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https://github.com/yairm210/Unciv.git
synced 2025-07-20 12:48:56 +07:00
Fixed bug where enemy units were viewable despite the tile being unexplored
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.game"
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minSdkVersion 14
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targetSdkVersion 26
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versionCode 39
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versionName "1.4.6"
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versionCode 40
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versionName "1.4.7"
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}
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buildTypes {
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release {
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@ -10,6 +10,6 @@ public class AndroidLauncher extends AndroidApplication {
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protected void onCreate (Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
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initialize(new com.unciv.ui.UnCivGame(), config);
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initialize(new com.unciv.UnCivGame(), config);
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}
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}
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@ -5,8 +5,8 @@ import com.badlogic.gdx.scenes.scene2d.Group
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import com.badlogic.gdx.scenes.scene2d.ui.Label
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.utils.Align
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import com.unciv.logic.map.TileInfo
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import com.unciv.UnCivGame
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import com.unciv.logic.map.TileInfo
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import com.unciv.ui.cityscreen.CityScreen
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import com.unciv.ui.cityscreen.addClickListener
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import com.unciv.ui.utils.CameraStageBaseScreen
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@ -16,6 +16,7 @@ import com.unciv.ui.utils.ImageGetter
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class WorldTileGroup(tileInfo: TileInfo) : TileGroup(tileInfo) {
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var cityButton: Table? = null
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private var unitImage: Group? = null
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//private var whiteCircleAroundUnit
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private var circleImage = ImageGetter.getImage("UnitIcons/Circle.png")
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@ -83,7 +84,7 @@ class WorldTileGroup(tileInfo: TileInfo) : TileGroup(tileInfo) {
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unitImage = null
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}
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if (tileInfo.unit != null && color.a==1f) { // Tile is visible
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if (tileInfo.unit != null && isViewable) { // Tile is visible
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val unit = tileInfo.unit!!
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unitImage = getUnitImage(unit.name, unit.civInfo.getCivilization().getColor())
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addActor(unitImage!!)
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