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Don't call canReach on the main thread when selecting a tile to move to (#2575)
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@ -71,7 +71,7 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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if (previousSelectedUnit != null && previousSelectedUnit.getTile() != tileInfo
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&& worldScreen.isPlayersTurn
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&& previousSelectedUnit.movement.canMoveTo(tileInfo) && previousSelectedUnit.movement.canReach(tileInfo)) {
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&& previousSelectedUnit.movement.canMoveTo(tileInfo)) {
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// this can take a long time, because of the unit-to-tile calculation needed, so we put it in a different thread
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addTileOverlaysWithUnitMovement(previousSelectedUnit, tileInfo)
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}
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@ -93,6 +93,9 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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}
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private fun addTileOverlaysWithUnitMovement(selectedUnit: MapUnit, tileInfo: TileInfo) {
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// some code is copied from canReach not to call getShortestPath on the main thread before calling it on this thread
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if (selectedUnit.type.isAirUnit() && selectedUnit.currentTile.aerialDistanceTo(tileInfo) > selectedUnit.getRange()*2)
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return
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thread(name="TurnsToGetThere") {
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/** LibGdx sometimes has these weird errors when you try to edit the UI layout from 2 separate threads.
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* And so, all UI editing will be done on the main thread.
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@ -101,6 +104,8 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
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*/
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val turnsToGetThere = if(selectedUnit.type.isAirUnit()) 1
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else selectedUnit.movement.getShortestPath(tileInfo).size // this is what takes the most time, tbh
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if (turnsToGetThere == 0) // there is no path to tileInfo
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return@thread
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Gdx.app.postRunnable {
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if(UncivGame.Current.settings.singleTapMove && turnsToGetThere==1) {
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