Exploring units now take several turns to reach a ruin (but only if it is in vision, not behind fog of war) (#7285)

Re-did this because the last pull request was a mess and so was everything else I was doing
This commit is contained in:
Skekdog
2022-06-25 20:20:01 +01:00
committed by GitHub
parent efc095eaa1
commit 3e9a485b86

View File

@ -48,16 +48,16 @@ object UnitAutomation {
private fun tryGoToRuinAndEncampment(unit: MapUnit): Boolean {
if (!unit.civInfo.isMajorCiv()) return false // barbs don't have anything to do in ruins
val unitDistanceToTiles = unit.movement.getDistanceToTiles()
val tileWithRuinOrEncampment = unitDistanceToTiles.keys
val tileWithRuinOrEncampment = unit.viewableTiles
.firstOrNull {
(
(it.improvement != null && it.getTileImprovement()!!.isAncientRuinsEquivalent())
|| it.improvement == Constants.barbarianEncampment
)
&& unit.movement.canMoveTo(it)
(it.improvement != null && it.getTileImprovement()!!.isAncientRuinsEquivalent())
|| it.improvement == Constants.barbarianEncampment
)
&& unit.movement.canMoveTo(it)
} ?: return false
unit.movement.moveToTile(tileWithRuinOrEncampment)
unit.movement.headTowards(tileWithRuinOrEncampment)
return true
}