Fixed serialization

This commit is contained in:
yairm210 2024-11-05 14:47:05 +02:00
parent 6cc5a87f42
commit 6a3d4548bb
2 changed files with 7 additions and 0 deletions

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@ -366,6 +366,7 @@ class Tile : IsPartOfGameInfoSerialization, Json.Serializable {
fun isRoughTerrain() = allTerrains.any { it.isRough() }
@Transient
private val stateThisTile: StateForConditionals = StateForConditionals(tile = this)
/** Checks whether any of the TERRAINS of this tile has a certain unique */
fun terrainHasUnique(uniqueType: UniqueType, state: StateForConditionals = stateThisTile) =

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@ -2759,6 +2759,11 @@ If your mod renames Coast or Lakes, do not use this with one of these as paramet
Applicable to: Conditional
??? example "<on [difficulty] difficulty>"
Example: "<on [Prince] difficulty>"
Applicable to: Conditional
??? example "<when [victoryType] Victory is enabled>"
Example: "<when [Domination] Victory is enabled>"
@ -3412,6 +3417,7 @@ If your mod renames Coast or Lakes, do not use this with one of these as paramet
*[combatantFilter]: This indicates a combatant, which can either be a unit or a city (when bombarding). Must either be `City` or a `mapUnitFilter`.
*[costOrStrength]: `Cost` or `Strength`.
*[countable]: This indicates a number or a numeric variable.
*[difficulty]: The name of any difficulty.
*[era]: The name of any era.
*[event]: The name of any event.
*[foundingOrEnhancing]: `founding` or `enhancing`.