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chore: Removed dead functions
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@ -407,13 +407,6 @@ class TileMap(initialCapacity: Int = 10) : IsPartOfGameInfoSerialization {
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return viewableTiles.filter { it.isVisible }.map { it.tile }
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return viewableTiles.filter { it.isVisible }.map { it.tile }
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}
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}
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/** Strips all units from [TileMap]
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* @return stripped [clone] of [TileMap]
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*/
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fun stripAllUnits(): TileMap {
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return clone().apply { tileList.forEach { it.stripUnits() } }
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}
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/** Build a list of incompatibilities of a map with a ruleset for the new game loader
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/** Build a list of incompatibilities of a map with a ruleset for the new game loader
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*
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*
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* Is run before setTransients, so make do without startingLocationsByNation
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* Is run before setTransients, so make do without startingLocationsByNation
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@ -437,7 +437,6 @@ open class Tile : IsPartOfGameInfoSerialization {
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val owner = getOwner() ?: return false
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val owner = getOwner() ?: return false
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val unit = militaryUnit
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val unit = militaryUnit
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// If tile has unit
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if (unit != null) {
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if (unit != null) {
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return when {
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return when {
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unit.civ == owner -> false // Own - unblocks tile;
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unit.civ == owner -> false // Own - unblocks tile;
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@ -446,15 +445,12 @@ open class Tile : IsPartOfGameInfoSerialization {
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}
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}
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}
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}
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// No unit -> land tile is not blocked
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if (isLand) // Only water tiles are blocked if empty
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if (isLand)
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return false
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return false
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// For water tiles need also to check neighbors:
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// For water tiles need also to check neighbors:
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// enemy military naval units blockade all adjacent water tiles.
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// enemy military naval units blockade all adjacent water tiles.
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for (neighbor in neighbors) {
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for (neighbor in neighbors) {
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// Check only water neighbors
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if (!neighbor.isWater)
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if (!neighbor.isWater)
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continue
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continue
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@ -780,10 +776,6 @@ open class Tile : IsPartOfGameInfoSerialization {
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getRoadOwner()!!.neutralRoads.add(this.position)
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getRoadOwner()!!.neutralRoads.add(this.position)
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}
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}
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fun stripUnits() {
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for (unit in this.getUnits()) removeUnit(unit)
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}
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/**
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/**
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* Sets this tile's [resource] and, if [newResource] is a Strategic resource, [resourceAmount] fields.
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* Sets this tile's [resource] and, if [newResource] is a Strategic resource, [resourceAmount] fields.
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*
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*
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