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Resolve #8733 - don't remove Forest tiles for Camp improvements
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@ -3,7 +3,6 @@ package com.unciv.logic.automation.unit
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import com.badlogic.gdx.math.Vector2
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import com.badlogic.gdx.math.Vector2
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import com.unciv.Constants
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import com.unciv.Constants
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import com.unciv.UncivGame
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import com.unciv.UncivGame
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import com.unciv.logic.map.HexMath
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import com.unciv.logic.automation.Automation
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import com.unciv.logic.automation.Automation
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import com.unciv.logic.automation.ThreatLevel
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import com.unciv.logic.automation.ThreatLevel
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import com.unciv.logic.automation.civilization.NextTurnAutomation
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import com.unciv.logic.automation.civilization.NextTurnAutomation
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@ -12,6 +11,7 @@ import com.unciv.logic.city.City
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import com.unciv.logic.civilization.Civilization
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import com.unciv.logic.civilization.Civilization
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import com.unciv.logic.civilization.NotificationCategory
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import com.unciv.logic.civilization.NotificationCategory
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.HexMath
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import com.unciv.logic.map.mapunit.MapUnit
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import com.unciv.logic.map.mapunit.MapUnit
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import com.unciv.logic.map.tile.RoadStatus
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import com.unciv.logic.map.tile.RoadStatus
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import com.unciv.logic.map.tile.Tile
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import com.unciv.logic.map.tile.Tile
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@ -388,6 +388,7 @@ class WorkerAutomation(
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tile.resource == null || !tile.hasViewableResource(civInfo) -> null
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tile.resource == null || !tile.hasViewableResource(civInfo) -> null
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tile.terrainFeatures.isNotEmpty()
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tile.terrainFeatures.isNotEmpty()
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&& isUnbuildableAndRemovable(lastTerrain)
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&& isUnbuildableAndRemovable(lastTerrain)
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&& !tile.tileResource.getImprovements().contains(tile.improvement)
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&& !isResourceImprovementAllowedOnFeature(tile, potentialTileImprovements) -> Constants.remove + lastTerrain.name
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&& !isResourceImprovementAllowedOnFeature(tile, potentialTileImprovements) -> Constants.remove + lastTerrain.name
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else -> tile.tileResource.getImprovements().filter { it in potentialTileImprovements || it==tile.improvement }
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else -> tile.tileResource.getImprovements().filter { it in potentialTileImprovements || it==tile.improvement }
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.maxByOrNull { Automation.rankStatsValue(ruleSet.tileImprovements[it]!!, unit.civ) }
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.maxByOrNull { Automation.rankStatsValue(ruleSet.tileImprovements[it]!!, unit.civ) }
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