mirror of
https://github.com/yairm210/Unciv.git
synced 2024-12-22 23:44:24 +07:00
Decreased base Fort value to not build it instead of useful improvements
This commit is contained in:
parent
f9e7451249
commit
c2b6205208
@ -100,7 +100,9 @@ class WorkerAutomation(
|
||||
|
||||
// If we have reached a fort tile that is in progress and shouldn't be there, cancel it.
|
||||
// TODO: Replace this code entirely and change [chooseImprovement] to not continue building the improvement by default
|
||||
if (reachedTile == tileToWork && reachedTile.improvementInProgress == Constants.fort && evaluateFortSurroundings(currentTile, false) <= 0) {
|
||||
if (reachedTile == tileToWork
|
||||
&& reachedTile.improvementInProgress == Constants.fort
|
||||
&& evaluateFortSurroundings(currentTile, false) <= 0) {
|
||||
debug("Replacing fort in progress with new improvement")
|
||||
reachedTile.stopWorkingOnImprovement()
|
||||
}
|
||||
@ -525,6 +527,7 @@ class WorkerAutomation(
|
||||
* @return Yes the location is good for a Fort here
|
||||
*/
|
||||
private fun evaluateFortSurroundings(tile: Tile, isCitadel: Boolean): Float {
|
||||
|
||||
// build on our land only
|
||||
if (tile.owningCity?.civ != civInfo &&
|
||||
// except citadel which can be built near-by
|
||||
@ -535,7 +538,7 @@ class WorkerAutomation(
|
||||
// no potential enemies
|
||||
if (enemyCivs.none()) return 0f
|
||||
|
||||
var valueOfFort = 2f
|
||||
var valueOfFort = 1f
|
||||
|
||||
if (civInfo.isCityState && civInfo.getAllyCiv() != null) valueOfFort -= 1f // Allied city states probably don't need to build forts
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user