Generate different type of barbarians.

This commit is contained in:
Duan Tao 2019-01-25 19:31:19 +08:00
parent 478a9e6996
commit c18cc2476f

View File

@ -90,7 +90,14 @@ class GameInfo {
if (viableTiles.isEmpty()) return // no place for more barbs =( if (viableTiles.isEmpty()) return // no place for more barbs =(
tile = viableTiles.getRandom() tile = viableTiles.getRandom()
} }
tileMap.placeUnitNearTile(tile!!.position, "Warrior", getBarbarianCivilization())
val allResearchedTechs = civilizations.filterNot { it.isBarbarianCivilization() }
.flatMap { it.tech.researchedTechnologies }.map{ it.name }
val unitList = GameBasics.BarbarianUnitsList.keys
.filter{ allResearchedTechs.contains(GameBasics.Units[it]?.requiredTech) }
val unit = if (unitList.isEmpty()) "Warrior" else unitList.getRandom()
tileMap.placeUnitNearTile(tile!!.position, unit, getBarbarianCivilization())
} }
fun setTransients() { fun setTransients() {
@ -131,4 +138,4 @@ class GameInfo {
} }
} }
} }