Merge remote-tracking branch 'upstream/master'

update
This commit is contained in:
YueR 2019-09-24 07:03:49 +08:00
commit f7e34353b7
20 changed files with 756 additions and 580 deletions

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@ -178,6 +178,14 @@
requiredTech:"Mathematics",
quote:"'I think that if ever a mortal heard the word of God it would be in a garden at the cool of the day.' - F. Frankfort Moore"
},
{
name:"Courthouse",
maintenance:4,
hurryCostModifier:25,
uniques:["Remove extra unhappiness from annexed cities",
"Can only be built in annexed cities"],
requiredTech:"Mathematics"
},
{
name:"Colosseum",
maintenance:1,

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@ -425,19 +425,21 @@
Russian:"Все военно-морские юниты получают +1 к движению и обзору"
}
/*
"Courthouse":{
Italian:"Palazzo di giustizia"
French:"Palais de justice"
Polish:"Sąd"
}
"Eliminates extra Unhappiness from an Occupied City":{
Italian:"Elimina l'Infelicità supplementare proveniente da una Città occupata"
"Remove extra unhappiness from annexed cities":{
Italian:"Elimina l'Infelicità extra proveniente dalle Città occupate"
French:"Enlève le mécontentement supplémentaire des villes occupées"
Polish:"Usuwa niezadowolenie z okupowanych miast"
}
*/
"Can only be built in annexed cities":{
Italian:"Costruibile solamente nelle città annesse"
}
"Stable":{
Italian:"Scuderia"

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@ -185,7 +185,9 @@ class ConstructionAutomation(val cityConstructions: CityConstructions){
}
private fun addHappinessBuildingChoice() {
val happinessBuilding = buildableNotWonders.filter { it.isStatRelated(Stat.Happiness) }
val happinessBuilding = buildableNotWonders
.filter { it.isStatRelated(Stat.Happiness)
|| it.uniques.contains("Remove extra unhappiness from annexed cities") }
.minBy { it.cost }
if (happinessBuilding != null) {
var modifier = 1f

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@ -429,10 +429,7 @@ class NextTurnAutomation{
private fun reassignWorkedTiles(civInfo: CivilizationInfo) {
for (city in civInfo.cities) {
city.workedTiles = hashSetOf()
city.population.specialists.clear()
for (i in 0..city.population.population)
city.population.autoAssignPopulation()
city.reassignWorkers()
city.cityConstructions.chooseNextConstruction()
if (city.health < city.getMaxHealth())

