Removed deprecated "kotlin-android-extensions" reference

This commit is contained in:
Yair Morgenstern 2021-03-06 23:02:13 +02:00
parent 3bdff7dec3
commit b9c6874a3f
2 changed files with 10 additions and 12 deletions

View File

@ -71,7 +71,6 @@ project(":desktop") {
project(":android") {
apply(plugin = "com.android.application")
apply(plugin = "kotlin-android")
apply(plugin = "kotlin-android-extensions")
val natives by configurations.creating

View File

@ -2,7 +2,6 @@
import com.unciv.logic.battle.Battle
import com.unciv.logic.battle.MapUnitCombatant
import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.CivilizationInfo
import com.unciv.logic.civilization.diplomacy.DiplomacyFlags
import com.unciv.logic.civilization.diplomacy.DiplomaticModifiers
@ -50,12 +49,12 @@ object SpecificUnitAutomation {
}
val maxAffectedTroopsTile = militaryUnitTilesInDistance
.maxBy {
it.key.getTilesInDistance(2).count {tile ->
val militaryUnit = tile.militaryUnit
militaryUnit != null && militaryUnit.civInfo == unit.civInfo
}
}?.key
.maxByOrNull {
it.key.getTilesInDistance(2).count { tile ->
val militaryUnit = tile.militaryUnit
militaryUnit != null && militaryUnit.civInfo == unit.civInfo
}
}?.key
if (maxAffectedTroopsTile != null) {
unit.movement.headTowards(maxAffectedTroopsTile)
return
@ -199,7 +198,7 @@ object SpecificUnitAutomation {
fun automateImprovementPlacer(unit: MapUnit) {
val improvementName = unit.getMatchingUniques("Can construct []").first().params[0]
val improvement = unit.civInfo.gameInfo.ruleSet.tileImprovements[improvementName]!!
val relatedStat = improvement.toHashMap().maxBy { it.value }!!.key
val relatedStat = improvement.toHashMap().maxByOrNull { it.value }!!.key
val citiesByStatBoost = unit.civInfo.cities.sortedByDescending {
val stats = Stats()
@ -260,9 +259,9 @@ object SpecificUnitAutomation {
}
if (citiesByNearbyAirUnits.keys.any { it != 0 }) {
val citiesWithMostNeedOfAirUnits = citiesByNearbyAirUnits.maxBy { it.key }!!.value
val citiesWithMostNeedOfAirUnits = citiesByNearbyAirUnits.maxByOrNull { it.key }!!.value
//todo: maybe groupby size and choose highest priority within the same size turns
val chosenCity = citiesWithMostNeedOfAirUnits.minBy { pathsToCities.getValue(it).size }!! // city with min path = least turns to get there
val chosenCity = citiesWithMostNeedOfAirUnits.minByOrNull { pathsToCities.getValue(it).size }!! // city with min path = least turns to get there
val firstStepInPath = pathsToCities.getValue(chosenCity).first()
unit.movement.moveToTile(firstStepInPath)
return
@ -294,7 +293,7 @@ object SpecificUnitAutomation {
//todo: this logic looks similar to some parts of automateFighter, maybe pull out common code
//todo: maybe groupby size and choose highest priority within the same size turns
val closestCityThatCanAttackFrom = citiesThatCanAttackFrom.minBy { pathsToCities[it]!!.size }!!
val closestCityThatCanAttackFrom = citiesThatCanAttackFrom.minByOrNull { pathsToCities[it]!!.size }!!
val firstStepInPath = pathsToCities[closestCityThatCanAttackFrom]!!.first()
airUnit.movement.moveToTile(firstStepInPath)
}