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https://github.com/yairm210/Unciv.git
synced 2025-07-14 09:48:12 +07:00
moveToTile can handle destinations that cannot be reached, for instance when exploring unknown areas
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@ -338,7 +338,11 @@ class MapUnit {
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val destination = action!!.replace("moveTo ", "").split(",").dropLastWhile { it.isEmpty() }.toTypedArray()
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val destinationVector = Vector2(destination[0].toFloat(), destination[1].toFloat())
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val destinationTile = currentTile.tileMap[destinationVector]
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if (!movement.canReach(destinationTile)) return // That tile that we were moving towards is now unreachable
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if (!movement.canReach(destinationTile)){ // That tile that we were moving towards is now unreachable -
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// for instance we headed towards an unknown tile and it's apparently unreachable
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action = null
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return
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}
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val gotTo = movement.headTowards(destinationTile)
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if (gotTo == currentTile) // We didn't move at all
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return
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@ -500,8 +504,6 @@ class MapUnit {
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fun removeFromTile() = currentTile.removeUnit(this)
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fun moveThroughTile(tile: TileInfo) {
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if (tile.improvement == Constants.ancientRuins && civInfo.isMajorCiv())
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getAncientRuinBonus(tile)
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if (tile.improvement == Constants.barbarianEncampment && !civInfo.isBarbarian())
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clearEncampment(tile)
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@ -62,7 +62,8 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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&& !unit.civInfo.exploredTiles.contains(tileInfo.position)
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fun getDistanceToTilesWithinTurn(origin: Vector2, unitMovement: Float): PathsToTilesWithinTurn {
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if (UncivGame.Current.settings.unitMovementIncludesImpassibles) return getDistanceToTilesWithinTurnIncludingUnknownImpassibles(origin, unitMovement)
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if (UncivGame.Current.settings.unitMovementIncludesImpassibles)
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return getDistanceToTilesWithinTurnIncludingUnknownImpassibles(origin, unitMovement)
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val distanceToTiles = PathsToTilesWithinTurn()
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if (unitMovement == 0f) return distanceToTiles
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@ -284,8 +285,65 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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unit.putInTile(allowedTile)
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}
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fun moveToTileIncludingUnknownImpassibles(destination: TileInfo){
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if (destination == unit.getTile()) return // already here!
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if (unit.type.isAirUnit()) { // they move differently from all other units
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unit.action = null
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unit.removeFromTile()
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unit.isTransported = false // it has left the carrier by own means
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unit.putInTile(destination)
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unit.currentMovement = 0f
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return
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}
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val distanceToTiles = getDistanceToTiles()
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val pathToDestination = distanceToTiles.getPathToTile(destination)
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val lastReachableTile = pathToDestination.last { canMoveTo(it) }
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val pathToLastReachableTile = distanceToTiles.getPathToTile(lastReachableTile)
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if (!unit.civInfo.gameInfo.gameParameters.godMode) {
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unit.currentMovement -= distanceToTiles[lastReachableTile]!!.totalDistance
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if (unit.currentMovement < 0.1) unit.currentMovement = 0f // silly floats which are "almost zero"
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}
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if (unit.isFortified() || unit.action == Constants.unitActionSetUp || unit.isSleeping())
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unit.action = null // unfortify/setup after moving
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// If this unit is a carrier, keep record of its air payload whereabouts.
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val origin = unit.getTile()
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unit.removeFromTile()
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unit.putInTile(lastReachableTile)
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// The .toList() here is because we have a sequence that's running on the units in the tile,
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// then if we move one of the units we'll get a ConcurrentModificationException, se we save them all to a list
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for (payload in origin.getUnits().filter { it.isTransported && unit.canTransport(it) }.toList()) { // bring along the payloads
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payload.removeFromTile()
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payload.putInTile(lastReachableTile)
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payload.isTransported = true // restore the flag to not leave the payload in the cit
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}
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// Unit maintenance changed
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if (unit.canGarrison()
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&& (origin.isCityCenter() || lastReachableTile.isCityCenter())
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&& unit.civInfo.hasUnique("Units in cities cost no Maintenance")
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) unit.civInfo.updateStatsForNextTurn()
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// Move through all intermediate tiles to get ancient ruins, barb encampments
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// and to view tiles along the way
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// We only activate the moveThroughTile AFTER the putInTile because of a really weird bug -
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// If you're going to (or past) a ruin, and you activate the ruin bonus, and A UNIT spawns.
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// That unit could now be blocking your entrance to the destination, so the putInTile would fail! =0
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// Instead, we move you to the destination directly, and only afterwards activate the various tiles on the way.
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for (tile in pathToLastReachableTile) {
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unit.moveThroughTile(tile)
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}
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}
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fun moveToTile(destination: TileInfo) {
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if(UncivGame.Current.settings.unitMovementIncludesImpassibles)
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return moveToTileIncludingUnknownImpassibles(destination)
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if (destination == unit.getTile()) return // already here!
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class CantEnterThisTileException(msg: String) : Exception(msg)
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