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Implement dormant Nation.startIntroPart1+2 (#4091)
* Implement dormant Nation.startIntroPart1+2 * Implement dormant Nation.startIntroPart1+2 - translation
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@ -62,6 +62,7 @@ Research Agreement = Accord de recherche
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Declare war = Déclarer la guerre
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Declare war on [civName]? = Déclarer la guerre à [civName] ?
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[civName] has declared war on us! = [civName] nous a déclaré la guerre !
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Let's begin! = Allons-y!
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[leaderName] of [nation] = [leaderName] de [nation]
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You'll pay for this! = Vous allez payer cet affront !
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Negotiate Peace = Négocier la paix
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@ -61,6 +61,7 @@ Research Agreement = Forschungsvereinbarung
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Declare war = Krieg erklären
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Declare war on [civName]? = [civName] den Krieg erklären?
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[civName] has declared war on us! = [civName] hat uns den Krieg erklärt!
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Let's begin! = Los geht's!
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[leaderName] of [nation] = [leaderName] von [nation]
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You'll pay for this! = Dafür werdet Ihr bezahlen!
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Negotiate Peace = Frieden verhandeln
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@ -61,6 +61,7 @@ Research Agreement = Accordo di ricerca
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Declare war = Dichiara guerra
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Declare war on [civName]? = Vuoi dichiarare guerra a [civName]?
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[civName] has declared war on us! = La civiltà [civName] ci ha dichiarato guerra!
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Let's begin! = Andiamo!
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[leaderName] of [nation] = [leaderName] dell'impero [nation]
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You'll pay for this! = Pagherai caro questo affronto!
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Negotiate Peace = Negozia una pace
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@ -61,6 +61,7 @@ Research Agreement = Acuerdo de investigación
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Declare war = Declarar la guerra
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Declare war on [civName]? = ¿Declarar la guerra a [civName]?
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[civName] has declared war on us! = ¡[civName] nos ha declarado la guerra!
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Let's begin! = Vámonos!
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[leaderName] of [nation] = [leaderName] de [nation]
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You'll pay for this! = ¡Pagarás por esto!
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Negotiate Peace = Negociar la paz
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@ -60,6 +60,7 @@ Peace =
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Research Agreement =
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Declare war =
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Declare war on [civName]? =
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Let's begin! =
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[civName] has declared war on us! =
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[leaderName] of [nation] =
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You'll pay for this! =
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@ -2,8 +2,7 @@ package com.unciv.logic
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import com.badlogic.gdx.math.Vector2
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import com.unciv.Constants
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import com.unciv.logic.civilization.CityStatePersonality
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.*
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.TileInfo
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import com.unciv.logic.map.TileMap
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@ -64,10 +63,22 @@ object GameStarter {
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// set max starting movement for units loaded from map
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for (unit in tile.getUnits()) unit.currentMovement = unit.getMaxMovement().toFloat()
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}
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// This triggers the one-time greeting from Nation.startIntroPart1/2
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addPlayerIntros(gameInfo)
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return gameInfo
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}
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private fun addPlayerIntros(gameInfo: GameInfo) {
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gameInfo.civilizations.filter {
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// isNotEmpty should also exclude a spectator
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it.playerType == PlayerType.Human && it.nation.startIntroPart1.isNotEmpty()
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}.forEach {
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it.popupAlerts.add(PopupAlert(AlertType.StartIntro, ""))
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}
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}
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private fun addCivTechs(gameInfo: GameInfo, ruleset: Ruleset, gameSetupInfo: GameSetupInfo) {
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for (civInfo in gameInfo.civilizations.filter { !it.isBarbarian() }) {
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@ -12,6 +12,7 @@ enum class AlertType {
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CitySettledNearOtherCivDespiteOurPromise,
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GoldenAge,
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DeclarationOfFriendship,
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StartIntro,
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}
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class PopupAlert {
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@ -43,10 +43,11 @@ class Nation : INamed {
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var innerColor: List<Int>? = null
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var startBias = ArrayList<String>()
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/* Properties present in json but not yet implemented:
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var adjective = ArrayList<String>()
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var startIntroPart1 = ""
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var startIntroPart2 = ""
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/* Properties present in json but not yet implemented:
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var adjective = ArrayList<String>()
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*/
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@Transient
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@ -221,6 +221,13 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
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playerDiploManager.signDeclarationOfFriendship()
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}).row()
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}
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AlertType.StartIntro -> {
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val civInfo = worldScreen.viewingCiv
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addLeaderName(civInfo)
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addGoodSizedLabel(civInfo.nation.startIntroPart1).row()
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addGoodSizedLabel(civInfo.nation.startIntroPart2).row()
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add(getCloseButton("Let's begin!"))
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}
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}
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}
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