* hasAtLeastMotivationToAttack now takes uses City.neighboringCities
* Changed attack pathing to use Astar
* Made the base force higher
* Declare war checks for total population instead of number of cities
* MotivationToAttackAutomation takes into account denunciation
* Set up DeclareWarTargetAutomation.kt
* Added logic for Civs to try and gang up on other Civs
* Added logic for civs to try and join an ally civ in their war and to declare war directly
* Added declineJoinWarOffer flag
* Reduced the likelyhood of declaring war a little
* Civs don't try to join wars against city-states
* Removed calculating targets with 0 motivation
* Relative production is not calculated against city-states
* Improved getAttackPathsModifier to only calculate the best path per city
* Refactored filter statements
* AI now tries to execute planned wars by default
* Culture Civs can now declare war, AI can declare multiple wars
* AI won't gift gold to city-states that it wants to attack
* Changed motivation from combat
* Changed AI aggression towards city-states
* Civs don't want to sign a DOF with the only nearby major civ as much
* City.neighboringCities filters out cities that are not visible
* Fixed some conditionals in tryJoinWar
* Fixed some war plan types breaking instead of continuing
* Civs are more likely to sign open borders if they haven't seen their cities
* Changed far away cities to have less of a value
* Fixed neighboringCities and getNeighboringCivilizations
* Other fixes
* Reduced motivation to attack from relative strength
* Added more to motivation to attack
* Added extra friendship modifiers
* Moved war evaluation to WarPlanEvaluator
* Added comments and re-named preparingWarPlan
* AI Team wars require neutral relations to send
* Added a team war notification
* Added evaluation of join war trades
* Tweaked MotivationToAttackAutomation
* Improved peace deal offers
* AI peace deals wait until 10 turns after declaring war
* Made the AI declare war a little less
* AI builds more military units
* AI keeps at least 2 great generals to not build citadels with
* AI TeamWar is more specialized for fighting stronger Civs
* Removed extra line
* Added more comments
* Improved unit tryPrepare logic
* Minor respelling and style improvements
* Changed MotivationToAttackAutomation HashMap to be a list
* Added a heuristic for the Astar search
* TeamWarPlan focuses more on relative force and fighting stronger civs
* MotivationToAttackAutomation takes into account planned wars and can target stronger civs
* Added logic for AI's to request other civs to join their war
* Fixed some WarDeclaration TradeEvaluation logic and reduced costs
* Added some extra safety against extreme force values in DeclareWarPlanEvaluator
* Changed the spy level cap to be a mod constant
* Spy rank shows with more stars
* Reverted some temporary debug changes
* Changed Promotes all spies to accept an amount
* Change Promotes all spies [amount] time(s) to have parenthesis around the s
* Fixed problem with merging
* Added an option to disable move by long press
* Moved setting check to tileGroup.onActivation and changed it to check for longTapMove
* Added translation
* Bump version and create initial changelog entry
* Create Zulu.properties (#11634)
zulu language translation for unciv, very early, will continue transcribing.
* Updates + Fixes to Belarusian, Russian, Italian (#11633)
* Updates + Fixes to Belarusian
Even more content
* Russian Update
* Revert "Russian Update"
This reverts commit 0b44358510.
* Italian + Russian + BelarusianUpdate
Update for Belarusian
* Update Indonesian.properties (#11632)
Corrected the mistranslation.
