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Use unit state for trigger conditionals for gaining new units (#12660)
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@ -102,14 +102,14 @@ class UnitManager(val civInfo: Civilization) {
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if (!unique.hasTriggerConditional() && unique.conditionalsApply(unit.cache.state))
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UniqueTriggerActivation.triggerUnique(unique, unit, triggerNotificationText = triggerNotificationText)
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for (unique in civInfo.getTriggeredUniques(UniqueType.TriggerUponGainingUnit)
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for (unique in civInfo.getTriggeredUniques(UniqueType.TriggerUponGainingUnit, unit.cache.state)
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{ unit.matchesFilter(it.params[0]) })
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UniqueTriggerActivation.triggerUnique(unique, unit, triggerNotificationText = triggerNotificationText)
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if (unit.getResourceRequirementsPerTurn().isNotEmpty())
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civInfo.cache.updateCivResources()
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for (unique in civInfo.getMatchingUniques(UniqueType.LandUnitsCrossTerrainAfterUnitGained)) {
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for (unique in civInfo.getMatchingUniques(UniqueType.LandUnitsCrossTerrainAfterUnitGained, unit.cache.state)) {
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if (unit.matchesFilter(unique.params[1])) {
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civInfo.passThroughImpassableUnlocked = true // Update the cached Boolean
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civInfo.passableImpassables.add(unique.params[0]) // Add to list of passable impassables
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