Work boat construction automation tweaks (#11395)

* Minor lint and optimize addWorkBoatChoice

* Moddable findTileWorthImproving search distance

* Don't count bonus resources outside any city work range as worth improving

* Look for existing work boat in a fixed radius instead of city-owned tiles, depending on work boat speed

* Some UnitMovement readability

* Work boat construction and automation code synergies
This commit is contained in:
SomeTroglodyte
2024-04-07 10:27:12 +02:00
committed by GitHub
parent 24bbfa49c6
commit cc45cefb99
5 changed files with 92 additions and 46 deletions

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@ -202,6 +202,7 @@ and city distance in another. In case of conflicts, there is no guarantee which
| religionLimitMultiplier | Float | 0.5 | [^K] |
| pantheonBase | Int | 10 | [^L] |
| pantheonGrowth | Int | 5 | [^L] |
| workboatAutomationSearchMaxTiles | Int | 20 | [^M] |
Legend:
@ -231,6 +232,7 @@ Legend:
- [^J]: A [UnitUpgradeCost](#unitupgradecost) sub-structure.
- [^K]: Maximum foundable Religions = religionLimitBase + floor(MajorCivCount * religionLimitMultiplier)
- [^L]: Cost of pantheon = pantheonBase + CivsWithReligion * pantheonGrowth
- [^M]: When the AI decidees whether to build a work boat, how many tiles to search from the city center for an improvable tile
#### UnitUpgradeCost