* Add a few translations to Ukrainian (#11629)
Co-authored-by: Kostiantyn Ko <mormat.iam@gmail.com>
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: graycloud0 <151023736+graycloud0@users.noreply.github.com>
Co-authored-by: GameBoyNoob <94763659+GameBoyNoob@users.noreply.github.com>
Co-authored-by: X2003 <158255876+Xenia2003@users.noreply.github.com>
Co-authored-by: Kostiantyn Ko <test9@mormat.name>
Co-authored-by: Kostiantyn Ko <mormat.iam@gmail.com>
* Reverted spy button to show the spy white icon
* Changed the docs credits
* Espionage button now uses a separate path
* Reverted changing Icons.png
* Changed Espionage.png to the new sprite
* Some UI architecture changes
* Some UI architecture changes - merge Kdoc update from another PR
* Remove experimental status of the key bindings UI
* Minor update to keyboard tutorials
* Minor readability linting: A few color names instead of hex codes
* Fix links from Options not working when called from MainMenuScreen
* Added coup success calculation
* Added a coup button
* Added a coup button functionality
* Improved coup chance calculation
* Added coup effects
* Fixed random value being too high
* Fixed percent chance roll
* Hid enemy spy factor from the chance text
* Added coup notifications
* Added translations
* Updated a notification
* Style changes
* Put some text onto multiple lines
* Fixed "failed staged" notification
* Added missing translation
* Finished fixing merge conflicts
* Added AI to city-state coups
* Coup notifications are now sent to the spectators as well
* Changed spy rank modifier to be additive
* Added city-state Elections
* Added Elections notifications
* Removed temporary rigging elections in Spy.kt
* Modified votes from influence a little
* Fixed rigging election turns
* Fixed elections
* Randomised city-state election days
* Refactored geCapital
* Refactored election random to use randomWeighted
* Fixed getSkillModifier being private
* Updated translations and fixed a notification for election rigging
* Minor linting
* More linting
* Consistent naming city/location, cache city on Spy (tile visibility perf)
* Empower SpyAction enum (minor perf)
* NotificationAction for Espionage, shorthand on the Spy instance
* Fix National Intelligence Agency giving one extra Spy level
* Fix "Move Spies" NextTurnButton prompt appearing every turn when spies are in Surveillance
* Fix failed tech theft rewarding tech anyway (and open spy kill chance when theft ordered but nothing to steal)
* Finally refactor SmallButtonStyle as standalone component
* Fix unable to assign spies for counter-intelligence
* Shorten establish-network phase for domestic spy placement
* Refactor and prettify MoveToCityButton, reuse as pointer who is to move (and some tiny changes)
* Decorate Spy icons by rank and show those in the hideout too
* Make city name labels in Espionage screen clickable
* Umm... duplicate targets behave same as single targets
* Spy mechanics - no establish network before counter-intelligence, commenting
* Oops, those lines do not belong in this branch anyway
* Fix Concurrency being zombified but still tasked to run stuff
* Do not tie Android logcat output to whether Gdx was built for debugging
* Simplify GameStartScreen
* Add wiki page on Debugging/Building for Android
* Created DeclareWarReason enum
* Created a new notifyOfWar function and a DeclareWarReason class
* moved handleCityStateDirectAttack to it's own function
* Moved changing modifiers to its own function
* Moved notifyOfWar above onWarDeclared
* Fixed defensive pact canceling notifications
* Added more comments
* Fixed DiplomacyManagerTests
* Warmongering does not stack with defensive pacts
* Reworked how shared enemy modifiers are given out
* Fixed JoinWar notifications
* Added join war translations
* Added missing defensive pact translations
* Fixed translation parameter problems
* Changed "canceled" to "cancelled"
* Rename new capital when a civ survives losing their civ-named capital
* Linting
* Make "overflow" city founding names translatable
* Fix some unit tests relying on hardcoded Random() results
* Expand Events to allow civilopediaText, fixing hidden uniques as side effect
* Fix ConditionalChance save scumming
* Fix ExtraImages not working within mods
* Missing documentation of the changes to Events
* Kdoc to clarify why helper returns nullable
* Lint getJavaClassByName: fix compiler warning and re-sort when
* FormattedLine now throws on problems with extraImage loading
* Fix Tutorial extraImage by removing auto and making it explicit
* Revert "FormattedLine now throws on problems with extraImage loading"
This reverts commit b5ab4084ee.
