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Merge tag '3.5.3-patch1'
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@ -64,12 +64,10 @@ class BarbarianAutomation(val civInfo: CivilizationInfo) {
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val possibleHeal = unit.rankTileForHealing(unit.currentTile)
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val possibleHeal = unit.rankTileForHealing(unit.currentTile)
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if (possibleDamage > possibleHeal) {
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if (possibleDamage > possibleHeal) {
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// run
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// run
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val furthestTile = findFurthestTile(unit, unitDistanceToTiles, nearEnemyTiles)
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val furthestTile = findFurthestTileCanMoveTo(unit, unitDistanceToTiles, nearEnemyTiles)
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unit.movement.moveToTile(furthestTile)
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if(furthestTile!=null) unit.movement.moveToTile(furthestTile)
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} else {
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// heal
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unit.fortifyIfCan()
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}
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}
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unit.fortifyIfCan()
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return
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return
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}
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}
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@ -101,8 +99,8 @@ class BarbarianAutomation(val civInfo: CivilizationInfo) {
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// 1 - heal or run if death is near
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// 1 - heal or run if death is near
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if (unit.health < 50) {
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if (unit.health < 50) {
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if (nearEnemyTiles.isNotEmpty()) {
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if (nearEnemyTiles.isNotEmpty()) {
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val furthestTile = findFurthestTile(unit, unitDistanceToTiles, nearEnemyTiles)
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val furthestTile = findFurthestTileCanMoveTo(unit, unitDistanceToTiles, nearEnemyTiles)
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unit.movement.moveToTile(furthestTile)
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if(furthestTile!=null) unit.movement.moveToTile(furthestTile)
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}
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}
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unit.fortifyIfCan()
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unit.fortifyIfCan()
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@ -125,12 +123,13 @@ class BarbarianAutomation(val civInfo: CivilizationInfo) {
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UnitAutomation().wander(unit, unitDistanceToTiles)
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UnitAutomation().wander(unit, unitDistanceToTiles)
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}
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}
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private fun findFurthestTile(
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private fun findFurthestTileCanMoveTo(
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unit: MapUnit,
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unit: MapUnit,
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unitDistanceToTiles: PathsToTilesWithinTurn,
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unitDistanceToTiles: PathsToTilesWithinTurn,
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nearEnemyTiles: List<AttackableTile>
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nearEnemyTiles: List<AttackableTile>
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): TileInfo {
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): TileInfo? {
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val possibleTiles = unitDistanceToTiles.keys.filter { unit.movement.canMoveTo(it) }
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val possibleTiles = unitDistanceToTiles.keys.filter { unit.movement.canMoveTo(it) }
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if(possibleTiles.isEmpty()) return null
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val enemies = nearEnemyTiles.mapNotNull { it.tileToAttack.militaryUnit }
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val enemies = nearEnemyTiles.mapNotNull { it.tileToAttack.militaryUnit }
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var furthestTile: Pair<TileInfo, Float> = possibleTiles.random() to 0f
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var furthestTile: Pair<TileInfo, Float> = possibleTiles.random() to 0f
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for (enemy in enemies) {
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for (enemy in enemies) {
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