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Fixed bug where a unit auto-exploring ancient ruins would in some cases disappear after upgrading (#5285)
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@ -24,7 +24,7 @@ object UnitAutomation {
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}
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internal fun tryExplore(unit: MapUnit): Boolean {
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if (tryGoToRuinAndEncampment(unit) && unit.currentMovement == 0f) return true
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if (tryGoToRuinAndEncampment(unit) && (unit.currentMovement == 0f || unit.isDestroyed)) return true
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val explorableTilesThisTurn =
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unit.movement.getDistanceToTiles().keys.filter { isGoodTileToExplore(unit, it) }
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@ -503,8 +503,7 @@ object UnitAutomation {
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/** This is what a unit with the 'explore' action does.
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It also explores, but also has other functions, like healing if necessary. */
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fun automatedExplore(unit: MapUnit) {
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if (tryGoToRuinAndEncampment(unit) && unit.currentMovement == 0f) return
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if (unit.isDestroyed) return // Opening ruins _might_ have upgraded us to another unit
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if (tryGoToRuinAndEncampment(unit) && (unit.currentMovement == 0f || unit.isDestroyed)) return
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if (unit.health < 80 && tryHealUnit(unit)) return
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if (tryExplore(unit)) return
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unit.civInfo.addNotification("${unit.shortDisplayName()} finished exploring.", unit.currentTile.position, unit.name, "OtherIcons/Sleep")
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