show "rough terrain" property in Civilopedia

This commit is contained in:
martin 2019-05-20 22:30:57 +02:00 committed by Yair Morgenstern
parent 0e1a7f44c4
commit c8c3370cb9
4 changed files with 15 additions and 4 deletions

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@ -59,7 +59,8 @@
production:2, production:2,
movementCost:2, movementCost:2,
defenceBonus: 0.25, defenceBonus: 0.25,
RGB: [74,81,40] RGB: [74,81,40],
rough: true
}, },
{ {
name:"Mountain", name:"Mountain",
@ -87,7 +88,8 @@
overrideStats:true, overrideStats:true,
unbuildable:true, unbuildable:true,
defenceBonus: 0.25, defenceBonus: 0.25,
occursOn:["Tundra","Plains","Grassland","Hill"] occursOn:["Tundra","Plains","Grassland","Hill"],
rough: true
}, },
{ {
name:"Jungle", name:"Jungle",
@ -97,7 +99,8 @@
overrideStats:true, overrideStats:true,
unbuildable:true, unbuildable:true,
defenceBonus: 0.25, defenceBonus: 0.25,
occursOn:["Plains","Grassland"] occursOn:["Plains","Grassland"],
rough: true
}, },
{ {
name:"Marsh", name:"Marsh",

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@ -3310,6 +3310,10 @@
Portuguese:"Custo de movimento" Portuguese:"Custo de movimento"
} }
"Rough Terrain":{
German: "Unwegsames Gelände"
}
" for ":{ //for example:+1 Gold for Gems,Gold,Silver " for ":{ //for example:+1 Gold for Gems,Gold,Silver
Italian:" per " Italian:" per "
Simplified_Chinese:",当建造在拥有下列资源的地块上时:" Simplified_Chinese:",当建造在拥有下列资源的地块上时:"

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@ -243,7 +243,7 @@ open class TileInfo {
return listOf(abs(xDelta),abs(yDelta), abs(xDelta-yDelta)).max()!!.toInt() return listOf(abs(xDelta),abs(yDelta), abs(xDelta-yDelta)).max()!!.toInt()
} }
fun isRoughTerrain() = baseTerrain == Constants.hill || terrainFeature == Constants.forest || terrainFeature == Constants.jungle fun isRoughTerrain() = getBaseTerrain().rough || getTerrainFeature()?.rough == true
override fun toString(): String { override fun toString(): String {
val lineList = ArrayList<String>() // more readable than StringBuilder, with same performance for our use-case val lineList = ArrayList<String>() // more readable than StringBuilder, with same performance for our use-case

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@ -33,6 +33,9 @@ class Terrain : NamedStats(), ICivilopedia {
sb.appendln("{Defence bonus}: ".tr()+(defenceBonus*100).toInt()+"%") sb.appendln("{Defence bonus}: ".tr()+(defenceBonus*100).toInt()+"%")
} }
if(rough)
sb.appendln("Rough Terrain".tr())
return sb.toString() return sb.toString()
} }
lateinit var type: TerrainType lateinit var type: TerrainType
@ -62,6 +65,7 @@ class Terrain : NamedStats(), ICivilopedia {
var movementCost = 1 var movementCost = 1
var defenceBonus:Float = 0f var defenceBonus:Float = 0f
var impassable = false var impassable = false
var rough = false
fun getColor(): Color = colorFromRGB(RGB!![0], RGB!![1], RGB!![2]) fun getColor(): Color = colorFromRGB(RGB!![0], RGB!![1], RGB!![2])
} }