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synced 2025-01-11 07:47:41 +07:00
Fixed "units from ruins block activating unit" bug and fixed colors for new city states
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@ -1056,8 +1056,8 @@
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attacked:"Very well, this shall not be forgotten.",
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afterPeace:"May peace forever bless our lands.",
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mainColor:[0, 0, 0],
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secondaryColor:[102,0,51],
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outerColor:[0, 0, 0],
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innerColor:[102,0,51],
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cities:["Almaty"]
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},
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{
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@ -1069,8 +1069,8 @@
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attacked:"Very well, this shall not be forgotten.",
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afterPeace:"May peace forever bless our lands.",
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mainColor:[0, 0, 0],
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secondaryColor:[0,102,102],
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outerColor:[0, 0, 0],
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innerColor:[0,102,102],
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cities:["Edinburgh"]
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},
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.app"
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minSdkVersion 14
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targetSdkVersion 28
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versionCode 278
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versionName "2.18.6-patch1"
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versionCode 279
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versionName "2.18.6-patch2"
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -460,7 +460,8 @@ class UnitAutomation{
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fun tryGoToRuin(unit:MapUnit, unitDistanceToTiles: PathsToTilesWithinTurn): Boolean {
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if(!unit.civInfo.isMajorCiv()) return false // barbs don't have anything to do in ruins
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val tileWithRuin = unitDistanceToTiles.keys.firstOrNull{unit.movement.canMoveTo(it) && it.improvement == Constants.ancientRuins}
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val tileWithRuin = unitDistanceToTiles.keys
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.firstOrNull{ it.improvement == Constants.ancientRuins && unit.movement.canMoveTo(it) }
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if(tileWithRuin==null) return false
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unit.movement.moveToTile(tileWithRuin)
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return true
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@ -239,12 +239,18 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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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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val pathToFinalTile = distanceToTiles.getPathToTile(destination)
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unit.removeFromTile()
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unit.putInTile(destination)
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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 tileson the way.
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for(tile in pathToFinalTile){
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unit.moveThroughTile(tile)
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}
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unit.putInTile(destination)
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}
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@ -256,7 +262,8 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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if(unit.type.isAirUnit())
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return tile.airUnits.size<6 && tile.isCityCenter() && tile.getCity()?.civInfo==unit.civInfo
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if(!canPassThrough(tile)) return false
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if(!canPassThrough(tile))
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return false
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if (unit.type.isCivilian())
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return tile.civilianUnit==null && (tile.militaryUnit==null || tile.militaryUnit!!.owner==unit.owner)
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