* Partially revert the revert, so bad extraImage fields are console-logged
* Replace and credit "Link" icon
* UnitActionIcons/Escort is a black version of "Link"
* Reprioritize UnitGroup "action" badge to prefer showing what Workers build over escorting
* Fix apparent bug removing starting locations
* Remove StartingLocation legacy support (when they were TileImprovements)
* Starting locations get a "usage" controlling new game "select players"
* Maps get a description map creators can use to pass info to their users
* Fix bad fix from last PR preventing then map preview of the initial selection to show in some cases
* Wrap all those setProgrammaticChangeEvents calls
* Fix None/Normal discrepancy
* Added OneTimeSpiesLevelUp, OneTimeGainSpy, SpyEffectiveness, EnemySpyEffectiveness and HiddenWithoutEspionage Uniques
* Spy effectiveness affects stealing tech and rigging elections
* Fixed HiddenWithoutEspionage
* Added Constabulary and Police Station
* Added cityFilter to SpyEffectiveness
* Added national Intelligence agency
* Added Great Firewall
* Fixed great firewall having a float value
* EspionageManager addSpy now returns Spy instead of name
* Added some simple espionage tests
* Fixed OneTimeSpiesLevelUp still wanting parameter
* Spy efficiency occurs after skill modifier
* Added another test
* Added Police State spy efficiency reduction unique
* Fixed "Hidden when espionage is disabled" wording
* Fixed "effectiveness" wording
* Changed "enemy spy effectiveness" unique to use negative matters
* Spy effectiveness only affect tech steal rate
* Changed "Gain an extra spy" and "Promotes all spies" uniques
* Removed Police State comment that is no longer accurate
* Changed spy effectiveness to be multiplicative
* Offer custom map mod/ruleset and name as master/child SelectBoxes
* Let map Preview class (partial parse) include starting locations
* Implement button to use map-selected nations
* Show a LoadingImage while the maps are still loading
* Fix merge errors
* Usability improvements
* More out-of-sync fixes and improvements
* Template
* Allow for replacement improvements
* imports
* Forgot the most important change, lol
* Docs
* Replacement description, validation, and filter
* Move more into ImprovementDescriptions
* Whoops, forgot to yield
* Fix some copy-paste artifacts
* New translations
* Fix double see also
* Add space for translation engine
* Added configurable natural wonder discovery stats
* Shortened the code
* Updated the base rulesets with new unique
* Updated the El Dorado unique
* Applied the suggestions
* Reintroduced the implementation for deprecated uniques
* Changed tile.naturalWonder to naturalWonder
* Fixed policies do not grant production bonus to wonders
* Added multi-filter and tech filter for buildingFilter
* Rectification of the uniques of monument to the gods and marbles
* Fixed mod checker issued warnings regarding the techFilter in Unit and Building Filters.
* Edit Unique-parameters.md
* Undo 'Fixed policies do not grant production bonus to Wonders
* Remove Transform requirement checks
* Add back in requirement for OnlyAvailable
New BuildableOnly unique
* Instead of a new unique, expand CanOnlyBeBuiltInCertainCities to instead take conditionals
* Rename to notMetRejections and copy to BaseUnit
Add CanOnlyBeBuiltInSpecificCities to constructionRejectionReasonType
* Setup CanOnlyBeBuiltInCertainCities as depreciated (renamed CanOnlyBeBuiltInCertainCities_dep)
* Redirect Depreciation
* Quick Camel Case rename
* Function renaming and moving Unique to general Construction Uniques
* spelling
* Move Unique. Update Error message
* version
* Minor Quest/QuestManager linting
* Cache Quest and QuestName references and use them
* Nicer randomWeighted and fix UniqueType.ResourceWeighting
* Integrate @soggerr's #10739 - show tied leaders and your position if you aren't leading
* One more lint
* Bump version and create initial changelog entry
* Update French.properties (#11214)
* Update Italian.properties (#11211)
* Update Brazilian_Portuguese.properties (#11210)
* Update Indonesian.properties (#11209)
* Update Indonesian.properties
Fixed and added translation to some words.
* Update Indonesian.properties
* Update Indonesian.properties
* Added a Russian translation for the introductory text of Queen Elizabeth (#11206)
This is a translation close to the text. However, I have tried to keep the solemn style in translation, so there is a slight departure from the original.
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
Co-authored-by: M792003 <158552928+M792003@users.noreply.github.com>
Co-authored-by: NoobTutorial <142553623+NoobTutorial@users.noreply.github.com>
* City buttons support right-click / long-press to enter CityScreen directly
* City r-click: Rename helper and UI tips
* City capitalization follows getCurrentTutorialTask precedent
* City capitalization change applied to existing translation keys
* Revert "City capitalization change applied to existing translation keys"
This reverts commit c3638a0daf.
* Revert "City capitalization follows getCurrentTutorialTask precedent"
This reverts commit b618f4cae3.
