mirror of
https://github.com/yairm210/Unciv.git
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Implemented Follower beliefs for religions (#4530)
* Minor things * Added a few follower beliefs * Implemented follower beliefs when founding a religion * Added missing follower beliefs as much as possible * Religion screen now scrolls correctly * Buttons for chosen religions are now disabled instead of removed, idea couresty to someTroglodyte * Implemented requested changes
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@ -117,6 +117,47 @@
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"name": "Stone Circles",
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"name": "Stone Circles",
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"type": "Pantheon",
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"type": "Pantheon",
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"uniques": ["[+2 Faith] from every [Quarry]"]
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"uniques": ["[+2 Faith] from every [Quarry]"]
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},
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///////////////////////////////////////// Follower beliefs /////////////////////////////////////////
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// Missing: asceticism (requires followers)
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// Missing: cathedrals (requires purchasing with faith)
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// Missing: choral music (requires followers)
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{
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"name": "Divine inspiration",
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"type": "Follower",
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"uniques": ["[+2 Faith] from every Wonder"]
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},
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{
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"name": "Feed the World",
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"type": "Follower",
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"uniques": ["[+1 Food] from every [Shrine]", "[+1 Food] from every [Temple]"]
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},
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{
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"name": "Guruship",
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"type": "Follower",
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"uniques": ["[+2 Production] if this city has at least [1] specialists"]
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},
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// Missing: Holy Warriors (requires purchasing with faith)
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// Missing: Liturgical drama (requires followers)
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// Missing: Monasteries (requires purchasing with faith)
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// Missing: Mosques (requires purchasing with faith)
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// Missing: Pagodas (requires purchasing with faith)
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{
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"name": "Peace Gardens",
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"type": "Follower",
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"uniques": ["[+2 Happiness] from every [Garden]"]
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},
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{
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"name": "Religious Art",
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"type": "Follower",
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"uniques": ["[+8 Culture] from every [Hermitage]"]
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},
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// Missing: Religious center (requires followers)
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// Missing: Religious community (requires followers)
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{
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"name": "Swords into Ploughshares",
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"type": "Follower",
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"uniques": ["[+15]% growth [in this city] when not at war"]
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}
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}
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]
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]
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@ -931,6 +931,7 @@ All policies adopted =
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# Religions
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# Religions
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Choose an Icon and name for your Religion =
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Choose an Icon and name for your Religion =
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Choose a [$beliefType] belief! =
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Found [religionName] =
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Found [religionName] =
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# Terrains
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# Terrains
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@ -159,9 +159,12 @@ class CityStats {
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fun getGrowthBonusFromPoliciesAndWonders(): Float {
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fun getGrowthBonusFromPoliciesAndWonders(): Float {
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var bonus = 0f
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var bonus = 0f
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// "+[amount]% growth [cityFilter]"
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// "+[amount]% growth [cityFilter]"
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for (unique in cityInfo.civInfo.getMatchingUniques("+[]% growth []"))
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for (unique in cityInfo.getMatchingUniques("+[]% growth []"))
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if (cityInfo.matchesFilter(unique.params[1]))
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if (cityInfo.matchesFilter(unique.params[1]))
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bonus += unique.params[0].toFloat()
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bonus += unique.params[0].toFloat()
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for (unique in cityInfo.getMatchingUniques("+[]% growth [] when not at war"))
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if (cityInfo.matchesFilter(unique.params[1]) && !cityInfo.civInfo.isAtWar())
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bonus += unique.params[0].toFloat()
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return bonus / 100