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@ -7,12 +7,10 @@ import com.unciv.logic.automation.UnitAutomation
import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.AlertType
import com.unciv.logic.civilization.PopupAlert
import com.unciv.logic.civilization.diplomacy.DiplomaticModifiers
import com.unciv.logic.map.TileInfo
import com.unciv.models.gamebasics.unit.UnitType
import java.util.*
import kotlin.math.max
import kotlin.math.roundToInt
/**
* Damage calculations according to civ v wiki and https://steamcommunity.com/sharedfiles/filedetails/?id=170194443
@ -96,12 +94,6 @@ class Battle(val gameInfo:GameInfo) {
}
}
if(defender.isDefeated()
&& defender is CityCombatant
&& attacker.isMelee()){
conquerCity(defender.city, attacker)
}
// German unique - needs to be checked before we try to move to the enemy tile, since the encampment disappears after we move in
if(defender.isDefeated() && defender.getCivInfo().isBarbarian()
@ -151,6 +143,11 @@ class Battle(val gameInfo:GameInfo) {
}
if(defender.isDefeated()
&& defender is CityCombatant
&& attacker.isMelee())
conquerCity(defender.city, attacker)
if(attacker.isMelee()){
if(!defender.getUnitType().isCivilian()) // unit was not captured but actually attacked
@ -204,69 +201,22 @@ class Battle(val gameInfo:GameInfo) {
}
private fun conquerCity(city: CityInfo, attacker: ICombatant) {
val cityCiv = city.civInfo
val attackerCiv = attacker.getCivInfo()
attackerCiv.addNotification("We have conquered the city of [${city.name}]!",city.location, Color.RED)
attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered,city.name))
attackerCiv.addNotification("We have conquered the city of [${city.name}]!", city.location, Color.RED)
city.getCenterTile().apply {
if(militaryUnit!=null) militaryUnit!!.destroy()
if(civilianUnit!=null) captureCivilianUnit(attacker,MapUnitCombatant(civilianUnit!!))
if(civilianUnit!=null) captureCivilianUnit(attacker, MapUnitCombatant(civilianUnit!!))
for(airUnit in airUnits.toList()) airUnit.destroy()
}
if (!attackerCiv.isMajorCiv()){
city.destroyCity()
if (attacker.getCivInfo().isPlayerCivilization()) {
attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.name))
} else {
city.annexCity(attacker.getCivInfo())
}
else {
val currentPopulation = city.population.population
val percentageOfCivPopulationInThatCity = currentPopulation*100f / cityCiv.cities.sumBy { it.population.population }
val aggroGenerated = 10f+percentageOfCivPopulationInThatCity.roundToInt()
cityCiv.getDiplomacyManager(attacker.getCivInfo())
.addModifier(DiplomaticModifiers.CapturedOurCities, -aggroGenerated)
for(thirdPartyCiv in attackerCiv.getKnownCivs().filter { it.isMajorCiv() }){
val aggroGeneratedForOtherCivs = (aggroGenerated/10).roundToInt().toFloat()
if(thirdPartyCiv.isAtWarWith(cityCiv)) // You annoyed our enemy?
thirdPartyCiv.getDiplomacyManager(attackerCiv)
.addModifier(DiplomaticModifiers.SharedEnemy, aggroGeneratedForOtherCivs) // Cool, keep at at! =D
else thirdPartyCiv.getDiplomacyManager(attackerCiv)
.addModifier(DiplomaticModifiers.WarMongerer, -aggroGeneratedForOtherCivs) // Uncool bro.
}
if(currentPopulation>1) city.population.population -= 1 + currentPopulation/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
city.population.unassignExtraPopulation()
city.health = city.getMaxHealth() / 2 // I think that cities recover to half health when conquered?
if(!attacker.getCivInfo().policies.isAdopted("Police State")) {
city.expansion.cultureStored = 0
city.expansion.reset()
}
city.moveToCiv(attacker.getCivInfo())
city.resistanceCounter = city.population.population
city.workedTiles = hashSetOf() //reassign 1st working tile
city.population.specialists.clear()
for (i in 0..city.population.population)
city.population.autoAssignPopulation()
city.cityStats.update()
}
if(city.cityConstructions.isBuilt("Palace")){
city.cityConstructions.removeBuilding("Palace")
if(cityCiv.isDefeated()) {
cityCiv.destroy()
attacker.getCivInfo().popupAlerts.add(PopupAlert(AlertType.Defeated,cityCiv.civName))
}
else if(cityCiv.cities.isNotEmpty()){
cityCiv.cities.first().cityConstructions.addBuilding("Palace") // relocate palace
}
}
(attacker as MapUnitCombatant).unit.movement.moveToTile(city.getCenterTile())
}
fun getMapCombatantOfTile(tile:TileInfo): ICombatant? {