* City capitalization in new text follows getCurrentTutorialTask precedent
* Added escort button
* Added basic escort movement
* Improved escort movement
* Swapping breaks escorting
* Added stop escorting button
* Added link icon to unit
* getDistanceToTiles() now automatically includes escorting
* Multi-turn movement with different units works somewhat
* Escorting units persist to escort across saves
* Escorting units are only idle if their partner unit is idle as well
* Fixed multi-turn escort movement where one unit has more movement points left over
* Added basic tests
* Added a test for formation idle units
* Added some basic movement tests
* Added some canMoveTo tests
* getDistanceToTiles only caches when includeEscort is true
* added getDistanceToTiles test
* An entire commit to remove one line of white space just for you! And yes, there are no semi-colons;
* Added translations
* Added more stopEscorting() calls when the unit is removed
* Added extra comments and refactoring
* Refactored removeAllTilesNotInSet to use a mutableIterator
* Refactored code based on review
* Refactored removing tiles in PathsToTilesWithinTurn that aren't in another PathsToTilesWithinTurn
* Right-click external links to copy url
* Add hint about right-clicking links to UI Tips tutorial
* Add wiki link to about and centralize repo/wiki external link bases
* Mayan Long-Count unlock: Match translation template and existing translations to actual notification
* A TFW run adds another empty line at the end...
* Conditional for building in amount of cities
* fix order of operations
* Deprecate old require in amount cities uniques
* import
* Fix referring to the unique instead of the conditional
* Fix yield message
* I have no clue how this isn't imported, but I'mma assume this translates fine anyways
* Rename text for unique
* revert unique text
* Whoops
* Remove unnecessary puppet check
* Move additional description to it own function
* Split missing city text into its own function
* Move ToDo comment
* flip to be easier to read
* Move onlyAvailable rejections to its own function to be easier to work with
* Add in the word "of"
* Minor linting and fix folder-package mismatch
* Actually make AnimatedMenuPopup stay inside the stage in all directions (was done for bottom left only before)
* Proper keyboard bindings for AutoPlay and -menu
* Testing translations
* AutoPlay as widely used term
* Added getSpiesInCity method in EspionageManager
* Expanded stealing technology code
* Spies can now die and revive
* Added basic rigging elections
* Spies rigging elections can now be caught
* Added spy rank
* Players can now move spies to city-states
* Spies at a higher rank steal tech quicker
* EspionageAutomation now sends spies to city-states and to do counter intelligence
* Fixed some EspionageAutomation logic
* Fixed EspionageAutomation error
* Spy.location is now stored as a vector2
* Accounted for the only able to be one spy of a civ in each city
* Spies level up when successfully stealing tech.
* Increased tech steal rate by spy rank
* Increased influence gained by rigging elections
* Added a spy level cap
* Spies no longer get stuck on counter-intelligence action
* Spy automation no longer tries to rig elections in city states that it is at war with
* canMoveTo now checks if the city tile is visible
* Added espionage translations
* Changed automateSpySteal/Rig/Counter intelligence return types
* Simplifies automateSpies in EspionageAutomation
* Added blank lines before titles
* Improved spy being found and killed message phrasing
* Add modified nation descriptions
Original descriptions reworded and a bit shortened.
* Fix Greece description
* Add modified nation descriptions (vanilla)
* Improvements to Nation descriptions
Fixes and improvements by Yairm
* Improvements to Nations descriptions (vanilla)
Fixes and improvements by Yairm
* Improve startIntroPart2 for all nations
Also add fixes/improvements by Yairm.
* Improve startIntroPart2 for all nations (vanilla)
Also add fixes/improvements by Yairm.
* Experimental pathfinding - still not good enough for main branch
* Fixed strange pathfinding and impassible tiles
* Fixed weirdest bug in the history of weird bugs - remove() on an object did not remove the object
* Avoid damaging and enemy tiles for new pathfinding
* Add option for activating experimental movement
* Allow almost any mod zip download source
* Linting
* Add basic "Release page section" link capability, more linting
* Refactor: Move Github to logic
* Refactor: Split Github into files
* Refactor: centralizing all API knowledge
* Try bumping detekt version to fix false complaint
* Attempt to trick detekt to not complain about `it`
* Better overload-ambiguity-solving + detekt-compatible SAM use
* Add unique to allow for generalized great generals
* Don't add compatibility for rulesets with conditional generals
* Add to rulesets
* add in pre Kotlin 9 parenthesis
* whoops missed a parenthesis
* I guess pre Kotlin 9 parenthesis was unnecessary, whoops
* Add back old variables to clone function
* Move the list of all potential generals to Ruleset
* Move list of unit construction rejections to IConstruction
* flip !any{} to none{}
* Fix imports
* Typo
* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Update to master code
Remove duplicating Food yield multiply
* Revert Compatibility Version
---------
Co-authored-by: itanasi <44038014+itanasi@users.noreply.github.com>
initialize() calls useImmersiveMode() internally, which would override the system ui visibility we manually set, leading to setting effectively being ignored on startup
Also, we can use LibGDX's builting function, which is more future-proof :)
* Bump version and create initial changelog entry
* Update Spanish.properties (#10780)
* Even more translations of Malay.properties (#10778)
I plan to finish the UI section this week. Honestly, going through and skimming a bit I've seen things I've never seen in game.
* Update Brazilian_Portuguese.properties (#10775)
* Some German translations (#10772)
* Update French.properties (#10768)
* Update Italian.properties (#10767)
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
Co-authored-by: Mikhail <151419244+MetaFBMI@users.noreply.github.com>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
* Added a new AutoPlay until end button
* Added the new AutoPlay until victory setting to translation
* Reverted some comment fixes to hopefully not have a merge conflict
* Mod compatibility - update declarations
* Mod compatibility - logic and UI changes
* Mod compatibility - flag some invalid use patterns
* RulesetValidator - lint until Studio shuts up
* Fix isBaseRuleset test in ModRequires validation
---------
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Refactor Battle damage shadowed Label into reusable WidgetGroup
* Make Politics Overview "Grid header" fixed and some linting
* Add a Legend popup explaining line colors in the Politics Overview Diagram: Click inside
* Missing translation template
* Final decision on background didn't make it in properly
* Remove unused png - those are now in the Construction atlas
* Smaller background image
* Color and shadow choices
* Redo atlas to include both 10505 and this
* Add another confirmation when buying a religious unit in a city that doesn't follow a religion founded by the city's civ.
* There's other stuff that can be purchased with Faith. Better to use UniqueType.Religious unit I guess.
* Add string to template.properties
* One more space to make unit tests happy
* Better template.properties
* Reinsert trailing space
* Introduce Constants entry for "Cancel"
* Redo ConfirmBuyPopup
* Dev console command to tweak religion pressures
* Translation templates and one test
---------
Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com>
* Change per-City GPP points math and separate breakdown (producer w/ source doc) from aggregates (consumer ignoring source)
* Change CityScreen GPP list to not do aggregation itself, but show a breakdown on click
* Change "birth" city for GPP to a ***weighted*** random - no Great Mufties from cities not generating any Mufty points!
* Nicer signature for getGreatPersonPointsBreakdown
* Minor warnings linting and template for Sweden's bonus in the breakdown Popup
* Added a frigate cannon fire volley sound with crashing
* Changed the frigate and ship of the line to use shipCannonVolley.mp3
* Added proper credits
* Renamed "Volly" to "Volley"
* Start on road connect feature.
* Rough UI and tile highlighting
- Highlight visible tiles for selected unit red
-- Maybe change this to all explored tiles
- Move action firing inside WorldMapHolder
- Set begin and end tiles
* Serialize Vector2 instead of Tile
* Add road icon
* Much better UI handling
- Tile highlights go away after choosing a tile
- Added restrictions to allowed tile destination choices.
- Explored
- Land
- Passable
- Added two-tap button
* Refactor part of `onTileClicked` for readability
* Band-aid fix null pointer error
* Add RoadConnection icon
* Tentatively working connect road feature
* AStar search implementation
* AStar connect road automation
* Fix worker getting stuck in city tiles
* Heuristic should be between tiles
* Add heuristic to road connect, remove maxSize limit
* Fix predicates
* Cancel automation when worker is force moved off path
* Change valid/highlighted tiles to be friendly or neutral
* Put log back the way it was
* Fix behavior when kicked off path
* Worker no longer wastes movement points
* Workers will progress multiple tiles at a time towards the next build destination.
