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https://github.com/yairm210/Unciv.git
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When exiting city, the city's unit is not selected
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@ -4,12 +4,10 @@ import com.badlogic.gdx.graphics.Color
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import com.unciv.logic.battle.CityCombatant
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import com.unciv.logic.battle.CityCombatant
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import com.unciv.logic.city.CityConstructions
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import com.unciv.logic.city.CityConstructions
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.city.CityStats
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.gamebasics.unit.BaseUnit
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import com.unciv.models.gamebasics.unit.BaseUnit
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.models.stats.Stat
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import com.unciv.models.stats.Stats
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import com.unciv.models.stats.Stats
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import com.unciv.ui.utils.getRandom
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import com.unciv.ui.utils.getRandom
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import kotlin.math.max
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import kotlin.math.max
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@ -118,7 +118,9 @@ class NextTurnAutomation{
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for (city in civInfo.cities) {
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for (city in civInfo.cities) {
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city.workedTiles.clear()
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city.workedTiles.clear()
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city.population.specialists.clear()
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city.population.specialists.clear()
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(0..city.population.population).forEach { city.population.autoAssignPopulation() }
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for (i in 0..city.population.population)
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city.population.autoAssignPopulation()
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Automation().chooseNextConstruction(city.cityConstructions)
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Automation().chooseNextConstruction(city.cityConstructions)
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if (city.health < city.getMaxHealth())
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if (city.health < city.getMaxHealth())
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Automation().trainCombatUnit(city) // override previous decision if city is under attack
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Automation().trainCombatUnit(city) // override previous decision if city is under attack
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@ -5,7 +5,6 @@ import com.unciv.logic.automation.Automation
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import com.unciv.logic.map.TileInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.stats.Stat
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import com.unciv.models.stats.Stat
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import com.unciv.models.stats.Stats
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import com.unciv.models.stats.Stats
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import com.unciv.ui.utils.getRandom
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import kotlin.math.roundToInt
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import kotlin.math.roundToInt
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class PopulationManager {
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class PopulationManager {
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@ -134,7 +133,7 @@ class PopulationManager {
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|| worstJob == null) {
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|| worstJob == null) {
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cityInfo.workedTiles.remove(worstWorkedTile!!.position)
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cityInfo.workedTiles.remove(worstWorkedTile!!.position)
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} else {
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} else {
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specialists.add(worstJob!!, -1f)
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specialists.add(worstJob, -1f)
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}
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}
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}
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}
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@ -137,10 +137,11 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
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private fun updateGoToWorldButton() {
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private fun updateGoToWorldButton() {
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goToWorldButton.clearListeners()
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goToWorldButton.clearListeners()
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goToWorldButton.onClick {
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goToWorldButton.onClick {
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game.setWorldScreen()
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game.setWorldScreen()
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game.worldScreen.tileMapHolder.setCenterPosition(city.location)
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game.worldScreen.tileMapHolder.setCenterPosition(city.location)
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dispose()
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game.worldScreen.bottomBar.unitTable.selectedUnit=null
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}
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dispose()
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}
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goToWorldButton.pad(5f)
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goToWorldButton.pad(5f)
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goToWorldButton.setSize(goToWorldButton.prefWidth, goToWorldButton.prefHeight)
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goToWorldButton.setSize(goToWorldButton.prefWidth, goToWorldButton.prefHeight)
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