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Resolved #931 - added Barbarian Brute as a replacement to the Warrior
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@ -20,6 +20,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
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* [Flag](https://thenounproject.com/search/?q=Flag&i=50114) By Melvin Poppelaars for Settler
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* [Eagle](https://thenounproject.com/search/?q=Eagle&i=1619932) By anggun for Scout
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* [Axe](https://thenounproject.com/search/?q=Axe&i=1688143) By ehab.abdullah for Warrior
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* [Spiked Club](https://thenounproject.com/search/?q=spiked%20club&i=831793) by Hamish
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* [Bow And Arrow](https://thenounproject.com/search/?q=Bow%20and%20Arrow&i=338261) By Viktor Ostrovsky for Archer
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* [Bow](https://thenounproject.com/search/?q=bow&i=101736) By Arthur Shlain for Bowman
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* [Fishing Vessel](https://thenounproject.com/term/fishing-vessel/23815/) By Luis Prado for Work Boats
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android/Images/UnitIcons/Brute.png
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android/Images/UnitIcons/Brute.png
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@ -70,10 +70,11 @@
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attackSound:"nonmetalhit"
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//Polynesian unique unit. All nearby enemy Units have -10% strenght
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},
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*/
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{
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name:"Brute",
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unitType:"Melee",
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uniqueTo:"Barbarian",
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uniqueTo:"Barbarians",
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replaces:"Warrior",
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movement:2,
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strength:8,
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@ -83,7 +84,6 @@
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attackSound:"nonmetalhit"
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//Barbarian unique unit
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},
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*/
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{
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name:"Archer",
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unitType:"Ranged",
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@ -147,17 +147,17 @@ class GameInfo {
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for (civ in civilizations.filter { !it.isBarbarianCivilization() && !it.isDefeated() }) {
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allResearchedTechs.retainAll(civ.tech.techsResearched)
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}
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val barbarianCiv = getBarbarianCivilization()
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barbarianCiv.tech.techsResearched = allResearchedTechs.toHashSet()
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val unitList = GameBasics.Units.values
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.filter { !it.unitType.isCivilian() && it.uniqueTo == null }
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.filter{ (it.requiredTech==null || allResearchedTechs.contains(it.requiredTech!!))
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&& (it.obsoleteTech == null || !allResearchedTechs.contains(it.obsoleteTech!!)) }
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.filter { !it.unitType.isCivilian()}
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.filter { it.isBuildable(barbarianCiv) }
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val landUnits = unitList.filter { it.unitType.isLandUnit() }
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val waterUnits = unitList.filter { it.unitType.isWaterUnit() }
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val unit:String
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if (unitList.isEmpty()) unit="Warrior"
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else if(waterUnits.isNotEmpty() && tileToPlace.neighbors.any{ it.baseTerrain==Constants.coast } && Random().nextBoolean())
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if(waterUnits.isNotEmpty() && tileToPlace.neighbors.any{ it.baseTerrain==Constants.coast } && Random().nextBoolean())
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unit=waterUnits.random().name
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else unit = landUnits.random().name
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