When exiting city, the city's unit is not selected

This commit is contained in:
Yair Morgenstern
2018-12-10 16:26:38 +02:00
parent 7ee76771f5
commit 437c422817
4 changed files with 9 additions and 9 deletions

View File

@ -4,12 +4,10 @@ import com.badlogic.gdx.graphics.Color
import com.unciv.logic.battle.CityCombatant import com.unciv.logic.battle.CityCombatant
import com.unciv.logic.city.CityConstructions import com.unciv.logic.city.CityConstructions
import com.unciv.logic.city.CityInfo import com.unciv.logic.city.CityInfo
import com.unciv.logic.city.CityStats
import com.unciv.logic.civilization.CivilizationInfo import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.TileInfo import com.unciv.logic.map.TileInfo
import com.unciv.models.gamebasics.unit.BaseUnit import com.unciv.models.gamebasics.unit.BaseUnit
import com.unciv.models.gamebasics.unit.UnitType import com.unciv.models.gamebasics.unit.UnitType
import com.unciv.models.stats.Stat
import com.unciv.models.stats.Stats import com.unciv.models.stats.Stats
import com.unciv.ui.utils.getRandom import com.unciv.ui.utils.getRandom
import kotlin.math.max import kotlin.math.max

View File

@ -118,7 +118,9 @@ class NextTurnAutomation{
for (city in civInfo.cities) { for (city in civInfo.cities) {
city.workedTiles.clear() city.workedTiles.clear()
city.population.specialists.clear() city.population.specialists.clear()
(0..city.population.population).forEach { city.population.autoAssignPopulation() } for (i in 0..city.population.population)
city.population.autoAssignPopulation()
Automation().chooseNextConstruction(city.cityConstructions) Automation().chooseNextConstruction(city.cityConstructions)
if (city.health < city.getMaxHealth()) if (city.health < city.getMaxHealth())
Automation().trainCombatUnit(city) // override previous decision if city is under attack 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
import com.unciv.logic.map.TileInfo import com.unciv.logic.map.TileInfo
import com.unciv.models.stats.Stat import com.unciv.models.stats.Stat
import com.unciv.models.stats.Stats import com.unciv.models.stats.Stats
import com.unciv.ui.utils.getRandom
import kotlin.math.roundToInt import kotlin.math.roundToInt
class PopulationManager { class PopulationManager {
@ -134,7 +133,7 @@ class PopulationManager {
|| worstJob == null) { || worstJob == null) {
cityInfo.workedTiles.remove(worstWorkedTile!!.position) cityInfo.workedTiles.remove(worstWorkedTile!!.position)
} else { } else {
specialists.add(worstJob!!, -1f) specialists.add(worstJob, -1f)
} }
} }

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@ -137,10 +137,11 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
private fun updateGoToWorldButton() { private fun updateGoToWorldButton() {
goToWorldButton.clearListeners() goToWorldButton.clearListeners()
goToWorldButton.onClick { goToWorldButton.onClick {
game.setWorldScreen() game.setWorldScreen()
game.worldScreen.tileMapHolder.setCenterPosition(city.location) game.worldScreen.tileMapHolder.setCenterPosition(city.location)
dispose() game.worldScreen.bottomBar.unitTable.selectedUnit=null
} dispose()
}
goToWorldButton.pad(5f) goToWorldButton.pad(5f)
goToWorldButton.setSize(goToWorldButton.prefWidth, goToWorldButton.prefHeight) goToWorldButton.setSize(goToWorldButton.prefWidth, goToWorldButton.prefHeight)