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Worker AI for mods, step 2 (#5998)
* Worker AI for mods, step 2 Support for removing terrain features, both when we need to get rid of them for a resource, and when they plain reduce the yield of a tile Note that the "Remove <improvement>" was implemented WAY before templating and uniques were a thing - the correct solution in these enlightened times would be to separate the improvement *name* from the *effect*, so we could have e.g. a "Deforestation" improvement which would contain botth ["Removes [Jungle]", "Removes [Forest]"] or whatnot. For now I Constant'D the "Remove " so we can at least follow where it's used. * Reverted some of the auto-formatting so the PR is cleaner * Caught 'nullify yields' unique for terrain removal
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@ -63,6 +63,7 @@ object Constants {
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const val rising = "Rising"
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const val lowering = "Lowering"
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const val remove = "Remove "
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const val minimumMovementEpsilon = 0.05
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}
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