* Respect civs with certain tiles as roads
* Refractor ForceAutomateRoadConnection -> AutomateRoadConnection
* Connect road UI button only shows for units with UniqueType.BuildImprovements
* Connect road UI button only show when road tech is unlocked
* Add wagon sound
* Fix destination icon, add KeyboardBinding to 'c'
* UI highlight connect road path tiles orange
* Downsample wagon.mp3
* Apply migration patch, idiomatic sequence processing
* Add notifications on success and failure
* Extract movement cost function to be reusable
* Refactor road pathfinding into MapPathing.kt
* Make pathing calls more general for future extendability
* Add UI road connection tile path preview
* Keep road path highlighting when routing to a city tile
* Adjust road pathing cost function
* Path includes pillaged roads
* Repair pillaged roads along path
* Valid road path tiles now include all passable tiles (open borders)
* Add an "UI tips" civilopedia article
* Improve UI Tips article
Credits to @SomeTroglodyte and Yairm
* More improvements to UI Tips article
Credits to SomeTroglodyte
* Mention Railroad production bonus in the Civilopedia
* Railroad production bonus mention in the Civilopedia - Vainilla
* Fix little style error
* Fix another mistake
omg
* Brackets
* Brackets
* AutoPlay initial hack
* Removed extra changes
* Added canceling AutoPlay and its own button
* Victory screen showing up stops AutoPlay
* Removed AutomateTurn for the spectator
* Right Clicking AutoPlay Button starts AutoPlay immediately
* Renamed NextTurnMenu to AutoPlayMenu
* AutoPlay can now only begin on the players turn
* Added specific unit actions AutoPlay
* AutoPlay stops on VictoryScreen and GreatPersonPickerScreen
* AutoPlay now stops when loading a new game
* Hovering the mouse over the AutoPlayStatusButton now stops AutoPlay
* Removed temporary right click NextTurnButton functionality
* Removed multi-turn AutoPlay from multiplayer games
* Loading a multiplayer game now stops AutoPlay
* AutoPlayStatusButton persists over reloading WorldScreen
* Victory popup now stops autoplay
* AutoPlay now automatically picks great person
* Full AutoPlay now captures cities
* Added settings.isAutoPlaying and fixed bug with closing game in the middle of AutoPlaying a turn
* AutoPlay now correctly stops when a victory screen is shown
* AutoPlay now automates city constructions without autoAssignCityProduction being on
* Reordered NextTurnAction
* Removed extra condition for displaying AutoPlay text on next turn button
* Moved AutoPlay settings to new tab
* Changed AutoPlay slider
* Refactored Settings to have AutoPlay to be in a new subclass
* Added an show AutoPlay button setting, commented out unimplemented settings
* Opening the exit game window stops autoPlay
* Made cyclopedia entry
* Added translations
* AutoPlayStatusButton now ends with a new line
* Commented out extra code and removed extra import statements
* Fixed UncivSlider Change
* Fixed merge conflicts
* Settlers no longer stuck in endless loops wanting to found cities on tiles they can't reach @tuvus
* Support for Leader voices (#10395)
* Prepare Leader Voices: Framework
* Leader Voices: Hooks and corresponding text field comments
* Leader Voices: wiki
* Leader Voices: oops, comments
* Decouple voice play calls to make global modification easier
* Move voices to own folder and give them a separate volume setting
* Oops, template needed too
* Oops, wiki needed too
* Resolved#10366 - City centers don't provide resources you don't have tech to extract
* Add a TriggerUponDiscoveringTile unique type (#10523)
* Add a TriggerUponDiscoveringTile unique type
* Add a check for trigger presence
* Add gain stat modified by speed and improvement speed by filter uniques (#10443)
* Add gain stat modified by speed and improvement speed by filter uniques
* Fix rulesets
* Remove nonfunctional leftover resource text
* Reword improvement unqiue as suggested
* Add the SellBuilding Unique (#10514)
* Restored the SellBuilding Unique
* Rephrased SellBuilding unique
* Version rollout (#10530)
* Bump version and create initial changelog entry
* Update Brazilian_Portuguese.properties (#10528)
* Update French.properties (#10524)
* Update Italian.properties (#10522)
* Update Polish.properties (#10521)
* Update Polish.properties
* Added Fastlane_short_description
* Update Malay.properties (#10520)
Translated line 33 to line 325.
Not at all finished.
This time though I didn't mess up.
