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Remove all unavailable resource when scenario-ing a map
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@ -64,7 +64,8 @@ object Automation {
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return city.cityConstructions.currentConstructionFromQueue
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// This is so that the AI doesn't use all its aluminum on units and have none left for spaceship parts
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if (city.civInfo.getCivResourcesByName()["Aluminum"]!! < 2)
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val aluminum = city.civInfo.getCivResourcesByName()["Aluminum"]
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if (aluminum!=null && aluminum < 2) // mods may have no aluminum
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militaryUnits.filter { it.requiredResource != "Aluminum" }
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val findWaterConnectedCitiesAndEnemies = BFS(city.getCenterTile()) { it.isWater || it.isCityCenter() }
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@ -24,8 +24,6 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
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&& !otherCivilization.isCityState()
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&& civInfo.tech.getTechUniques().contains("Enables Open Borders agreements")
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&& otherCivilization.tech.getTechUniques().contains("Enables Open Borders agreements")) {
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val relationshipLevel = otherCivilization.getDiplomacyManager(civInfo).relationshipLevel()
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offers.add(TradeOffer(Constants.openBorders, TradeType.Agreement))
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}
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@ -39,6 +39,12 @@ class GameParametersScreen(var mapEditorScreen: MapEditorScreen): IPreviousScree
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mapEditorScreen.ruleset.clear()
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mapEditorScreen.ruleset.add(ruleset)
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mapEditorScreen.tileEditorOptions.update()
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// Remove resources that are not applicable to this scenario
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for(tile in mapEditorScreen.tileMap.values){
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if(tile.resource!=null && !ruleset.tileResources.containsKey(tile.resource!!))
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tile.resource=null
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}
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mapEditorScreen.mapHolder.updateTileGroups()
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UncivGame.Current.setScreen(mapEditorScreen)
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dispose()
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