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return bonus / 100
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}
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}
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@ -277,7 +280,11 @@ class CityStats {
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// "[stats] in cities on [tileFilter] tiles"
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// "[stats] in cities on [tileFilter] tiles"
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if (unique.placeholderText == "[] in cities on [] tiles" && cityInfo.getCenterTile().matchesTerrainFilter(unique.params[1]))
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if (unique.placeholderText == "[] in cities on [] tiles" && cityInfo.getCenterTile().matchesTerrainFilter(unique.params[1]))
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{stats.add(unique.stats); println(unique.text)}
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stats.add(unique.stats)
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// "[stats] if this city has at least [amount] specialists"
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if (unique.placeholderText == "[] if this city has at least [] specialists" && cityInfo.population.getNumberOfSpecialists() >= unique.params[1].toInt())
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stats.add(unique.stats)
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}
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}
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return stats
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return stats
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@ -151,13 +151,13 @@ class ReligionManager {
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foundingCityId = prophet.getTile().getCity()!!.id
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foundingCityId = prophet.getTile().getCity()!!.id
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}
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}
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fun foundReligion(iconName: String, name: String, founderBelief: String, followerBelief: String) {
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fun foundReligion(iconName: String, name: String, founderBelief: String, followerBeliefs: List<String>) {
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val newReligion = Religion(name, civInfo.gameInfo, civInfo.civName)
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val newReligion = Religion(name, civInfo.gameInfo, civInfo.civName)
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newReligion.iconName = iconName
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newReligion.iconName = iconName
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if (religion != null) {
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if (religion != null) {
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newReligion.followerBeliefs.addAll(religion!!.followerBeliefs)
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newReligion.followerBeliefs.addAll(religion!!.followerBeliefs)
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}
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}
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newReligion.followerBeliefs.add(followerBelief)
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newReligion.followerBeliefs.addAll(followerBeliefs)
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newReligion.founderBeliefs.add(founderBelief)
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newReligion.founderBeliefs.add(founderBelief)
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newReligion.holyCityId = foundingCityId
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newReligion.holyCityId = foundingCityId
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religion = newReligion
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religion = newReligion
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@ -1,7 +1,7 @@
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package com.unciv.models
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package com.unciv.models
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import com.unciv.logic.GameInfo
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import com.unciv.logic.GameInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.models.ruleset.Belief
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import com.unciv.models.ruleset.Unique
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import com.unciv.models.ruleset.Unique
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import com.unciv.models.stats.INamed
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import com.unciv.models.stats.INamed
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@ -13,7 +13,6 @@ class Religion() : INamed {
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lateinit var foundingCivName: String
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lateinit var foundingCivName: String
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var holyCityId: String? = null
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var holyCityId: String? = null
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var founderBeliefs: HashSet<String> = hashSetOf()
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var founderBeliefs: HashSet<String> = hashSetOf()
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var followerBeliefs: HashSet<String> = hashSetOf()
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var followerBeliefs: HashSet<String> = hashSetOf()
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@ -39,13 +38,32 @@ class Religion() : INamed {
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fun setTransients(gameInfo: GameInfo) {
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fun setTransients(gameInfo: GameInfo) {
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this.gameInfo = gameInfo
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this.gameInfo = gameInfo
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}
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}
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private fun getUniquesOfBeliefs(beliefs: HashSet<String>): Sequence<Unique> {
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private fun mapToExistingBeliefs(beliefs: HashSet<String>): List<Belief> {
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val rulesetBeliefs = gameInfo.ruleSet.beliefs
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val rulesetBeliefs = gameInfo.ruleSet.beliefs
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return beliefs.mapNotNull {
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return beliefs.mapNotNull {
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if (it !in rulesetBeliefs) null
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if (it !in rulesetBeliefs) null
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else rulesetBeliefs[it]!!.uniqueObjects
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else rulesetBeliefs[it]!!