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
Co-authored-by: Lesiakower <125187776+Lesiakower@users.noreply.github.com>
Co-authored-by: Mikhail <151419244+MetaFBMI@users.noreply.github.com>
* Better performance for 'best tile to found city' (minimized canReach calls) @tuvus
* 4.9.0
* [Translation] Add back "general" unit types (#10526)
* Add back "general" unit types
These entries have been removed from translation files, making them untranslated in-game (in Civilopedia articles)
* Revert changes in template.properties
* Fix missing unit type translations
Fix by @SomeTroglodyte
* Changed some parts of GameSettings back to master.
* Changed right clicking to call startAutoPlay instead of setting it itself
* Fixed some !isHuman() conditions to also include full AutoPlay and refactored some other AutoPlay code
---------
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com>
Co-authored-by: Sergey <serdav74@inbox.ru>
Co-authored-by: SeventhM <127357473+SeventhM@users.noreply.github.com>
Co-authored-by: PLynx <pawelrys2011@gmail.com>
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
Co-authored-by: Lesiakower <125187776+Lesiakower@users.noreply.github.com>
Co-authored-by: Mikhail <151419244+MetaFBMI@users.noreply.github.com>
* Rescue Bosnian.properties
* Rename and revert
* Let's minimize diff size for completionPercentages.properties from now on
* One generate translations run on Bosnian
* Add the Flag
* Add the LocaleCode
* Fix illegally tranzlahtedd placeholders
* Simplify MapOverlayToggleButton signature and let the instances use individually moddable images
* Gimp sources of new images (all from existing attributions)
* New images and atlas
* Add gain stat modified by speed and improvement speed by filter uniques
* Fix rulesets
* Remove nonfunctional leftover resource text
* Reword improvement unqiue as suggested
* Prepare Leader Voices: Framework
* Leader Voices: Hooks and corresponding text field comments
* Leader Voices: wiki
* Leader Voices: oops, comments
* Decouple voice play calls to make global modification easier
* Move voices to own folder and give them a separate volume setting
* Oops, template needed too
* Oops, wiki needed too
* UncivGame is a pure class file again, GUI split off
* Purify GameSettings step 1 - non-multiplayer nested classes
* Purify GameSettings step 2 - multiplayer nested classes
* Purify GameParameters - BaseRuleset to own file
* Rework WindowState to centralize minimum/maximum treatment
* Rename MultiplayerTurnNotifierDesktop to UncivWindowListener
* Clarifications on what the WindowListener actually does (and now the attention-getting does something on non-Windows too)
* Drop AndroidTvLauncher - unused
* Additional memory info on Android CrashScreen
* Refactor getModsAndBaseRuleset - reduce clones and put base first
* Add Permanent audiovisual Mods to CrashScreen report
* Add a secret Debug option to intentionally crash Unciv
* Make "Secret" debug OptionsPopup page available on Android w/o physical keyboard
* Add AndroidTvLauncher back in
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Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* River yields moddable and Civilopedia entry
* Improve text and better fresh water explanations
* Map editor exclusion as Unique, for River and previously hardcoded Improvements
* Map editor brush to Civilopedia link, starting locations cleaned
* Some SeventhM input applied
* Reword River/Lakes/Oasis civilopediaText and comments again
* Allow typing Y and N in file names in Linux custom save file dialog
* Fix default custom save location suggestion on X11
* Minor linting
* Allow clean reactivation of custom buttons after cancelling the file chooser
* User-Cancel support on Android and non-X11 desktop
* Block custom save for online multiplayer games
* Fix X11 custom save remembering location
* Fix X11 custom save "Save" button enabling, forbid potentially bad names
* Add overwrite confirmation to X11 custom save
* Redefine how local saving of online multiplayer games is blocked
* Bump version and create initial changelog entry
* Update Catalan.properties (#10310)
* Fix Manufactory name (#10306)
* Fix Manufactory name
Like, why on earth was it called the same as the factory??
* Update Spanish.properties
* Update Spanish.properties
* Update Japanese.properties (#10269)
* Update Japanese.properties
* Update Japanese.properties
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Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Joan Josep <juanjo.ng.83@gmail.com>
Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
Co-authored-by: North Field <56919414+Harukin1030@users.noreply.github.com>
* Fix font "symbols" not showing
* Move Fonts.kt to sub-package
* Re-sort imports
* Move top-level constants to prepare split
* Split Fonts.kt each existing class to its own file
* Split off FontRulesetIcons
* Linting and comments
* Try to respect actual font layout, so fontSizeMultiplier works for ruleset icons too
* Replace font-based nation symbol in top bar with statically sized actor
* Reuse getReadonlyPixmap in extractPixmapFromTextureRegion
* Tweak topbar selected civ vertical align to be more pleasing to the human eye
* FasterUIDevelopment missing implementation of FontMetricsCommon
* Address hardcoded pixel coordinates comment
* Readability and comment cleanup
* More readability changes
* Bump version and create initial changelog entry
* Update Spanish.properties (#10201)
I'm not sure about using an '@' for indicating both grammatical genres.
