Battle

object Battle

Damage calculations according to civ v wiki and https://steamcommunity.com/sharedfiles/filedetails/?id=170194443

Types

PlunderableStats
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private object PlunderableStats

Functions

addXp
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private fun addXp(thisCombatant: ICombatant, amount: Int, otherCombatant: ICombatant)
attack
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fun attack(attacker: ICombatant, defender: ICombatant)
captureCivilianUnit
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private fun captureCivilianUnit(attacker: ICombatant, defender: MapUnitCombatant, checkDefeat: Boolean = true)
conquerCity
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private fun conquerCity(city: CityInfo, attacker: MapUnitCombatant)
destroyIfDefeated
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fun destroyIfDefeated(attackedCiv: CivilizationInfo, attacker: CivilizationInfo)
doWithdrawFromMeleeAbility
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private fun doWithdrawFromMeleeAbility(attacker: ICombatant, defender: ICombatant, withdrawUnique: Unique): Boolean
equals
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open operator fun equals(other: Any?): Boolean
getMapCombatantOfTile
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fun getMapCombatantOfTile(tile: TileInfo): ICombatant?
hashCode
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open fun hashCode(): Int
mayUseNuke
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fun mayUseNuke(nuke: MapUnitCombatant, targetTile: TileInfo): Boolean
moveAndAttack
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fun moveAndAttack(attacker: ICombatant, attackableTile: AttackableTile)
NUKE
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fun NUKE(attacker: MapUnitCombatant, targetTile: TileInfo)
nukeStrength1Effect
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private fun nukeStrength1Effect(attacker: MapUnitCombatant, tile: TileInfo)
nukeStrength2Effect
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private fun nukeStrength2Effect(attacker: MapUnitCombatant, tile: TileInfo)
plunderFromDamage
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private fun plunderFromDamage(plunderingUnit: ICombatant, plunderedUnit: ICombatant, damageDealt: Int)
postBattleAddXp
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private fun postBattleAddXp(attacker: ICombatant, defender: ICombatant)
postBattleMoveToAttackedTile
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private fun postBattleMoveToAttackedTile(attacker: ICombatant, defender: ICombatant, attackedTile: TileInfo)
postBattleNationUniques
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private fun postBattleNationUniques(defender: ICombatant, attackedTile: TileInfo, attacker: ICombatant)
postBattleNotifications
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private fun postBattleNotifications(attacker: ICombatant, defender: ICombatant, attackedTile: TileInfo, attackerTile: TileInfo? = null)
reduceAttackerMovementPointsAndAttacks
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private fun reduceAttackerMovementPointsAndAttacks(attacker: ICombatant, defender: ICombatant)
takeDamage
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private fun takeDamage(attacker: ICombatant, defender: ICombatant)
toString
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open fun toString(): String
tryCaptureUnit
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private fun tryCaptureUnit(attacker: MapUnitCombatant, defender: MapUnitCombatant): Boolean
tryEarnFromKilling
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private fun tryEarnFromKilling(civUnit: ICombatant, defeatedUnit: MapUnitCombatant)
tryHealAfterKilling
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private fun tryHealAfterKilling(attacker: ICombatant)
tryInterceptAirAttack
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private fun tryInterceptAirAttack(attacker: MapUnitCombatant, attackedTile: TileInfo, interceptingCiv: CivilizationInfo)

Sources

jvm source
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