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}.flatten().asSequence()
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}
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}
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fun getPantheonBeliefs(): Sequence<Belief> {
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return mapToExistingBeliefs(followerBeliefs)
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.filter { it.type == "Pantheon" }
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.asSequence()
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}
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fun getFollowerBeliefs(): Sequence<Belief> {
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return mapToExistingBeliefs(followerBeliefs)
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.filter { it.type == "Follower" }
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.asSequence()
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}
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private fun getUniquesOfBeliefs(beliefs: HashSet<String>): Sequence<Unique> {
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return mapToExistingBeliefs(beliefs)
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.map { it.uniqueObjects }
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.flatten()
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.asSequence()
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}
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}
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fun getFollowerUniques(): Sequence<Unique> {
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fun getFollowerUniques(): Sequence<Unique> {
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@ -56,7 +74,7 @@ class Religion() : INamed {
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return getUniquesOfBeliefs(founderBeliefs)
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return getUniquesOfBeliefs(founderBeliefs)
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}
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}
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fun isPantheon(): Boolean {
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fun isPantheon(): Boolean { // Currently unused
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return hasPantheon() && !isMajorReligion()
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return hasPantheon() && !isMajorReligion()
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}
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}
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@ -65,8 +83,12 @@ class Religion() : INamed {
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return founderBeliefs.isNotEmpty() && followerBeliefs.any { gameInfo.ruleSet.beliefs[it]!!.type == "Follower"}
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return founderBeliefs.isNotEmpty() && followerBeliefs.any { gameInfo.ruleSet.beliefs[it]!!.type == "Follower"}
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}
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}
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fun hasPantheon(): Boolean {
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fun hasPantheon(): Boolean { // Currently unused
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// Temporary as a result of follower beliefs not yet being implemented
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// Temporary as a result of follower beliefs not yet being implemented
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return followerBeliefs.any { it != "" && gameInfo.ruleSet.beliefs[it]!!.type == "Pantheon" }
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return followerBeliefs.any { it != "" && gameInfo.ruleSet.beliefs[it]!!.type == "Pantheon" }
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}
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}
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fun hasBelief(belief: String): Boolean {
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return followerBeliefs.contains(belief) || founderBeliefs.contains(belief)
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}
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}
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}
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@ -3,9 +3,9 @@ package com.unciv.models.ruleset
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import com.unciv.models.stats.INamed
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import com.unciv.models.stats.INamed
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import java.util.ArrayList
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import java.util.ArrayList
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class Belief:INamed {
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class Belief: INamed {
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override var name:String=""
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override var name: String = ""
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var type:String=""
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var type: String = ""
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var uniques = ArrayList<String>()
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var uniques = ArrayList<String>()
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val uniqueObjects: List<Unique> by lazy { uniques.map { Unique(it) } }
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val uniqueObjects: List<Unique> by lazy { uniques.map { Unique(it) } }
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}
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}
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@ -6,59 +6,63 @@ import com.badlogic.gdx.utils.Align
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import com.unciv.UncivGame
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import com.unciv.UncivGame
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import com.unciv.logic.GameInfo
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import com.unciv.logic.GameInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.models.Religion
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import com.unciv.models.UncivSound
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import com.unciv.models.UncivSound
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import com.unciv.models.ruleset.Belief
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import com.unciv.models.ruleset.Belief
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import com.unciv.models.translations.tr
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import com.unciv.models.translations.tr
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import com.unciv.ui.utils.*
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import com.unciv.ui.utils.*
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import kotlin.math.max
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class FoundReligionPickerScreen (
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class FoundReligionPickerScreen (
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private val choosingCiv: CivilizationInfo,
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private val choosingCiv: CivilizationInfo,
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private val gameInfo: GameInfo
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private val gameInfo: GameInfo,
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): PickerScreen() {
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followerBeliefsToChoose: Int = 1,
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founderBeliefsToChoose: Int = 1,
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): PickerScreen(disableScroll = true) {
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// Roughly follows the layout of the original (although I suck at UI designing, so please improve this)
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// Roughly follows the layout of the original (although I am not very good at UI designing, so please improve this)
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private val topReligionIcons = Table() // Top of the layout, contains icons for religions
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private val topReligionIcons = Table() // Top of the layout, contains icons for religions
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private val leftChosenBeliefs: ScrollPane // Left middle part, contains buttons to select the types of beliefs to choose
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private val leftChosenBeliefs = Table() // Left middle part, contains buttons to select the types of beliefs to choose
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private val rightBeliefsToChoose: ScrollPane // Right middle part, contains the beliefs to choose
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private val rightBeliefsToChoose = Table() // Right middle part, contains the beliefs to choose
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private val middlePanes = Table()
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private val middlePanes = Table()
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private var previouslySelectedIcon: Button? = null
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private var previouslySelectedIcon: Button? = null
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private var iconName: String? = null
