4.6.14-patch1

Fix AI automation preventing settlers from moving
This commit is contained in:
Yair Morgenstern 2023-05-24 11:42:42 +03:00
parent b94321f535
commit 4ef33b84e5
2 changed files with 1 additions and 2 deletions

View File

@ -145,8 +145,6 @@ object SpecificUnitAutomation {
}
}
if (unit.getDamageFromTerrain() < unit.health) return // Also make sure we won't die waiting
// It's possible that we'll see a tile "over the sea" that's better than the tiles close by, but that's not a reason to abandon the close tiles!
// Also this lead to some routing problems, see https://github.com/yairm210/Unciv/issues/3653
val bestCityLocation: Tile? =

View File

@ -242,6 +242,7 @@ object UnitAutomation {
.mapNotNull { it.militaryUnit }
.filter { it.civ.isAtWarWith(unit.civ) }
.flatMap { it.movement.getReachableTilesInCurrentTurn() }
.filter { it.militaryUnit?.civ != unit.civ }
.toSet()
if (unit.hasUnique(UniqueType.FoundCity))