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Fixed minor automation bug for modded terrains
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ca04093321
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@ -158,10 +158,11 @@ class WorkerAutomation(val unit: MapUnit) {
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if (chosenImprovement != null && tile.canBuildImprovement(chosenImprovement, civInfo)) return true
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if (chosenImprovement != null && tile.canBuildImprovement(chosenImprovement, civInfo)) return true
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} else if (!tile.containsGreatImprovement() && tile.hasViewableResource(civInfo)
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} else if (!tile.containsGreatImprovement() && tile.hasViewableResource(civInfo)
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&& tile.getTileResource().improvement != tile.improvement
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&& tile.getTileResource().improvement != tile.improvement
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&& tile.canBuildImprovement(chooseImprovement(tile, civInfo)!!, civInfo))
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&& chooseImprovement(tile, civInfo) // if the chosen improvement is not null and buildable
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.let { it != null && tile.canBuildImprovement(it, civInfo) })
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return true
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return true
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return false // cou;dn't find anything to construct here
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return false // couldn't find anything to construct here
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}
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}
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fun getPriority(tileInfo: TileInfo, civInfo: CivilizationInfo): Int {
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fun getPriority(tileInfo: TileInfo, civInfo: CivilizationInfo): Int {
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