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Fixed isGoodTileToExplore() to check if there is no enemy in range (#10586)
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@ -29,7 +29,7 @@ object UnitAutomation {
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&& tile.neighbors.any { !unit.civ.hasExplored(it) }
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&& (!unit.civ.isCityState() || tile.neighbors.any { it.getOwner() == unit.civ }) // Don't want city-states exploring far outside their borders
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&& unit.getDamageFromTerrain(tile) <= 0 // Don't take unnecessary damage
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&& unit.civ.threatManager.getDistanceToClosestEnemyUnit(tile, 3) <= 3 // don't walk in range of enemy units
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&& unit.civ.threatManager.getDistanceToClosestEnemyUnit(tile, 3) > 3 // don't walk in range of enemy units
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&& unit.movement.canMoveTo(tile) // expensive, evaluate last
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&& unit.movement.canReach(tile) // expensive, evaluate last
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}
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