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@ -3,8 +3,12 @@ package com.unciv.logic.city
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.math.Vector2
import com.unciv.Constants
import com.unciv.UnCivGame
import com.unciv.logic.civilization.AlertType
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.PopupAlert
import com.unciv.logic.civilization.diplomacy.DiplomacyFlags
import com.unciv.logic.civilization.diplomacy.DiplomaticModifiers
import com.unciv.logic.map.RoadStatus
import com.unciv.logic.map.TileInfo
import com.unciv.logic.map.TileMap
@ -14,6 +18,7 @@ import com.unciv.models.gamebasics.tile.ResourceType
import com.unciv.models.stats.Stats
import com.unciv.ui.utils.withoutItem
import kotlin.math.min
import kotlin.math.roundToInt
class CityInfo {
@Transient lateinit var civInfo: CivilizationInfo
@ -38,6 +43,7 @@ class CityInfo {
var isBeingRazed = false
var attackedThisTurn = false
var hasSoldBuildingThisTurn = false
var isPuppet = false
constructor() // for json parsing, we need to have a default constructor
constructor(civInfo: CivilizationInfo, cityLocation: Vector2) { // new city!
@ -99,6 +105,8 @@ class CityInfo {
toReturn.isBeingRazed=isBeingRazed
toReturn.attackedThisTurn = attackedThisTurn
toReturn.resistanceCounter = resistanceCounter
toReturn.foundingCiv = foundingCiv
toReturn.isPuppet = isPuppet
return toReturn
}
@ -210,6 +218,16 @@ class CityInfo {
tryUpdateRoadStatus()
attackedThisTurn = false
if (resistanceCounter > 0) resistanceCounter--
if (isPuppet) reassignWorkers()
}
fun reassignWorkers() {
workedTiles = hashSetOf()
population.specialists.clear()
for (i in 0..population.population)
population.autoAssignPopulation()
cityStats.update()
}
fun endTurn() {
@ -221,22 +239,21 @@ class CityInfo {
cityConstructions.endTurn(stats)
expansion.nextTurn(stats.culture)
if(isBeingRazed){
if (isBeingRazed) {
population.population--
if(population.population<=0){ // there are strange cases where we geet to -1
civInfo.addNotification("[$name] has been razed to the ground!",location, Color.RED)
if (population.population <= 0) { // there are strange cases where we geet to -1
civInfo.addNotification("[$name] has been razed to the ground!", location, Color.RED)
destroyCity()
if(isCapital() && civInfo.cities.isNotEmpty()) // Yes, we actually razed the capital. Some people do this.
if (isCapital() && civInfo.cities.isNotEmpty()) // Yes, we actually razed the capital. Some people do this.
civInfo.cities.first().cityConstructions.addBuilding("Palace")
}else{//if not razed yet:
if(population.foodStored>=population.getFoodToNextPopulation()) {//if surplus in the granary...
population.foodStored=population.getFoodToNextPopulation()-1//...reduce below the new growth treshold
} else {//if not razed yet:
if (population.foodStored >= population.getFoodToNextPopulation()) {//if surplus in the granary...
population.foodStored = population.getFoodToNextPopulation() - 1//...reduce below the new growth treshold
}
}
}
else population.nextTurn(stats.food)
} else population.nextTurn(stats.food)
if(this in civInfo.cities) { // city was not destroyed
if (this in civInfo.cities) { // city was not destroyed
health = min(health + 20, getMaxHealth())
population.unassignExtraPopulation()
}
@ -254,7 +271,99 @@ class CityInfo {
getCenterTile().improvement="City ruins"
}
fun annexCity(conqueringCiv: CivilizationInfo) {
puppetCity(conqueringCiv)
if(!conqueringCiv.policies.isAdopted("Police State")) {
expansion.cultureStored = 0
expansion.reset()
}
isPuppet=false
UnCivGame.Current.worldScreen.shouldUpdate=true
}
/** This happens when we either puppet OR annex, basically whenever we conquer a city and don't liberate it */
fun puppetCity(conqueringCiv: CivilizationInfo) {
if (!conqueringCiv.isMajorCiv()){
destroyCity()
}
val oldCiv = civInfo
moveToCiv(conqueringCiv)
if(oldCiv.isDefeated()) {
oldCiv.destroy()
conqueringCiv.popupAlerts.add(PopupAlert(AlertType.Defeated,oldCiv.civName))
}
diplomaticRepercussionsForConqueringCity(oldCiv, conqueringCiv)
if(population.population>1) population.population -= 1 + population.population/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
reassignWorkers()
resistanceCounter = population.population // I checked, and even if you puppet there's resistance for conquering
isPuppet = true
health = getMaxHealth() / 2 // I think that cities recover to half health when conquered?
}
private fun diplomaticRepercussionsForConqueringCity(oldCiv: CivilizationInfo, conqueringCiv: CivilizationInfo) {
val currentPopulation = population.population
val percentageOfCivPopulationInThatCity = currentPopulation * 100f / civInfo.cities.sumBy { it.population.population }
val aggroGenerated = 10f + percentageOfCivPopulationInThatCity.roundToInt()
oldCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.CapturedOurCities, -aggroGenerated)
for (thirdPartyCiv in conqueringCiv.getKnownCivs().filter { it.isMajorCiv() }) {
val aggroGeneratedForOtherCivs = (aggroGenerated / 10).roundToInt().toFloat()
if (thirdPartyCiv.isAtWarWith(civInfo)) // You annoyed our enemy?
thirdPartyCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.SharedEnemy, aggroGeneratedForOtherCivs) // Cool, keep at at! =D
else thirdPartyCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.WarMongerer, -aggroGeneratedForOtherCivs) // Uncool bro.
}
}
/* Liberating is returning a city to its founder - makes you LOSE warmongering points **/
fun liberateCity(conqueringCiv: CivilizationInfo) {
if (foundingCiv == "") { // this should never happen but just in case...
annexCity(conqueringCiv)
return
}
diplomaticRepercussionsForLiberatingCity(conqueringCiv)
val foundingCiv = civInfo.gameInfo.civilizations.first { it.civName == foundingCiv }
moveToCiv(foundingCiv)
health = getMaxHealth() / 2 // I think that cities recover to half health when conquered?
reassignWorkers()
if(foundingCiv.cities.size == 1) cityConstructions.addBuilding("Palace") // Resurrection!
UnCivGame.Current.worldScreen.shouldUpdate=true
}
private fun diplomaticRepercussionsForLiberatingCity(conqueringCiv: CivilizationInfo) {
val oldOwningCiv = civInfo
val foundingCiv = civInfo.gameInfo.civilizations.first { it.civName == foundingCiv }
val percentageOfCivPopulationInThatCity = population.population *
100f / (foundingCiv.cities.sumBy { it.population.population } + population.population)
val respecForLiberatingOurCity = 10f + percentageOfCivPopulationInThatCity.roundToInt()
foundingCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.CapturedOurCities, respecForLiberatingOurCity)
val otherCivsRespecForLiberating = (respecForLiberatingOurCity / 10).roundToInt().toFloat()
for (thirdPartyCiv in conqueringCiv.getKnownCivs().filter { it.isMajorCiv() && it != oldOwningCiv }) {
thirdPartyCiv.getDiplomacyManager(conqueringCiv)
.addModifier(DiplomaticModifiers.WarMongerer, otherCivsRespecForLiberating) // Cool, keep at at! =D
}
}
fun moveToCiv(newCivInfo: CivilizationInfo){
val oldCiv = civInfo
civInfo.cities = civInfo.cities.toMutableList().apply { remove(this@CityInfo) }
newCivInfo.cities = newCivInfo.cities.toMutableList().apply { add(this@CityInfo) }
civInfo = newCivInfo
@ -266,6 +375,15 @@ class CityInfo {
// Remove all national wonders
for(building in cityConstructions.getBuiltBuildings().filter { it.requiredBuildingInAllCities!=null })
cityConstructions.removeBuilding(building.name)
// Remove/relocate palace
if(cityConstructions.isBuilt("Palace")){
cityConstructions.removeBuilding("Palace")
if(oldCiv.cities.isNotEmpty()){
oldCiv.cities.first().cityConstructions.addBuilding("Palace") // relocate palace
}
}
isBeingRazed=false
// Transfer unique buildings