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private var iconName: String? = null
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private var religionName: String? = null
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private var religionName: String? = null
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private var chosenFounderBelief: Belief? = null
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private val chosenFollowerBeliefs: MutableList<Belief?> = MutableList(followerBeliefsToChoose) { null }
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private var chosenFollowerBelief: Belief? = null
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private val chosenFounderBeliefs: MutableList<Belief?> = MutableList(founderBeliefsToChoose) { null }
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init {
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init {
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closeButton.isVisible = true
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closeButton.isVisible = true
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setDefaultCloseAction()
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setDefaultCloseAction()
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setupReligionIcons()
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setupReligionIcons()
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leftChosenBeliefs = ScrollPane(Table())
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rightBeliefsToChoose = ScrollPane(Table())
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middlePanes.add(leftChosenBeliefs)
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updateLeftTable()
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middlePanes.add(ScrollPane(leftChosenBeliefs))
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middlePanes.addSeparatorVertical()
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middlePanes.addSeparatorVertical()
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middlePanes.add(rightBeliefsToChoose)
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middlePanes.add(ScrollPane(rightBeliefsToChoose))
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topTable.add(topReligionIcons).row()
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topTable.add(topReligionIcons).row()
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// commented out, as the middle panes will always be empty for now, and this will create a random line otherwise
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// commented out, as the middle panes will always be empty for now, and this will create a random line otherwise
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// topTable.addSeparator()
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topTable.addSeparator()
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topTable.add(middlePanes)
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topTable.add(middlePanes)
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rightSideButton.label = "Choose a religion".toLabel()
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rightSideButton.label = "Choose a religion".toLabel()
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rightSideButton.onClick(UncivSound.Choir) {
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rightSideButton.onClick(UncivSound.Choir) {
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choosingCiv.religionManager.foundReligion(iconName!!, religionName!!, "", "", /**chosenFollowerBelief!!.name, chosenFounderBelief!!.name*/)
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choosingCiv.religionManager.foundReligion(
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iconName!!, religionName!!, "" /**chosenFollowerBeliefs.map {it!!.name} */, chosenFollowerBeliefs.map { it!!.name}
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)
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UncivGame.Current.setWorldScreen()
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UncivGame.Current.setWorldScreen()
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}
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}
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}
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}
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private fun checkAndEnableRightSideButton() {
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private fun checkAndEnableRightSideButton() {
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if (religionName == null) return
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if (religionName == null) return
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println(chosenFollowerBeliefs)
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if (chosenFollowerBeliefs.any { it == null }) return
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// check if founder belief chosen
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// check if founder belief chosen
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// check if follower belief chosen
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rightSideButton.enable()
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rightSideButton.enable()
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}
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}
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@ -71,7 +75,6 @@ class FoundReligionPickerScreen (
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val iconsTable = Table()
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val iconsTable = Table()
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iconsTable.align(Align.center)
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iconsTable.align(Align.center)
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for (religionName in gameInfo.ruleSet.religions) {
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for (religionName in gameInfo.ruleSet.religions) {
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if (gameInfo.religions.keys.any { it == religionName }) continue
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val image = ImageGetter.getReligionIcon(religionName)
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val image = ImageGetter.getReligionIcon(religionName)
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image.color = Color.BLACK
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image.color = Color.BLACK
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val icon = image.surroundWithCircle(60f)
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val icon = image.surroundWithCircle(60f)
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@ -89,11 +92,69 @@ class FoundReligionPickerScreen (
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rightSideButton.label = "Found [$translatedReligionName]".toLabel()
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rightSideButton.label = "Found [$translatedReligionName]".toLabel()
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checkAndEnableRightSideButton()
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checkAndEnableRightSideButton()
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}
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}
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if (religionName == this.religionName) button.disable()
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if (religionName == this.religionName || gameInfo.religions.keys.any { it == religionName }) button.disable()
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iconsTable.add(button).pad(5f)
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iconsTable.add(button).pad(5f)
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}
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}
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iconsTable.row()
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iconsTable.row()
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topReligionIcons.add(iconsTable).padBottom(10f).row()
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topReligionIcons.add(iconsTable).padBottom(10f).row()
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topReligionIcons.add(descriptionLabel).center()
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topReligionIcons.add(descriptionLabel).center().padBottom(5f)
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}
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private fun updateLeftTable() {
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leftChosenBeliefs.clear()
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val currentReligion = choosingCiv.religionManager.religion ?: Religion("Unknown", gameInfo, choosingCiv.civName)
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for (pantheon in currentReligion.getPantheonBeliefs() + currentReligion.getFollowerBeliefs()) {
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val beliefButton = convertBeliefToButton(pantheon)
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leftChosenBeliefs.add(beliefButton).pad(10f).row()
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beliefButton.disable()
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}
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for (newFollowerBelief in chosenFollowerBeliefs.withIndex()) {
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val newFollowerBeliefButton =
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if (newFollowerBelief.value == null) emptyBeliefButton("Follower")
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else convertBeliefToButton(newFollowerBelief.value!!)
