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New feature: Auto apply Barbarian lens for military units #8

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@JustNilt JustNilt commented Dec 8, 2017

I'm working on auto-applying the Barbarian lens for military units. I've got it working, at the moment, but need to add the function for having it be enabled via the settings and ensure I added all the appropriate units. I've also added settings for auto applying both the scout and barbarian units for the MOAR unit units I use at the moment, so I'll need to strip those out later. This is tested only for very basic functionality with a single unit at the moment. Needs more extensive testing later.

Edit: OK, I'm confused and probably overtired. Shelving this until I look into things more and determine how to get my changes in here. I thought I could drop my modified file (just one to date) in but clearly that didn't work. My apologies for any confusion from a Github newb. :/

Edit2: Well, hell. Turns out I managed to be working in the wrong repository this whole time. LOL, Github newb indeed, eh? I'll go work in the other one. Turns out I needed to fork the project anyhow, then do my work in there. :D

chaorace and others added 30 commits December 10, 2016 07:57
This should fix the minor issue where the citizen icons that appear when
hovering over the banner end up blocking it and making it harder to click
* Added "More Lenses" mod

Combined code from original CQUI and my "More Lenses" mod.
This merge should resolve any incompatibilities that the core CQUI mod has with the latest patch, as a result, #182 is now considered resolved. Keep in mind that other included mods like URS, BTS, and ML may still be affected by incompatibilities. Fortunately, these seem to be minor and fixes for any small issues that have arisen should be trickling downstream into CQUI as their respective authors push out compatibility changes

Resolves #182
The production queue can now be enabled or disabled at any time from the
in-game mod settings menu. This commit addresses item 7 in issue #134
Toggling this was already possible in the mod by clicking the cultural
growth button in the cityview, but now it's persistent and also accessible
from the mod options menu. Resolves item 8 in #134
This can be used to prevent settings controls from getting out of sync if
they can be toggled from many different places. It is only necessary to
register a control in this way if it can be changed from multiple places,
otherwise they should remain in sync with the mod settings on their own
Now that the Winter Patch has fixed broken custom LOCs, I'm switching over
to using that instead of hard coding strings.

I've also made some minor tweaks to the LOCs stored within
CQUI_Text_Settings.xml where broken or outdated, also removed the now
obsolete cowboy/badcowboy strings
Credit to @ZhouYzzz for their excellent translation!

Squashed commit of the following:

commit 4fb9688378aecfe962a4f867aba9d548128114c6
Merge: 0ba862d 33cfe41
Author: chaorace <[email protected]>
Date:   Thu Dec 29 13:03:30 2016 -0500

commit 33cfe41
Merge: 07fd9b7 180d823
Author: Yizhuang Zhou <[email protected]>
Date:   Fri Dec 30 00:39:21 2016 +0800

commit 07fd9b7
Author: ZhouYzzz <[email protected]>
Date:   Thu Nov 17 21:38:17 2016 +0800

    zh_Hans_CN pack 1
This was already merged in with 4234bd2, but I wanted to also push the merge through the github UI so @ZhouYzzz got proper credit
This is why I wish I could see previews when I merge via Github...
It's been way too long since I've done this! Huge thanks to @jacks0nX, @zeyangl, @RatchetJ, @velit, @astog, @the-m4a,
and @ZhouYzzz for their excellent work on CQUI! I cannot aqequately
express my appreciation for all of the consistently high quality work the
CQUI contributors bring to the table, you folks are the lifeblood and
magic of the open source community and the reason CQUI is as good as it
is. ❤️
* Fixed an index nill error

* Added a few missing lines of code that were missed from the update to v1.1
)

* Icon Based Housing on City Panel Overview

Applies the new icon-based amenities style to the housing section in the city panel overview

* Great People Popup Improvements

Added turns left indicator (resolves #149), improved spacing of UI elements, and added the GP class title back in even when there are none left to be claimed
* Fixes #162 Multi-citizen assignment box fix

Resized and moved multi-citizen assignment box

* Fixes #155 Lengthen City Yields Box

Lengthened the yields box on the City Panel to stop the clipping issues that occurred with high yields
Most of the entries are concerning mods that have already been manually
integrated into CQUI which would be broken by also loading in their
standalone counterparts. This also blocks use of YnAMP, which for some
reason breaks CQUI in some circumstances (see issue #207 and issue 43 on
the YnAMP Github tracker for more information)
This eliminates some unnecessary space from the header, freeing up room
for the city details below
It's now a much prettier button!
This happened when the setting was changed using the culture button from
the cityview. Now the mod control will update whenever the setting is
updated
This only affects Amenities / Housing, where the total line was redundant.
Food has been unchanged
These tooltips just duplicated the contents of the label text, there was
no point in having them there and it was inconsistent with the rest of the
UI
Disabling this setting could help improve performance on slower computers,
especially if you normally play with tile yields set to off
This should help alleviate the stuttering caused by the show city info on
hover feature
chaorace and others added 29 commits June 15, 2017 19:27
This commit adjusts the default settings to be less confusing for new users

