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https://github.com/yairm210/Unciv.git
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Fix build errors (#11000)
* Fix build errors * [+30%]% * Apparently I need to specify cities or units * Screw it, add "vs [combatantFilter]" * Accidental listing twice * case
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@ -653,7 +653,7 @@
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"innerColor": [255,120,0],
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"innerColor": [255,120,0],
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"favoredReligion": "Tengriism",
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"favoredReligion": "Tengriism",
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"uniqueName": "Mongol Terror",
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"uniqueName": "Mongol Terror",
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"uniques": ["+30% Strength when fighting City-State units and cities", "[+1] Movement <for [Mounted] units>"],
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"uniques": ["[+30]% Strength <vs [City-States]>", "[+1] Movement <for [Mounted] units>"],
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"cities": ["Karakorum","Beshbalik","Turfan","Hsia","Old Sarai","New Sarai","Tabriz","Tiflis","Otrar","Sanchu","Kazan",
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"cities": ["Karakorum","Beshbalik","Turfan","Hsia","Old Sarai","New Sarai","Tabriz","Tiflis","Otrar","Sanchu","Kazan",
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"Almarikh","Ulaanbaatar","Hovd","Darhan","Dalandzadgad","Mandalgovi","Choybalsan","Erdenet","Tsetserieg",
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"Almarikh","Ulaanbaatar","Hovd","Darhan","Dalandzadgad","Mandalgovi","Choybalsan","Erdenet","Tsetserieg",
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"Baruun-Urt","Ereen","Batshireet","Choyr","Ulaangom","Tosontsengel","Altay","Uliastay","Bayanhongor",
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"Baruun-Urt","Ereen","Batshireet","Choyr","Ulaangom","Tosontsengel","Altay","Uliastay","Bayanhongor",
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@ -607,7 +607,7 @@
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"outerColor": [81,0,9],
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"outerColor": [81,0,9],
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"innerColor": [255,120,0],
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"innerColor": [255,120,0],
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"uniqueName": "Mongol Terror",
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"uniqueName": "Mongol Terror",
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"uniques": ["+30% Strength when fighting City-State units and cities", "[+1] Movement <for [Mounted] units>"],
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"uniques": ["[+30]% Strength <vs [City-States]>", "[+1] Movement <for [Mounted] units>"],
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"cities": ["Karakorum","Beshbalik","Turfan","Hsia","Old Sarai","New Sarai","Tabriz","Tiflis","Otrar","Sanchu","Kazan",
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"cities": ["Karakorum","Beshbalik","Turfan","Hsia","Old Sarai","New Sarai","Tabriz","Tiflis","Otrar","Sanchu","Kazan",
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"Almarikh","Ulaanbaatar","Hovd","Darhan","Dalandzadgad","Mandalgovi","Choybalsan","Erdenet","Tsetserieg",
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"Almarikh","Ulaanbaatar","Hovd","Darhan","Dalandzadgad","Mandalgovi","Choybalsan","Erdenet","Tsetserieg",
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"Baruun-Urt","Ereen","Batshireet","Choyr","Ulaangom","Tosontsengel","Altay","Uliastay","Bayanhongor",
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"Baruun-Urt","Ereen","Batshireet","Choyr","Ulaangom","Tosontsengel","Altay","Uliastay","Bayanhongor",
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@ -109,12 +109,6 @@ object BattleDamage {
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if (strengthMalus != null) {
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if (strengthMalus != null) {
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modifiers.add("Adjacent enemy units", strengthMalus.params[0].toInt())
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modifiers.add("Adjacent enemy units", strengthMalus.params[0].toInt())
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}
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}
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// e.g., Mongolia - https://civilization.fandom.com/wiki/Mongolian_(Civ5)
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if (enemy.getCivInfo().isCityState()
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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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}
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}
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private fun addResourceLackingMalus(combatant: MapUnitCombatant, modifiers: Counter<String>) {
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private fun addResourceLackingMalus(combatant: MapUnitCombatant, modifiers: Counter<String>) {
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@ -34,8 +34,7 @@ class TileImprovement : RulesetStatsObject() {
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fun getTurnsToBuild(civInfo: Civilization, unit: MapUnit): Int {
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fun getTurnsToBuild(civInfo: Civilization, unit: MapUnit): Int {
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val state = StateForConditionals(civInfo, unit = unit)
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val state = StateForConditionals(civInfo, unit = unit)
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val buildSpeedUniques = unit.getMatchingUniques(UniqueType.TileImprovementTime, state, checkCivInfoUniques = true) +
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val buildSpeedUniques = unit.getMatchingUniques(UniqueType.SpecificImprovementTime, state, checkCivInfoUniques = true)
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unit.getMatchingUniques(UniqueType.SpecificImprovementTime, state, checkCivInfoUniques = true)
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.filter { matchesFilter(it.params[1]) }
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.filter { matchesFilter(it.params[1]) }
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return buildSpeedUniques
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return buildSpeedUniques
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.fold(turnsToBuild.toFloat() * civInfo.gameInfo.speed.improvementBuildLengthModifier) { calculatedTurnsToBuild, unique ->
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.fold(turnsToBuild.toFloat() * civInfo.gameInfo.speed.improvementBuildLengthModifier) { calculatedTurnsToBuild, unique ->
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@ -300,7 +300,7 @@ class Unique(val text: String, val sourceObjectType: UniqueTarget? = null, val s
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checkOnCity { getCenterTile().militaryUnit?.canGarrison() == true }
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checkOnCity { getCenterTile().militaryUnit?.canGarrison() == true }
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UniqueType.ConditionalVsCity -> state.theirCombatant?.matchesFilter("City") == true