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leftChosenBeliefs.add(newFollowerBeliefButton).pad(10f).row()
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newFollowerBeliefButton.onClick {
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loadRightTable("Follower", newFollowerBelief.index)
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}
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||||||
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}
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun loadRightTable(beliefType: String, leftButtonIndex: Int) {
|
||||||
|
rightBeliefsToChoose.clear()
|
||||||
|
val availableBeliefs = gameInfo.ruleSet.beliefs.values
|
||||||
|
.filter {
|
||||||
|
it.type == beliefType
|
||||||
|
&& gameInfo.religions.values.none {
|
||||||
|
religion -> religion.hasBelief(it.name)
|
||||||
|
}
|
||||||
|
&& (!chosenFollowerBeliefs.contains(it) || chosenFollowerBeliefs[leftButtonIndex] == it)
|
||||||
|
}
|
||||||
|
for (belief in availableBeliefs) {
|
||||||
|
val beliefButton = convertBeliefToButton(belief)
|
||||||
|
beliefButton.onClick {
|
||||||
|
if (beliefType == "Follower") chosenFollowerBeliefs[leftButtonIndex] = belief
|
||||||
|
else if (beliefType == "Founder") chosenFounderBeliefs[leftButtonIndex] = belief
|
||||||
|
updateLeftTable()
|
||||||
|
checkAndEnableRightSideButton()
|
||||||
|
}
|
||||||
|
rightBeliefsToChoose.add(beliefButton).pad(10f).row()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun convertBeliefToButton(belief: Belief): Button {
|
||||||
|
val contentsTable = Table()
|
||||||
|
contentsTable.add(belief.type.toLabel()).row()
|
||||||
|
contentsTable.add(belief.name.toLabel(fontSize = 24)).row()
|
||||||
|
contentsTable.add(belief.uniques.joinToString().toLabel())
|
||||||
|
return Button(contentsTable, skin)
|
||||||
|
}
|
||||||
|
|
||||||
|
private fun emptyBeliefButton(beliefType: String): Button {
|
||||||
|
val contentsTable = Table()
|
||||||
|
contentsTable.add("Choose a [$beliefType] belief!".toLabel())
|
||||||
|
return Button(contentsTable, skin)
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -24,7 +24,7 @@ class PantheonPickerScreen(choosingCiv: CivilizationInfo, gameInfo: GameInfo) :
|
|||||||
topTable.apply { defaults().pad(10f) }
|
topTable.apply { defaults().pad(10f) }
|
||||||
for (belief in gameInfo.ruleSet.beliefs.values) {
|
for (belief in gameInfo.ruleSet.beliefs.values) {
|
||||||
if (!choosingCiv.religionManager.isPickablePantheonBelief(belief)) continue
|
if (!choosingCiv.religionManager.isPickablePantheonBelief(belief)) continue
|
||||||
val beliefTable = Table().apply { touchable = Touchable.enabled;
|
val beliefTable = Table(skin).apply { touchable = Touchable.enabled;
|
||||||
background =
|
background =
|
||||||
// Ideally I want to this to be the darker blue we use for pressed buttons, but I suck at UI so I'll leave it like this.
|
// Ideally I want to this to be the darker blue we use for pressed buttons, but I suck at UI so I'll leave it like this.
|
||||||
if (belief == chosenPantheon) ImageGetter.getBackground(ImageGetter.getBlue())
|
if (belief == chosenPantheon) ImageGetter.getBackground(ImageGetter.getBlue())
|
||||||
|
Loading…
x
Reference in New Issue
Block a user