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@ -165,6 +165,14 @@ class CityStats {
return stats
}
private fun getStatPercentBonusesFromPuppetCity(): Stats {
val stats = Stats()
if (cityInfo.isPuppet) {
stats.science -= 25f
stats.culture -= 25f
}
return stats
}
fun getGrowthBonusFromPolicies(): Float {
var bonus = 0f
@ -194,6 +202,11 @@ class CityStats {
var unhappinessFromCitizens = cityInfo.population.population.toFloat()
if (civInfo.policies.isAdopted("Democracy"))
unhappinessFromCitizens -= cityInfo.population.getNumberOfSpecialists() * 0.5f
if (cityInfo.isPuppet)
unhappinessFromCitizens *= 1.5f
else if (hasExtraAnnexUnhappiness())
unhappinessFromCitizens *= 2f
if (civInfo.containsBuildingUnique("Unhappiness from population decreased by 10%"))
unhappinessFromCitizens *= 0.9f
if (civInfo.policies.isAdopted("Meritocracy"))
@ -215,6 +228,8 @@ class CityStats {
newHappinessList["Policies"] = happinessFromPolicies
if (hasExtraAnnexUnhappiness()) newHappinessList["Occupied City"] = -2f //annexed city
val happinessFromBuildings = cityInfo.cityConstructions.getStats().happiness.toInt().toFloat()
newHappinessList["Buildings"] = happinessFromBuildings
@ -226,6 +241,12 @@ class CityStats {
happinessList = newHappinessList
}
private fun hasExtraAnnexUnhappiness() : Boolean {
if (cityInfo.civInfo.civName == cityInfo.foundingCiv || cityInfo.foundingCiv == "" || cityInfo.isPuppet) return false
return !cityInfo.containsBuildingUnique("Remove extra unhappiness from annexed cities")
}
fun getStatsOfSpecialist(stat: Stat, policies: HashSet<String>): Stats {
val stats = Stats()
if (stat == Stat.Culture || stat == Stat.Science) stats.add(stat, 3f)
@ -373,6 +394,7 @@ class CityStats {
newStatPercentBonusList["Computers"]=getStatPercentBonusesFromComputers()
newStatPercentBonusList["Difficulty"]=getStatPercentBonusesFromDifficulty()
newStatPercentBonusList["National ability"]=getStatPercentBonusesFromNationUnique()
newStatPercentBonusList["Puppet City"]=getStatPercentBonusesFromPuppetCity()
if(UnCivGame.Current.superchargedForDebug) {
val stats = Stats()

