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Tiny optimization for isCoastalTile (#2434)
Yes benefit may be low as neighbors are already cached, but cost is negligible
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@ -292,7 +292,9 @@ open class TileInfo {
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fun hasImprovementInProgress() = improvementInProgress!=null
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fun hasImprovementInProgress() = improvementInProgress!=null
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fun isCoastalTile() = neighbors.any { it.baseTerrain==Constants.coast }
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@delegate:Transient
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private val _isCoastalTile: Boolean by lazy { neighbors.any { it.baseTerrain==Constants.coast } }
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fun isCoastalTile() = _isCoastalTile
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fun hasViewableResource(civInfo: CivilizationInfo): Boolean =
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fun hasViewableResource(civInfo: CivilizationInfo): Boolean =
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resource != null && (getTileResource().revealedBy == null || civInfo.tech.isResearched(getTileResource().revealedBy!!))
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resource != null && (getTileResource().revealedBy == null || civInfo.tech.isResearched(getTileResource().revealedBy!!))
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