From 10b3d69dad00ed0cddf8418ff4e8b1bbdb21c85c Mon Sep 17 00:00:00 2001 From: Oskar Niesen Date: Sun, 26 Nov 2023 10:24:46 -0600 Subject: [PATCH] Fixed isGoodTileToExplore() to check if there is no enemy in range (#10586) --- core/src/com/unciv/logic/automation/unit/UnitAutomation.kt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt b/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt index 19f838c0fd..e474677d4a 100644 --- a/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt +++ b/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt @@ -29,7 +29,7 @@ object UnitAutomation { && tile.neighbors.any { !unit.civ.hasExplored(it) } && (!unit.civ.isCityState() || tile.neighbors.any { it.getOwner() == unit.civ }) // Don't want city-states exploring far outside their borders && unit.getDamageFromTerrain(tile) <= 0 // Don't take unnecessary damage - && unit.civ.threatManager.getDistanceToClosestEnemyUnit(tile, 3) <= 3 // don't walk in range of enemy units + && unit.civ.threatManager.getDistanceToClosestEnemyUnit(tile, 3) > 3 // don't walk in range of enemy units && unit.movement.canMoveTo(tile) // expensive, evaluate last && unit.movement.canReach(tile) // expensive, evaluate last }