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https://github.com/yairm210/Unciv.git
synced 2025-09-28 06:16:37 -04:00
Civs clearing an encampment now get gold
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@ -226,9 +226,9 @@
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Japanese:"敵[unit]が私たちの[ourUnit]を攻撃しました"
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Japanese:"敵[unit]が私たちの[ourUnit]を攻撃しました"
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}
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}
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"Enemy city [cityName] has attacked our [ourUnit]":{
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"Enemy city [cityName] has attacked our [ourUnit]":{
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Italian:"La città nemica [cityName] ha attaccato [ourUnit]"
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Italian:"La città nemica [cityName] ha attaccato [ourUnit]"
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}
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}
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"An enemy [unit] has captured [cityname]":{
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"An enemy [unit] has captured [cityname]":{
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Italian:"Un'unità nemica [unit] ha conquistato [cityname]"
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Italian:"Un'unità nemica [unit] ha conquistato [cityname]"
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@ -269,9 +269,9 @@
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Japanese:"敵[unit]が私たちの[ourUnit]を破壊しました"
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Japanese:"敵[unit]が私たちの[ourUnit]を破壊しました"
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}
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}
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"Enemy city [cityName] has destroyed our [ourUnit]":{
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"Enemy city [cityName] has destroyed our [ourUnit]":{
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Italian:"La città nemica [cityName] ha distrutto [ourUnit]"
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Italian:"La città nemica [cityName] ha distrutto [ourUnit]"
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}
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}
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"An enemy [unit] was destroyed while attacking [cityname]":{
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"An enemy [unit] was destroyed while attacking [cityname]":{
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Italian:"Un'unità nemica [unit] è stata distrutta mentre attaccava [cityname]"
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Italian:"Un'unità nemica [unit] è stata distrutta mentre attaccava [cityname]"
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@ -350,6 +350,8 @@
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Japanese:"[civName]の文明は破壊されました!"
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Japanese:"[civName]の文明は破壊されました!"
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}
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}
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"We have captured a barbarian encampment and recovered [goldAmount] gold!":{}
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///////////////// ruins
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///////////////// ruins
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"We have found survivors in the ruins - population added to [cityName]":{
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"We have found survivors in the ruins - population added to [cityName]":{
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@ -17,7 +17,7 @@ class UnCivGame(val version: String) : Game() {
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* This exists so that when debugging we can see the entire map.
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* This exists so that when debugging we can see the entire map.
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* Remember to turn this to false before commit and upload!
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* Remember to turn this to false before commit and upload!
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*/
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*/
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val viewEntireMapForDebug = true
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val viewEntireMapForDebug = false
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// For when you need to test something in an advanced game and don't have time to faff around
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// For when you need to test something in an advanced game and don't have time to faff around
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val superchargedForDebug = false
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val superchargedForDebug = false
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@ -459,11 +459,18 @@ class MapUnit {
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if(tile.improvement==Constants.ancientRuins && !civInfo.isBarbarianCivilization())
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if(tile.improvement==Constants.ancientRuins && !civInfo.isBarbarianCivilization())
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getAncientRuinBonus()
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getAncientRuinBonus()
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if(tile.improvement==Constants.barbarianEncampment && !civInfo.isBarbarianCivilization())
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if(tile.improvement==Constants.barbarianEncampment && !civInfo.isBarbarianCivilization())
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tile.improvement=null // todo get bonus from clearing encampment
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clearEncampment(tile)
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updateViewableTiles()
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updateViewableTiles()
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}
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}
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private fun clearEncampment(tile: TileInfo) {
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tile.improvement=null
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val goldToAdd = 25 // game-speed-dependant
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civInfo.gold+=goldToAdd
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civInfo.addNotification("We have captured a barbarian encampment and recovered [$goldToAdd] gold!", tile.position, Color.RED)
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}
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fun disband(){
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fun disband(){
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destroy()
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destroy()
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if(currentTile.isCityCenter() && currentTile.getOwner()==civInfo)
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if(currentTile.isCityCenter() && currentTile.getOwner()==civInfo)
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