The bindings mode has been changed to "Enhanced" by default, since users keep complaining they lose their WASD binds when using CQUI
The SmartBanner Unlocked Citizens icon has been disabled by default, since new users were confused by this icon and would frequently complain about it
The default size of the Smart Work Icons has been lowered, as well as the default base size, to make the icons less offensive to look at without needing to adjust the setting.
Permanently set the number of deck slots to 9!
Fixes an issue when production panel's data doesn't update when swap tiles. It's because of this commit 1c6a694 in #535. Here we return this line back.
Fixes #549 when game crashes if we try to choose trade routes since we have no available traders to make these routes.
This is a theoretical fix for an issue which I've been unable to
reproduce. For some reason, TeamRibbon does not seem to load up after a
BulkHide for some users, this may be by design or a bug in the core
game, either way, now our code checks for this issue and sidesteps it
now.
This commit fixes an issue where the incorrect housing values could appear between turns. Also fixed are some minor UI issues caused by the additional space taken by the fraction and stepwells not being correctly accounted for
Reinstates Yield Info to Deals tab in IDS screen. Resolves #444.
* Resolves #508

Integrates BES mod into CQUI. Resolves #508
Previously real housing from improvements function was updating data between turns or when changing city focus or changing government and so on. And as soon as housing from improvements never changes on these actions now we don't recalculate the same values and take them from a table. We recalculate these values when tiles improved/pillaged, when swap tiles and when tiles lost by culture bomb only. This should also improve performance a bit.
Removed trailing whitespace in citypanel.lua, notificationpanel.lua, citybannermanager.lua, plotinfo.lua to meet style standards
Fixes a crash during from loadscreen on Linux systems
Builder lense settings were never enforced at the very start when I had them to zero in settings. Same probably happened to scout and archeos. This small fix should take care of it once and for all.
Production panel now updates on 'Events.CityFocusChanged'. Removed unnecessary lines when swap tiles and when change city yield focus as soon as they were added to update production panel.
Fixed 'CQUI_UpdateAllCitiesCitizens' function to not to use incorrect variable that caused crash sometimes when try to quickload a game right after swap tiles. And also fixed 'OnTileImproved' and 'RefreshOnTurnRoll' functions to not to use incorrect variable.
Removed trailing whitespace to meet style standards
This seems to fix the problem with InlandSea by avoiding a call to ClearHex if the list contains an invalid tile. Should also resolve #207
Resolves #526. This was caused by an unnecessary regex which didn't work well with the korean tooltip text
Introduces spanish LOCs for the Better Espionage Screen
This commit updates all files to conform to the style standards
established in .EditorConfig. Going forward, I'll be enforcing this much
more closely
The conflict with YNAMP has been resolved as of e4ee91d
This change should, along with f0d6fdc, resolve the crashing issues with
Linux systems
Integrates @astog 's Modular Screens component:
https://forums.civfanatics.com/threads/modular-screens.620112/

This enables modular additions to the UI in a portability-friendly manner
Introduces new Russian LOCs for the BES mod integration
There is now UI feedback for when a unit cannot be spawned due to there being no more valid locations
All good things must come to an end. The mantle has been passed on and the mod, wonderfully, lives on!

Here's one last big shoutout to the following amazing people, whose efforts are undoubtedly the reason CQUI exists today:

Translators (first now and always):
@deggesim
@E1ectron
@frytom
@Lctrs
@maxap
@sejbr
Simone1974
@wbqd
@ZhouYzzz

My favorite programmers on the whole planet:
@vans163 <-- THE OG
@astog
@bolbass
HellBlazer
@jacks0nX
@JHCD
@ricanuck
@SpaceOgre

These amazing mod authors:
Ace
@astog
Divine Yuri
Greg Miller (GMiller7138 on Civfanatics)
HellBlazer
@kblease
mironos

And the rest of the old guard:
@RatchetJ
@Frozen-In-Ice
@zgavin
@olegbl
@Proustldee
@kblease
@ofeka
@zeyangl
@Remolten
@bestekov
@cpinter
@paavohuhtala
@perseghini
@benjaminjackman
@velit
@the-m4a
@MarkusKV
@apskim

And finally a round of applause for the new guard:
@Azurency
@sparrow8332
@oerms
@8h42
@cpinter
@igorbrum
@Timmeey86

It's been a wild ride and I had an amazing time! Apologies in advance to those I've failed to properly attribute.

I <3 you all
Let's pretend I didn't just let a typo like that slip by after basically doing an endzone dance...
@JustNilt JustNilt changed the title New feature: Auto apply Barbarian lens for military uinits New feature: Auto apply Barbarian lens for military units Dec 8, 2017
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