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Fixed Indirect Fire promotion
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@ -496,8 +496,8 @@
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afterPeace:"Congratulations on your victory! I hope that peace between us will last forever!"
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afterPeace:"Congratulations on your victory! I hope that peace between us will last forever!"
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tradeRequest:"Let us do business! Would you be interested?"
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tradeRequest:"Let us do business! Would you be interested?"
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outerColor:[18,84,30],
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outerColor:[245,248,185],
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innerColor:[245,248,185],
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innerColor:[18,84,30],
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uniqueName:"Barbary Corsairs"
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uniqueName:"Barbary Corsairs"
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unique:"Pay only one third the usual cost for naval unit maintenance. Melee naval units have a 1/3 chance to capture defeated naval units.",
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unique:"Pay only one third the usual cost for naval unit maintenance. Melee naval units have a 1/3 chance to capture defeated naval units.",
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cities:["Istanbul","Edirne","Ankara","Bursa","Konya","Samsun","Gaziantep","Diyabakir","Izmir","Kayseri","Malatya",
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cities:["Istanbul","Edirne","Ankara","Bursa","Konya","Samsun","Gaziantep","Diyabakir","Izmir","Kayseri","Malatya",
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@ -221,7 +221,8 @@ class UnitAutomation{
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for(reachableTile in tilesToAttackFrom){ // tiles we'll still have energy after we reach there
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for(reachableTile in tilesToAttackFrom){ // tiles we'll still have energy after we reach there
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val tilesInAttackRange =
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val tilesInAttackRange =
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if (unit.hasUnique("Indirect Fire") || unit.type.isAirUnit()) reachableTile.getTilesInDistance(rangeOfAttack)
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if (unit.hasUnique("Ranged attacks may be performed over obstacles") || unit.type.isAirUnit())
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reachableTile.getTilesInDistance(rangeOfAttack)
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else reachableTile.getViewableTiles(rangeOfAttack, unit.type.isWaterUnit())
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else reachableTile.getViewableTiles(rangeOfAttack, unit.type.isWaterUnit())
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attackableTiles += tilesInAttackRange.asSequence().filter { it in tilesWithEnemies }
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attackableTiles += tilesInAttackRange.asSequence().filter { it in tilesWithEnemies }
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