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Merge pull request #347 from ninjatao/place_new_unit
prefer to place new land units on land.
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commit
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@ -74,10 +74,12 @@ class TileMap {
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fun placeUnitNearTile(position: Vector2, unitName: String, civInfo: CivilizationInfo): MapUnit {
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fun placeUnitNearTile(position: Vector2, unitName: String, civInfo: CivilizationInfo): MapUnit {
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val unit = GameBasics.Units[unitName]!!.getMapUnit()
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val unit = GameBasics.Units[unitName]!!.getMapUnit()
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val tilesInDistance = getTilesInDistance(position, 2)
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val tilesInDistance = getTilesInDistance(position, 2)
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unit.assignOwner(civInfo) // both the civ name and actual civ need to be in here in order to calculate the canMoveTo...Darn
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unit.assignOwner(civInfo) // both the civ name and actual civ need to be in here in order to calculate the canMoveTo...Darn
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val unitToPlaceTile = tilesInDistance.firstOrNull { unit.canMoveTo(it) }
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var unitToPlaceTile = tilesInDistance.firstOrNull { unit.canMoveTo(it) && (unit.type.isWaterUnit() || it.isLand()) }
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if(unitToPlaceTile!=null) {
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if (unitToPlaceTile==null)
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unitToPlaceTile = tilesInDistance.firstOrNull { unit.canMoveTo(it) }
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if(unitToPlaceTile!=null) { //see if a land unit can be placed on land. if impossible, put it on water.
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// only once we know the unit can be placed do we add it to the civ's unit list
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// only once we know the unit can be placed do we add it to the civ's unit list
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unit.putInTile(unitToPlaceTile)
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unit.putInTile(unitToPlaceTile)
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unit.currentMovement = unit.getMaxMovement().toFloat()
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unit.currentMovement = unit.getMaxMovement().toFloat()
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