Fixed crash due to ranged unit trying to capture civilian but being unable to reach the tile

Resolves #11062
Resolves #11044
Resolves #11040
@tuvus
This commit is contained in:
Yair Morgenstern
2024-02-01 23:21:29 +02:00
parent 875da6cd48
commit 67a7fb7d22

View File

@ -5,8 +5,8 @@ import com.unciv.logic.battle.Battle
import com.unciv.logic.battle.BattleDamage
import com.unciv.logic.battle.CityCombatant
import com.unciv.logic.battle.MapUnitCombatant
import com.unciv.logic.city.City
import com.unciv.logic.battle.TargetHelper
import com.unciv.logic.city.City
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.models.ruleset.unique.UniqueType
@ -14,6 +14,7 @@ object BattleHelper {
fun tryAttackNearbyEnemy(unit: MapUnit, stayOnTile: Boolean = false): Boolean {
if (unit.hasUnique(UniqueType.CannotAttack)) return false
val distanceToTiles = unit.movement.getDistanceToTiles()
val attackableEnemies = TargetHelper.getAttackableEnemies(unit, unit.movement.getDistanceToTiles(), stayOnTile=stayOnTile)
// Only take enemies we can fight without dying or are made to die
.filter {unit.hasUnique(UniqueType.SelfDestructs) ||
@ -27,7 +28,8 @@ object BattleHelper {
if (enemyTileToAttack != null) {
if (enemyTileToAttack.tileToAttack.militaryUnit == null && unit.baseUnit.isRanged()
&& unit.movement.canMoveTo(enemyTileToAttack.tileToAttack)) {
&& unit.movement.canMoveTo(enemyTileToAttack.tileToAttack)
&& distanceToTiles.containsKey(enemyTileToAttack.tileToAttack)) { // Since the 'getAttackableEnemies' could return a tile we attack at range but cannot reach
// Ranged units should move to caputre a civilian unit instead of attacking it
unit.movement.moveToTile(enemyTileToAttack.tileToAttack)
} else {
@ -69,7 +71,7 @@ object BattleHelper {
var attackTile: AttackableTile? = null
// We always have to calculate the attack value even if there is only one attackableEnemy
for (attackableEnemy in attackableEnemies) {
val tempAttackValue = if (attackableEnemy.tileToAttack.isCityCenter())
val tempAttackValue = if (attackableEnemy.tileToAttack.isCityCenter())
getCityAttackValue(unit, attackableEnemy.tileToAttack.getCity()!!)
else getUnitAttackValue(unit, attackableEnemy)
if (tempAttackValue > highestAttackValue) {
@ -90,12 +92,12 @@ object BattleHelper {
private fun getCityAttackValue(attacker: MapUnit, city: City): Int {
val attackerUnit = MapUnitCombatant(attacker)
val cityUnit = CityCombatant(city)
val isCityCapturable = city.health == 1
val isCityCapturable = city.health == 1
|| attacker.baseUnit.isMelee() && city.health <= BattleDamage.calculateDamageToDefender(attackerUnit, cityUnit).coerceAtLeast(1)
if (isCityCapturable)
return if (attacker.baseUnit.isMelee()) 10000 // Capture the city immediatly!
else 0 // Don't attack the city anymore since we are a ranged unit
if (attacker.baseUnit.isMelee()) {
val battleDamage = BattleDamage.calculateDamageToAttacker(attackerUnit, cityUnit)
if (attacker.health - battleDamage * 2 <= 0 && !attacker.hasUnique(UniqueType.SelfDestructs)) {
@ -110,7 +112,7 @@ object BattleHelper {
}
}
var attackValue = 100
var attackValue = 100
// Siege units should really only attack the city
if (attacker.baseUnit.isProbablySiegeUnit()) attackValue += 100
// Ranged units don't take damage from the city
@ -128,7 +130,7 @@ object BattleHelper {
attackValue += 15
}
}
return attackValue
}
@ -145,7 +147,7 @@ object BattleHelper {
if (militaryUnit != null) {
attackValue = 100
// Associate enemy units with number of hits from this unit to kill them
val attacksToKill = (militaryUnit.health.toFloat() /
val attacksToKill = (militaryUnit.health.toFloat() /
BattleDamage.calculateDamageToDefender(MapUnitCombatant(attacker), MapUnitCombatant(militaryUnit)))
.coerceAtLeast(1f).coerceAtMost(10f)
// We can kill them in this turn
@ -168,7 +170,7 @@ object BattleHelper {
// Moving around less means we are straying less into enemy territory
// Average should be around 2.5-5 early game and up to 35 for tanks in late game
attackValue += (attackTile.movementLeftAfterMovingToAttackTile * 5).toInt()
return attackValue
}
}