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UniqueType.ConditionalVsCity -> state.theirCombatant?.matchesFilter("City") == true
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UniqueType.ConditionalVsUnits -> state.theirCombatant?.matchesFilter(condition.params[0]) == true
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UniqueType.ConditionalVsUnits, UniqueType.ConditionalVsCombatant -> state.theirCombatant?.matchesFilter(condition.params[0]) == true
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UniqueType.ConditionalOurUnit, UniqueType.ConditionalOurUnitOnUnit ->
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UniqueType.ConditionalOurUnit, UniqueType.ConditionalOurUnitOnUnit ->
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relevantUnit?.matchesFilter(condition.params[0]) == true
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relevantUnit?.matchesFilter(condition.params[0]) == true
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UniqueType.ConditionalUnitWithPromotion -> relevantUnit?.promotions?.promotions?.contains(condition.params[0]) == true
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UniqueType.ConditionalUnitWithPromotion -> relevantUnit?.promotions?.promotions?.contains(condition.params[0]) == true
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@ -83,9 +83,12 @@ enum class UniqueParameterType(
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/** Implemented by [ICombatant.matchesCategory][com.unciv.logic.battle.ICombatant.matchesFilter] */
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/** Implemented by [ICombatant.matchesCategory][com.unciv.logic.battle.ICombatant.matchesFilter] */
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CombatantFilter("combatantFilter", "City", "This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`") {
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CombatantFilter("combatantFilter", "City", "This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`") {
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override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
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override fun getErrorSeverity(parameterText: String, ruleset: Ruleset):
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UniqueType.UniqueParameterErrorSeverity? {
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UniqueType.UniqueParameterErrorSeverity? = getErrorSeverityForFilter(parameterText, ruleset)
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if (parameterText == "City") return null // City also recognizes "All" but that's covered by BaseUnitFilter too
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return MapUnitFilter.getErrorSeverity(parameterText, ruleset)
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override fun isKnownValue(parameterText: String, ruleset: Ruleset): Boolean {
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if (parameterText == "City") return true // MapUnitFilter covers CivFilter
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if (MapUnitFilter.isKnownValue(parameterText, ruleset)) return true
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return false
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}
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}
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},
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},
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@ -344,7 +344,7 @@ enum class UniqueType(
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Strength("[relativeAmount]% Strength", UniqueTarget.Unit, UniqueTarget.Global),
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Strength("[relativeAmount]% Strength", UniqueTarget.Unit, UniqueTarget.Global),
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StrengthNearCapital("[relativeAmount]% Strength decreasing with distance from the capital", UniqueTarget.Unit, UniqueTarget.Global),
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StrengthNearCapital("[relativeAmount]% Strength decreasing with distance from the capital", UniqueTarget.Unit, UniqueTarget.Global),
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FlankAttackBonus("[relativeAmount]% to Flank Attack bonuses", UniqueTarget.Unit, UniqueTarget.Global),
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FlankAttackBonus("[relativeAmount]% to Flank Attack bonuses", UniqueTarget.Unit, UniqueTarget.Global),
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@Deprecated("as of 4.9.0",ReplaceWith("[+30%]% Strength <vs []>"), DeprecationLevel.ERROR)
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@Deprecated("as of 4.9.0",ReplaceWith("[+30]% Strength <vs [City-States]>"), DeprecationLevel.ERROR)
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StrengthBonusVsCityStates("+30% Strength when fighting City-State units and cities", UniqueTarget.Global),
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StrengthBonusVsCityStates("+30% Strength when fighting City-State units and cities", UniqueTarget.Global),
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StrengthForAdjacentEnemies("[relativeAmount]% Strength for enemy [combatantFilter] units in adjacent [tileFilter] tiles", UniqueTarget.Unit),
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StrengthForAdjacentEnemies("[relativeAmount]% Strength for enemy [combatantFilter] units in adjacent [tileFilter] tiles", UniqueTarget.Unit),
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StrengthWhenStacked("[relativeAmount]% Strength when stacked with [mapUnitFilter]", UniqueTarget.Unit), // candidate for conditional!
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StrengthWhenStacked("[relativeAmount]% Strength when stacked with [mapUnitFilter]", UniqueTarget.Unit), // candidate for conditional!
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@ -664,6 +664,7 @@ enum class UniqueType(
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ConditionalUnitWithoutPromotion("for units without [promotion]", UniqueTarget.Conditional),
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ConditionalUnitWithoutPromotion("for units without [promotion]", UniqueTarget.Conditional),
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ConditionalVsCity("vs cities", UniqueTarget.Conditional),
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ConditionalVsCity("vs cities", UniqueTarget.Conditional),
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ConditionalVsUnits("vs [mapUnitFilter] units", UniqueTarget.Conditional),
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ConditionalVsUnits("vs [mapUnitFilter] units", UniqueTarget.Conditional),
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ConditionalVsCombatant("vs [combatantFilter]", UniqueTarget.Conditional),
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ConditionalVsLargerCiv("when fighting units from a Civilization with more Cities than you", UniqueTarget.Conditional),
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ConditionalVsLargerCiv("when fighting units from a Civilization with more Cities than you", UniqueTarget.Conditional),
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ConditionalAttacking("when attacking", UniqueTarget.Conditional),
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ConditionalAttacking("when attacking", UniqueTarget.Conditional),
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ConditionalDefending("when defending", UniqueTarget.Conditional),
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ConditionalDefending("when defending", UniqueTarget.Conditional),
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