From 3af0d2c3b331ca79738860c606344c8473d3ef87 Mon Sep 17 00:00:00 2001 From: Yair Morgenstern Date: Sun, 17 Mar 2024 08:54:16 +0200 Subject: [PATCH] Resolves #9988 - modded units can construct improvements on impassible tiles --- .../screens/worldscreen/unit/actions/UnitActionsFromUniques.kt | 2 -- 1 file changed, 2 deletions(-) diff --git a/core/src/com/unciv/ui/screens/worldscreen/unit/actions/UnitActionsFromUniques.kt b/core/src/com/unciv/ui/screens/worldscreen/unit/actions/UnitActionsFromUniques.kt index 4c74a526b3..f858f461cc 100644 --- a/core/src/com/unciv/ui/screens/worldscreen/unit/actions/UnitActionsFromUniques.kt +++ b/core/src/com/unciv/ui/screens/worldscreen/unit/actions/UnitActionsFromUniques.kt @@ -18,7 +18,6 @@ import com.unciv.models.ruleset.unique.UniqueTarget import com.unciv.models.ruleset.unique.UniqueTriggerActivation import com.unciv.models.ruleset.unique.UniqueType import com.unciv.models.stats.Stat -import com.unciv.models.stats.Stats import com.unciv.models.translations.fillPlaceholders import com.unciv.models.translations.removeConditionals import com.unciv.models.translations.tr @@ -300,7 +299,6 @@ object UnitActionsFromUniques { // Next test is to prevent interfering with UniqueType.CreatesOneImprovement - // not pretty, but users *can* remove the building from the city queue an thus clear this: && !tile.isMarkedForCreatesOneImprovement() - && !tile.isImpassible() // Not 100% sure that this check is necessary... && UnitActionModifiers.canActivateSideEffects(unit, unique) } ))