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Resolve #7937 - Automated workers no longer improve unworkable tiles
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@ -5,8 +5,8 @@ import com.unciv.Constants
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import com.unciv.UncivGame
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import com.unciv.logic.HexMath
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import com.unciv.logic.automation.Automation
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import com.unciv.logic.automation.civilization.NextTurnAutomation
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import com.unciv.logic.automation.ThreatLevel
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import com.unciv.logic.automation.civilization.NextTurnAutomation
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import com.unciv.logic.automation.unit.UnitAutomation.wander
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.civilization.CivilizationInfo
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@ -285,17 +285,23 @@ class WorkerAutomation(
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val city = tile.getCity()
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if (city == null || city.civInfo != civInfo)
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return false
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if (!city.tilesInRange.contains(tile)
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&& !tile.hasViewableResource(civInfo)
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&& civInfo.cities.none { it.getCenterTile().aerialDistanceTo(tile) <= 3 })
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return false // unworkable tile
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val junkImprovement = tile.getTileImprovement()?.hasUnique(UniqueType.AutomatedWorkersWillReplace)
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if (tile.improvement != null && junkImprovement == false && !UncivGame.Current.settings.automatedWorkersReplaceImprovements) {
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if (unit.civInfo.isPlayerCivilization())
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return false
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}
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if (tile.improvement != null && junkImprovement == false
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&& !UncivGame.Current.settings.automatedWorkersReplaceImprovements
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&& unit.civInfo.isPlayerCivilization())
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return false
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if (tile.improvement == null || junkImprovement == true) {
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if (tile.improvementInProgress != null && unit.canBuildImprovement(tile.getTileImprovementInProgress()!!, tile)) return true
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val chosenImprovement = chooseImprovement(unit, tile)
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if (chosenImprovement != null && tile.canBuildImprovement(chosenImprovement, civInfo) && unit.canBuildImprovement(chosenImprovement, tile)) return true
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} else if (!tile.containsGreatImprovement() && tile.hasViewableResource(civInfo)
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&& tile.tileResource.isImprovedBy(tile.improvement!!)
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&& (chooseImprovement(unit, tile) // if the chosen improvement is not null and buildable
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