From 0d19bf55e52d7767474de4f1aa1e14e62d4172b8 Mon Sep 17 00:00:00 2001 From: yairm210 Date: Wed, 16 Oct 2024 00:32:51 +0300 Subject: [PATCH] Resolved #12295 - crash on modded game with no capital city indicator --- .../unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt | 2 ++ 1 file changed, 2 insertions(+) diff --git a/core/src/com/unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt b/core/src/com/unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt index acd6a1b818..5ad71e4d0e 100644 --- a/core/src/com/unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt +++ b/core/src/com/unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt @@ -178,6 +178,8 @@ class RoadBetweenCitiesAutomation(val civInfo: Civilization, cachedForTurn: Int, * @return a pair containing a list of tiles that resemble the road to build and the city that the road will connect to */ private fun getRoadToConnectCityToCapital(unit: MapUnit, city: City): Pair>? { + if (tilesOfConnectedCities.isEmpty()) return null // In mods with no capital city indicator, there are no connected cities + val isCandidateTilePredicate: (Tile) -> Boolean = { it.isLand && unit.movement.canPassThrough(it) } val toConnectTile = city.getCenterTile() val bfs: BFS = bfsCache[toConnectTile.position] ?: