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More concurrency problem fixes in nuke effects
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@ -546,7 +546,7 @@ object Battle {
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}
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// Damage and/or destroy units on the tile
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for (unit in tile.getUnits()) {
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for (unit in tile.getUnits().toList()) { // tolist so if it's destroyed there's no concurrent modification
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val defender = MapUnitCombatant(unit)
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if (defender.unit.baseUnit.unitType.isCivilian()) {
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unit.destroy() // destroy the unit
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@ -611,7 +611,7 @@ object Battle {
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}
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// Destroy all hit units
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for (defender in tile.getUnits()) {
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for (defender in tile.getUnits().toList()) { // toList to avoid concurent modification exceptions
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defender.destroy()
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postBattleNotifications(attacker, MapUnitCombatant(defender), defender.currentTile)
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destroyIfDefeated(defender.civInfo, attacker.getCivInfo())
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