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* Speed up WorkerAutomation.findTileToWork - apparently tileCanBeImproved is quite expensive * Add cache for rankTileForCityWork in CityPopulationManager.autoAssignPopulation * Optimize NextTurnAutomation.declareWar by moving expensive BFSs to the end and potentially short-circuiting evaluation if result won't be promising anyways. * No need to throw if atLeast is negative. * Revert changes to CityPopulationManager.kt * Revert changes to CityPopulationManager.kt * Speed up WorkerAutomation.findTileToWork - apparently tileCanBeImproved is quite expensive * Add cache for rankTileForCityWork in CityPopulationManager.autoAssignPopulation * Optimize NextTurnAutomation.declareWar by moving expensive BFSs to the end and potentially short-circuiting evaluation if result won't be promising anyways. * No need to throw if atLeast is negative. * Revert changes to CityPopulationManager.kt * Revert changes to CityPopulationManager.kt