* Add additional cityFilters
* Maybe viewingCiv shouldn't be null
* Studio complains it is unnecessary now
* I'm doomed to forget imports
* Ignore this
* typo
* Fix gain stat modifier by speed unique action text
* Whoops, should be toInt toString
* I can't escape forgetting imports
* OneTimeGainStatRange also uses modifiers
* As discussed - we currently update on every happiness change, we can limit this to only update all cities if we pass a happiness threshold that is relevant to *some* unique
* Forgot a conditional, and uniqueified results
* Linting
* Dynamic redistribution of buttons on cramped displays
* Merge the default two pages if they're near empty
* Keyboard bindings independent of button visibility
* Remove caching todo - impossible unless we can guarantee no state change caused outside this class goes undetected - even full equality contract on MapUnit may not be enough
* Workers now build forts
* Workers prioritise other tiles over removing forts
* Units don't pillage forts
* Increased how close a city has to be to be viable for fort building
* Decreased fort value, especially for allied city-states
* Units no longer prioritise pillaging forts instead of not pillaging them at all
* Unify unit and civ triggers
* Update conditionalsApply check
* add tile in the city override
* Add StateForConditionals for unit uniques when founding a city
* Accidentally removed unit triggers from uponBuildingImprovement
* Accidentally removed parenthesis
* add "tile = tile" to improvement trigger's StateForContitionals
* Add unit's tile to default tile
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Accidentally did getMatchingUniques instead of getTriggeredUniqued
* Merge triggerUnitWideUniques into TrigerUniques
* checkOnGameInfo Helper to shorten line length
* StateForConditionals secondary constructors
* accidentally deleted
* also accidentally deleted
---------
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* ModOptions reorder into regions, and bring back "internal" fields into the wiki
* Fix two cases of Mod Manager displaying out-of-sync states
* ModConstants and ModConstants.UnitUpgradeCost get equality contracts and a reflection-based shorter merge
* GithubAPI.kt more documentation
* Refactor and rewrite raiseMountainsAndHills to allow hill and mountain uniques on land+feature terrain types
* Optimize chooseSpreadOutLocations
* Optimize MapLandmassGenerator's retries for water proportion / large continent count
* Improved AirUnitAutomation
* UnitPriority now has special cases for air units
* Fighters now Air-sweep
* Added extra air sweep logic
* Moved airSweepDamagePercentBonus to AirUnitAutomation.kt
* Civilizations now send their spies out
* Idle spies move to a city even if there is no tech to steal
* Fixed moving spies
* Game doesn't crash when the city the spy was at is taken over
* Fixed crash when no other city is viewable
* Spies no longer go to city states again
* Added a new line for the test
* Spies are now removed from a city when it is captured
* Split FreeGreatPerson and MayanGainGreatPerson
* Add null check to mayan great person
* Move to NextTurnAutomation to be easier to edit
* Move code fromUniqueTriggerActivation to GreatPersonManager
* Remove unnecessary civInfo.greatPeople
* Linting (and prioritize addGiftAction efficiency over the get used only by unit test)
* Move "paging" out of MapUnit, drop Normal/Additional getter split, "page" preference via UnitActionType
* Optimize UnitActions API a little - fallback does not enumerate actionTypeToFunctions again
* Cleaner access to GiftUnit action from unit test
* Allow freely switching from Sleep to Sleep-until-healed and back