Resolved #3475 - capturing settlers moves us to the captured units' tile

This commit is contained in:
Yair Morgenstern
2020-12-30 21:38:36 +02:00
parent 5b25ec0495
commit e7fb183b85

View File

@ -77,10 +77,10 @@ object Battle {
// or any enemy military unit with Sacrificial captives unique (can be either attacker or defender!)
if (defender.isDefeated() && defender is MapUnitCombatant && !defender.getUnitType().isCivilian()) {
tryEarnFromKilling(attacker, defender)
tryHealAfterKilling(attacker, defender)
tryHealAfterKilling(attacker)
} else if (attacker.isDefeated() && attacker is MapUnitCombatant && !attacker.getUnitType().isCivilian()) {
tryEarnFromKilling(defender, attacker)
tryHealAfterKilling(defender, attacker)
tryHealAfterKilling(defender)
}
if (attacker is MapUnitCombatant) {
@ -98,7 +98,7 @@ object Battle {
var goldReward = 0
var cultureReward = 0
var bonusUniques = ArrayList<Unique>()
val bonusUniques = ArrayList<Unique>()
bonusUniques.addAll(civUnit.getCivInfo().getMatchingUniques(bonusUniquePlaceholderText))
@ -177,7 +177,7 @@ object Battle {
}
}
private fun tryHealAfterKilling(attacker: ICombatant, defender: ICombatant) {
private fun tryHealAfterKilling(attacker: ICombatant) {
if (attacker is MapUnitCombatant)
for (unique in attacker.unit.getMatchingUniques("Heals [] damage if it kills a unit")) {
val amountToHeal = unique.params[0].toInt()
@ -321,7 +321,7 @@ object Battle {
private fun captureCivilianUnit(attacker: ICombatant, defender: MapUnitCombatant) {
// barbarians don't capture civilians
if (attacker.getCivInfo().isBarbarian()
|| (defender as MapUnitCombatant).unit.hasUnique("Uncapturable")) {
|| defender.unit.hasUnique("Uncapturable")) {
defender.takeDamage(100)
return
}
@ -337,6 +337,9 @@ object Battle {
if (capturedUnit.name == Constants.settler) {
val tile = capturedUnit.getTile()
capturedUnit.destroy()
// This is so that future checks which check if a unit has been caatured are caught give the right answer
// For example, in postBattleMoveToAttackedTile
capturedUnit.civInfo = attacker.getCivInfo()
attacker.getCivInfo().placeUnitNearTile(tile.position, Constants.worker)
} else {
capturedUnit.civInfo.removeUnit(capturedUnit)