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https://github.com/yairm210/Unciv.git
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Fixed tests failing due to removing "crutches"
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@ -479,6 +479,12 @@ class GameInfo : IsPartOfGameInfoSerialization, HasGameInfoSerializationVersion
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// the nation of their civilization when setting transients
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for (civInfo in civilizations) civInfo.gameInfo = this
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for (civInfo in civilizations) civInfo.setNationTransient()
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// must be done before updating tileMap, since unit uniques depend on civ uniques depend on allied city-state uniques depend on diplomacy
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for (civInfo in civilizations)
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for (diplomacyManager in civInfo.diplomacy.values) {
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diplomacyManager.civInfo = civInfo
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diplomacyManager.updateHasOpenBorders()
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}
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tileMap.setTransients(ruleSet)
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@ -491,12 +497,6 @@ class GameInfo : IsPartOfGameInfoSerialization, HasGameInfoSerializationVersion
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for (religion in religions.values) religion.setTransients(this)
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// must be done before updating tech manager bools, since that depends on allied city-states
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for (civInfo in civilizations)
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for (diplomacyManager in civInfo.diplomacy.values) {
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diplomacyManager.civInfo = civInfo
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diplomacyManager.updateHasOpenBorders()
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}
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for (civInfo in civilizations) civInfo.setTransients()
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for (civInfo in civilizations) {
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@ -15,7 +15,16 @@ import com.unciv.logic.map.TileMap
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import com.unciv.models.Religion
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import com.unciv.models.metadata.BaseRuleset
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import com.unciv.models.metadata.GameSettings
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import com.unciv.models.ruleset.*
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import com.unciv.models.ruleset.Belief
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import com.unciv.models.ruleset.BeliefType
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import com.unciv.models.ruleset.Building
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import com.unciv.models.ruleset.IRulesetObject
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import com.unciv.models.ruleset.Nation
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import com.unciv.models.ruleset.Policy
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import com.unciv.models.ruleset.Ruleset
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import com.unciv.models.ruleset.RulesetCache
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import com.unciv.models.ruleset.Specialist
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import com.unciv.models.ruleset.Speed
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import com.unciv.models.ruleset.tile.TileImprovement
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import com.unciv.models.ruleset.unique.UniqueType
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import com.unciv.models.ruleset.unit.BaseUnit
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@ -109,6 +118,9 @@ class TestGame {
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civInfo.civName = nation.name
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if (isPlayer) civInfo.playerType = PlayerType.Human
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civInfo.setTransients()
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// Add 1 tech to the player so the era is computed correctly
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civInfo.tech.addTechnology(ruleset.technologies.values.minBy { it.era() }.name)
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if (cityState != null) {
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civInfo.cityStateFunctions.initCityState(ruleset, "Ancient era", emptyList())
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}
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