View File

@ -240,6 +240,11 @@ class Building : NamedStats(), IConstruction{
&& !construction.cityInfo.getCenterTile().neighbors.any { it.baseTerrain==Constants.coast })
return "Can only be built in coastal cities"
if("Can only be built in annexed cities" in uniques
&& (construction.cityInfo.isPuppet || construction.cityInfo.foundingCiv == ""
|| construction.cityInfo.civInfo.civName == construction.cityInfo.foundingCiv))
return "Can only be built in annexed cities"
val civInfo = construction.cityInfo.civInfo
if (uniqueTo!=null && uniqueTo!=civInfo.civName) return "Unique to $uniqueTo"
if (GameBasics.Buildings.values.any { it.uniqueTo==civInfo.civName && it.replaces==name }) return "Our unique building replaces this"

View File

@ -176,7 +176,10 @@ class CityInfoTable(private val cityScreen: CityScreen) : Table(CameraStageBaseS
if(specificStatValue==0f) continue
statValuesTable.add(entry.key.toLabel())
val decimal = DecimalFormat("0.#").format(specificStatValue)
statValuesTable.add("+$decimal%".toLabel()).row()
if (specificStatValue > 0)
statValuesTable.add("+$decimal%".toLabel()).row()
else
statValuesTable.add("$decimal%".toLabel()).row()
}
if(stat==Stat.Food){
statValuesTable.add("Food eaten".toLabel())
@ -223,7 +226,7 @@ class CityInfoTable(private val cityScreen: CityScreen) : Table(CameraStageBaseS
// these two are conflictingly named compared to above...
val assignedSpecialists = currentSpecialists[stat]!!.toInt()
val maxSpecialists = statToMaximumSpecialist.value.toInt()
if (assignedSpecialists > 0) {
if (assignedSpecialists > 0 && !cityInfo.isPuppet) {
val unassignButton = TextButton("-", skin)
unassignButton.label.setFontSize(24)
unassignButton.onClick {
@ -241,7 +244,7 @@ class CityInfoTable(private val cityScreen: CityScreen) : Table(CameraStageBaseS
specialistIconTable.add(icon).size(30f)
}
specialistPickerTable.add(specialistIconTable)
if (assignedSpecialists < maxSpecialists) {
if (assignedSpecialists < maxSpecialists && !cityInfo.isPuppet) {
val assignButton = TextButton("+", skin)
assignButton.label.setFontSize(24)
assignButton.onClick {

