TileInfo) {
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gameInfo.civilizations.filter {
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it.hasUnique("Notified of new Barbarian encampments")
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it.hasUnique(UniqueType.NotifiedOfBarbarianEncampments)
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&& it.exploredTiles.contains(tile.position)
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}
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.forEach {
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@ -103,7 +103,7 @@ object BattleDamage {
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}
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if (enemy.getCivInfo().isCityState()
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&& civInfo.hasUnique("+30% Strength when fighting City-State units and cities")
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&& civInfo.hasUnique(UniqueType.StrengthBonusVsCityStates)
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)
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modifiers["vs [City-States]"] = 30
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} else if (combatant is CityCombatant) {
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@ -378,7 +378,7 @@ class TechManager {
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}
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private fun updateTransientBooleans() {
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wayfinding = civInfo.hasUnique("Can embark and move over Coasts and Oceans immediately")
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wayfinding = civInfo.hasUnique(UniqueType.EmbarkAndEnterOcean)
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unitsCanEmbark = wayfinding || civInfo.hasUnique(UniqueType.LandUnitEmbarkation)
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embarkedUnitsCanEnterOcean = wayfinding || civInfo.hasUnique(UniqueType.EmbarkedUnitsMayEnterOcean)
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@ -241,6 +241,8 @@ enum class UniqueType(val text: String, vararg targets: UniqueTarget, val flags:
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EnablesConstructionOfSpaceshipParts("Enables construction of Spaceship parts", UniqueTarget.Global),
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NotifiedOfBarbarianEncampments("Notified of new Barbarian encampments", UniqueTarget.Global),
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EnablesOpenBorders("Enables Open Borders agreements", UniqueTarget.Global),
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// Should the 'R' in 'Research agreements' be capitalized?
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EnablesResearchAgreements("Enables Research agreements", UniqueTarget.Global),
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@ -282,6 +284,8 @@ enum class UniqueType(val text: String, vararg targets: UniqueTarget, val flags:
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// ToDo: make per unit and use unit filters?
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LandUnitEmbarkation("Enables embarkation for land units", UniqueTarget.Global),
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EmbarkedUnitsMayEnterOcean("Enables embarked units to enter ocean tiles", UniqueTarget.Global),
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// todo: Should this be deprecated and replaces with the two above uniques?
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EmbarkAndEnterOcean("Can embark and move over Coasts and Oceans immediately", UniqueTarget.Global),
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PopulationLossFromNukes("Population loss from nuclear attacks [amount]% [cityFilter]", UniqueTarget.Global),
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@Deprecated("as of 3.19.2", ReplaceWith("Population loss from nuclear attacks [-amount]% [in this city]"))
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@ -365,6 +369,8 @@ enum class UniqueType(val text: String, vararg targets: UniqueTarget, val flags:
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Strength("[amount]% Strength", UniqueTarget.Unit, UniqueTarget.Global),
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StrengthNearCapital("[amount]% Strength decreasing with distance from the capital", UniqueTarget.Unit, UniqueTarget.Global),
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FlankAttackBonus("[amount]% to Flank Attack bonuses", UniqueTarget.Unit, UniqueTarget.Global),
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// There's currently no conditional that would allow you strength vs city-state *cities* and that's why this isn't deprecated yet
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StrengthBonusVsCityStates("+30% Strength when fighting City-State units and cities", UniqueTarget.Global),
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Movement("[amount] Movement", UniqueTarget.Unit, UniqueTarget.Global),
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Sight("[amount] Sight", UniqueTarget.Unit, UniqueTarget.Global, UniqueTarget.Terrain),
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@ -131,6 +131,9 @@ Example: "[20]% Production towards any buildings that already exist in the Capit
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Applicable to: Global, FollowerBelief
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#### Tile yields from Natural Wonders doubled
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Applicable to: Global
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#### Military Units gifted from City-States start with [amount] XP
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Example: "Military Units gifted from City-States start with [20] XP"
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@ -362,6 +365,22 @@ Example: "[20]% Culture cost of adopting new Policies"
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Applicable to: Global
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#### Quantity of strategic resources produced by the empire +[amount]%
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Example: "Quantity of strategic resources produced by the empire +[20]%"
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Applicable to: Global
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#### Double quantity of [resource] produced
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Example: "Double quantity of [Iron] produced"
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Applicable to: Global
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#### Double Happiness from Natural Wonders
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Applicable to: Global
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#### Enables construction of Spaceship parts
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Applicable to: Global
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#### Enables Open Borders agreements
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Applicable to: Global
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@ -463,6 +482,9 @@ Example: "[20] Unit Supply per city"
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Applicable to: Global
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#### Units in cities cost no Maintenance
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Applicable to: Global
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#### Rebel units may spawn
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Applicable to: Global
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@ -634,11 +656,6 @@ Example: "[Wounded] units gain the [Shock I] promotion"
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Applicable to: Global
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#### Quantity of strategic resources produced by the empire +[amount]%
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Example: "Quantity of strategic resources produced by the empire +[20]%"
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Applicable to: Global
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#### Provides the cheapest [stat] building in your first [amount] cities for free
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Example: "Provides the cheapest [Culture] building in your first [20] cities for free"
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@ -838,6 +855,9 @@ Example: "Blast radius [20]"
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Applicable to: Unit
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#### Ranged attacks may be performed over obstacles
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Applicable to: Unit
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#### Uncapturable
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Applicable to: Unit
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@ -846,6 +866,9 @@ Example: "May withdraw before melee ([20]%)"
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Applicable to: Unit
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#### Unable to capture cities
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Applicable to: Unit
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#### Can move after attacking
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Applicable to: Unit
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