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Better AI choice for annexing and razing cities. (#1132)
This commit is contained in:

committed by
Yair Morgenstern

parent
3ce1c7ee9d
commit
1607d0b17c
@ -429,6 +429,11 @@ class NextTurnAutomation{
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private fun reassignWorkedTiles(civInfo: CivilizationInfo) {
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private fun reassignWorkedTiles(civInfo: CivilizationInfo) {
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for (city in civInfo.cities) {
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for (city in civInfo.cities) {
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if (city.isPuppet && city.population.population > 9
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&& city.resistanceCounter == 0) {
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city.annexCity()
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}
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city.reassignWorkers()
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city.reassignWorkers()
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city.cityConstructions.chooseNextConstruction()
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city.cityConstructions.chooseNextConstruction()
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@ -230,7 +230,13 @@ class Battle(val gameInfo:GameInfo) {
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if (attacker.getCivInfo().isPlayerCivilization())
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if (attacker.getCivInfo().isPlayerCivilization())
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attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.name))
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attackerCiv.popupAlerts.add(PopupAlert(AlertType.CityConquered, city.name))
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else city.puppetCity(attacker.getCivInfo())
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else {
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city.puppetCity(attacker.getCivInfo())
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if (city.population.population < 4) {
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city.annexCity()
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city.isBeingRazed = true
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}
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}
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}
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}
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fun getMapCombatantOfTile(tile:TileInfo): ICombatant? {
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fun getMapCombatantOfTile(tile:TileInfo): ICombatant? {
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