mirror of
https://github.com/yairm210/Unciv.git
synced 2025-03-11 18:39:43 +07:00
Solves bugs with unit movement through fog of war (#5382)
This commit is contained in:
parent
7bbcb8db1a
commit
1df454368a
@ -828,8 +828,9 @@ class MapUnit {
|
||||
if (civInfo.isMajorCiv()
|
||||
&& tile.improvement != null
|
||||
&& tile.getTileImprovement()!!.isAncientRuinsEquivalent()
|
||||
)
|
||||
) {
|
||||
getAncientRuinBonus(tile)
|
||||
}
|
||||
if (tile.improvement == Constants.barbarianEncampment && !civInfo.isBarbarian())
|
||||
clearEncampment(tile)
|
||||
|
||||
|
@ -441,6 +441,8 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
|
||||
// Cache this in case something goes wrong
|
||||
|
||||
var lastReachedEnterableTile = unit.getTile()
|
||||
var previousTile = unit.getTile()
|
||||
var passingMovementSpent = 0f // Movement points spent since last tile we could end our turn on
|
||||
|
||||
unit.removeFromTile()
|
||||
|
||||
@ -456,24 +458,30 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
|
||||
}
|
||||
unit.moveThroughTile(tile)
|
||||
|
||||
// This fixes a bug where tiles in the fog of war would always only cost 1 mp
|
||||
if (!unit.civInfo.gameInfo.gameParameters.godMode)
|
||||
passingMovementSpent += getMovementCostBetweenAdjacentTiles(previousTile, tile, unit.civInfo)
|
||||
|
||||
// In case something goes wrong, cache the last tile we were able to end on
|
||||
// We can assume we can pass through this tile, as we would have broken earlier
|
||||
if (unit.movement.canMoveTo(tile, assumeCanPassThrough = true)) {
|
||||
lastReachedEnterableTile = tile
|
||||
unit.currentMovement -= passingMovementSpent
|
||||
passingMovementSpent = 0f
|
||||
}
|
||||
|
||||
if (unit.isDestroyed) break
|
||||
|
||||
previousTile = tile
|
||||
|
||||
if (unit.isDestroyed || unit.currentMovement - passingMovementSpent < Constants.minimumMovementEpsilon) {
|
||||
unit.currentMovement = passingMovementSpent // silly floats which are "almost zero"
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if (!unit.isDestroyed)
|
||||
unit.putInTile(lastReachedEnterableTile)
|
||||
|
||||
if (!unit.civInfo.gameInfo.gameParameters.godMode) {
|
||||
unit.currentMovement -= distanceToTiles[lastReachedEnterableTile]!!.totalDistance
|
||||
if (unit.currentMovement < Constants.minimumMovementEpsilon)
|
||||
unit.currentMovement = 0f // silly floats which are "almost zero"
|
||||
}
|
||||
|
||||
// The .toList() here is because we have a sequence that's running on the units in the tile,
|
||||
// then if we move one of the units we'll get a ConcurrentModificationException, se we save them all to a list
|
||||
for (payload in origin.getUnits().filter { it.isTransported && unit.canTransport(it) }.toList()) { // bring along the payloads
|
||||
|
Loading…
Reference in New Issue
Block a user