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@ -79,7 +79,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
cityPickerTable.centerX(stage)
constructionsTable.update()
updateRazeCityButton()
updateAnnexAndRazeCityButton()
tileTable.update(selectedTile)
tileTable.setPosition(stage.width-5, 5f,Align.bottomRight)
updateTileGroups()
@ -161,10 +161,21 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
return table.addBorder(2f, beige)
}
private fun updateRazeCityButton() {
private fun updateAnnexAndRazeCityButton() {
razeCityButtonHolder.clear()
if(!city.isBeingRazed) {
if(city.isPuppet) {
val annexCityButton = TextButton("Annex city".tr(), skin)
annexCityButton.labelCell.pad(10f)
annexCityButton.onClick {
city.isPuppet=false
city.isBeingRazed=false
city.resistanceCounter = city.population.population
update()
}
razeCityButtonHolder.add(annexCityButton).colspan(cityPickerTable.columns)
}
else if(!city.isBeingRazed) {
val razeCityButton = TextButton("Raze city".tr(), skin)
razeCityButton.labelCell.pad(10f)
razeCityButton.onClick { city.isBeingRazed=true; update() }
@ -197,14 +208,16 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
val tileInfo = tileGroup.tileInfo
tileGroup.onClick {
selectedTile = tileInfo
if (tileGroup.isWorkable && UnCivGame.Current.worldScreen.isPlayersTurn) {
if (!tileInfo.isWorked() && city.population.getFreePopulation() > 0)
city.workedTiles.add(tileInfo.position)
else if (tileInfo.isWorked()) city.workedTiles.remove(tileInfo.position)
city.cityStats.update()
if (!city.isPuppet) {
selectedTile = tileInfo
if (tileGroup.isWorkable && UnCivGame.Current.worldScreen.isPlayersTurn) {
if (!tileInfo.isWorked() && city.population.getFreePopulation() > 0)
city.workedTiles.add(tileInfo.position)
else if (tileInfo.isWorked()) city.workedTiles.remove(tileInfo.position)
city.cityStats.update()
}
update()
}
update()
}
tileGroups.add(tileGroup)

View File

@ -38,6 +38,17 @@ class CityScreenCityPickerTable(val cityScreen: CityScreen) : Table(){
cityNameTable.add(starImage).size(20f).padRight(5f)
}
if(city.isPuppet){
val starImage = Image(ImageGetter.getDrawable("OtherIcons/Puppet").tint(Color.LIGHT_GRAY))
cityNameTable.add(starImage).size(20f).padRight(5f)
}
if (city.resistanceCounter > 0) {
val resistanceImage = ImageGetter.getImage("StatIcons/Resistance")
cityNameTable.add(resistanceImage).size(20f).padRight(5f)
}
val currentCityLabel = Label(city.name + " (" + city.population.population + ")", CameraStageBaseScreen.skin)
currentCityLabel.setFontSize(30)
currentCityLabel.onClick {

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@ -53,7 +53,7 @@ class CityScreenTileTable(val city: CityInfo): Table(){
city.expansion.buyTile(selectedTile)
UnCivGame.Current.screen = CityScreen(city)
}
if(goldCostOfTile>city.civInfo.gold || !UnCivGame.Current.worldScreen.isPlayersTurn)
if(goldCostOfTile>city.civInfo.gold || city.isPuppet || !UnCivGame.Current.worldScreen.isPlayersTurn)
buyTileButton.disable()
innerTable.add(buyTileButton)

View File

@ -50,11 +50,13 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
if(rejectionReason=="" && UnCivGame.Current.worldScreen.isPlayersTurn) { // no rejection reason means we can build it!
pickProductionButton.onClick {
lastConstruction = cityScreen.city.cityConstructions.currentConstruction
cityScreen.city.cityConstructions.currentConstruction = construction
cityScreen.city.cityConstructions.currentConstructionIsUserSet=true
cityScreen.city.cityStats.update()
cityScreen.update()
if (!cityScreen.city.isPuppet) {
lastConstruction = cityScreen.city.cityConstructions.currentConstruction
cityScreen.city.cityConstructions.currentConstruction = construction
cityScreen.city.cityConstructions.currentConstructionIsUserSet = true
cityScreen.city.cityStats.update()
cityScreen.update()
}
}
}
@ -147,7 +149,7 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
row()
val purchaseConstructionButton: TextButton
if (construction.canBePurchased()) {
if (construction.canBePurchased() && !city.isPuppet) {
val constructionGoldCost = construction.getGoldCost(city.civInfo)
purchaseConstructionButton = TextButton("Buy for [$constructionGoldCost] gold".tr(), CameraStageBaseScreen.skin)
purchaseConstructionButton.onClick("coin") {