I mean, the current use is not wrong, but it bothers me that something's genres are feminine/masculine and the article used is the opposite.
On the other side, I don't know if it looks clean, nice or professional to use these variants, not only the '@', but the '/a' as well.
But it really calms my mind.
* Add required Russian translations (#10200)
* Update Bulgarian.properties (#10193)
* Update Italian.properties (#10191)
* Update Italian.properties
* Update Italian.properties
* Update German translation (#10189)
* Update Brazilian_Portuguese.properties (#10188)
* Update Polish.properties (#10186)
* Update Polish.properties
* Update Polish.properties
* Update French.properties (#10185)
* Update Simplified_Chinese.properties (#10184)
6365 rows. The value is wrong. "Units heal 10 health per turn in enemy territory or neutral land" should translate to "在异国领土和无主的领土上,每回合会恢复10点生命值" and not "在异国领土和无主的领土上,每回合会恢复15点生命值"。
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Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
Co-authored-by: Nicolas Flamme <nclsf87@gmail.com>
Co-authored-by: Dob <100198047+dobval@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
Co-authored-by: mape6 <mape6@posteo.de>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
Co-authored-by: Lesiakower <125187776+Lesiakower@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: liweishu <44702553+liweishu@users.noreply.github.com>
* Display Pixel Unit Art in Civilopedia
* Pixel Unit Art in Civilopedia - Setting UI
* Change FormattedLine.extraImage sizing to apply to longer coordinate
* Pixel Unit Art in Civilopedia - better centering using 'crop to content'
* Giant refactoring - get rid of old religion style actions!!!
* Added special promotion to replace Great Mosque of Djenne ability
* removed double promotion added my mistake
* Added AI recognition of cities with bonus spread religion charges
* Added "disallowed for pantheon" filtering to new unit actions
* merge unit action changes with religion action changes
* Use new invokeUnitAction function for simplicity
* revert inquisitor unique change used for tests
* separate modifier side effects from old-style side effects
* Use canUSe shorthand for clarity
* Bump version and create initial changelog entry
* Update Dutch.properties (#10174)
* Update Turkish.properties (#10171)
* Update Turkish.properties
Almost fully translated up to line 950 with very few lines untranslated to that point.
(do let me know if I did anything wrong I never used github before)
(but I did read the translating text so I did not change things like [amount])
* Update Turkish.properties
Changed a few things and translated up to 1000~
* Update Turkish.properties
* Update Turkish.properties
* Update Turkish.properties
* Update Simplified_Chinese (#10168)
* Update Spanish.properties (#10166)
* Update French.properties (#10165)
* Update Polish.properties (#10164)
* Update Italian.properties (#10163)
* Update Brazilian_Portuguese.properties (#10162)
* Update Brazilian_Portuguese.properties
* Update Brazilian_Portuguese.properties
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Lena Bullens <95299589+LenaBullens@users.noreply.github.com>
Co-authored-by: TheFighter <95092927+The-Fighter@users.noreply.github.com>
Co-authored-by: chr_56 <30681738+chr56@users.noreply.github.com>
Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: Lesiakower <125187776+Lesiakower@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
* Added notifications to Civs that didn't have tiles hit by nuke
* Changed notifications based on if the nuke fails to detonate
* Moved nuke notifications above unit hit notification
* Added translations for new messages
* Moved a line of code back to preserve original order
* Changed notification messages
* Avoid the detekt false positive for typed lambda `it` and its comment
* Fix regression of what-is-a-garrison (8952)
* Initial implementation of "Status" column
* "Status" column gets a header icon
* Improved handling of "Nothing" construction
* Suppress "All" entries when you have only one city
* Global Construction Blacklist
* Reviews
* Reviews - missed renames
* Override DoF displayed on Politics table with defensive pact when applicable and added CYAN color to table and diagram.
* City-state alliances now show as CYAN in the politics table