AIs don't make water military units in areas where they can't fight anyone

This commit is contained in:
Yair Morgenstern
2019-06-13 14:37:04 +03:00
parent b0ef219c84
commit b8e5b34489

View File

@ -8,6 +8,7 @@ import com.unciv.logic.city.CityInfo
import com.unciv.logic.city.SpecialConstruction
import com.unciv.logic.civilization.CityAction
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.map.BFS
import com.unciv.logic.map.TileInfo
import com.unciv.models.gamebasics.Building
import com.unciv.models.gamebasics.VictoryType
@ -57,9 +58,18 @@ class Automation {
}
fun chooseMilitaryUnit(city: CityInfo) : String {
val militaryUnits = city.cityConstructions.getConstructableUnits().filter { !it.unitType.isCivilian() }
var militaryUnits = city.cityConstructions.getConstructableUnits().filter { !it.unitType.isCivilian() }
if (militaryUnits.map { it.name }.contains(city.cityConstructions.currentConstruction))
return city.cityConstructions.currentConstruction
val findWaterConnectedCitiesAndEnemies = BFS(city.getCenterTile()){it.isWater || it.isCityCenter()}
findWaterConnectedCitiesAndEnemies.stepToEnd()
if(findWaterConnectedCitiesAndEnemies.tilesReached.keys.none {
(it.isCityCenter() && it.getOwner() != city.civInfo)
|| (it.militaryUnit != null && it.militaryUnit!!.civInfo != city.civInfo)
}) // there is absolutely no reason for you to make water units on this body of water.
militaryUnits = militaryUnits.filter { it.unitType.isLandUnit() }
val chosenUnit: BaseUnit
if(!city.civInfo.isAtWar() && city.civInfo.cities.any { it.getCenterTile().militaryUnit==null}
&& militaryUnits.any { it.unitType== UnitType.Ranged }) // this is for city defence so get an archery unit if we can
@ -149,7 +159,7 @@ class Automation {
//War buildings
val wartimeBuilding = buildableNotWonders.filter { it.xpForNewUnits>0 || it.cityStrength>0 }
.minBy { it.cost }
if (wartimeBuilding!=null) {
if (wartimeBuilding!=null && (preferredVictoryType!=VictoryType.Cultural || isAtWar)) {
var modifier = 0.5f
if(isAtWar) modifier = 1f
if(preferredVictoryType==VictoryType.Domination)