View File

@ -100,6 +100,12 @@ class CityButton(val city: CityInfo, internal val tileGroup: WorldTileGroup, ski
iconTable.add(resistanceImage).size(20f).pad(2f).padLeft(5f)
}
if (city.isPuppet) {
val puppetImage = ImageGetter.getImage("OtherIcons/Puppet")
puppetImage.setColor(secondaryColor)
iconTable.add(puppetImage).size(20f).pad(2f).padLeft(5f)
}
if (city.isBeingRazed) {
val fireImage = ImageGetter.getImage("OtherIcons/Fire")
iconTable.add(fireImage).size(20f).pad(2f).padLeft(5f)
@ -116,7 +122,7 @@ class CityButton(val city: CityInfo, internal val tileGroup: WorldTileGroup, ski
} else if (city.civInfo.isCurrentPlayer() && city.isConnectedToCapital()) {
val connectionImage = ImageGetter.getStatIcon("CityConnection")
connectionImage.color = secondaryColor
iconTable.add(connectionImage).size(20f).pad(2f).padLeft(10f)
iconTable.add(connectionImage).size(20f).pad(2f).padLeft(5f)
}
val cityButtonText = city.population.population.toString() + " | " + city.name

View File

@ -59,10 +59,31 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
}
}
AlertType.CityConquered -> {
val city = worldScreen.gameInfo.civilizations.flatMap { it.cities }.first { it.name == popupAlert.value}
addGoodSizedLabel("What would you like to do with the city?").row()
add(getCloseButton("Annex")).row()
val conqueringCiv = worldScreen.gameInfo.currentPlayerCiv
if (city.foundingCiv != ""
&& city.civInfo.civName != city.foundingCiv // can't liberate if the city actually belongs to those guys
&& conqueringCiv.civName != city.foundingCiv) { // or belongs originally to us
add(TextButton("Liberate".tr(), skin).onClick {
city.liberateCity(conqueringCiv)
worldScreen.shouldUpdate=true
close()
}).row()
}
add(TextButton("Annex".tr(), skin).onClick {
city.annexCity(conqueringCiv)
worldScreen.shouldUpdate=true
close()
}).row()
add(TextButton("Puppet City".tr(), skin).onClick {
city.puppetCity(conqueringCiv)
worldScreen.shouldUpdate=true
close()
}).row()
add(TextButton("Raze".tr(), skin).onClick {
worldScreen.viewingCiv.cities.first { it.name==popupAlert.value }.isBeingRazed=true
city.annexCity(conqueringCiv)
city.isBeingRazed = true
worldScreen.shouldUpdate=true
close()
})

View File

@ -41,6 +41,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
* [Roman Helmet](https://thenounproject.com/search/?q=legion&i=440134) By parkjisun for Legion
* [Horse](https://thenounproject.com/search/?q=Horse&i=1373793) By AFY Studio for Horseman
* [Horse Head](https://thenounproject.com/search/?q=Cavalry&i=374037) By Juan Pablo Bravo for Companion Cavalry
* [Judge](https://thenounproject.com/search/?q=judge&i=1076388) By Krisztián Mátyás for Courthouse
### Medieval Era
@ -490,6 +491,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
* [Aircraft](https://thenounproject.com/search/?q=aircraft&i=1629000) By Tom Fricker for aircraft icon in city button
* [radar scan](https://thenounproject.com/search/?q=range&i=1500234) By icon 54 for Range
* [short range radar](https://thenounproject.com/search/?q=air%20range&i=2612731) by Vectors Point for Intercept range
* [Puppet](https://thenounproject.com/search/?q=puppet&i=285735) By Ben Davis for puppeted cities
# Sound credits