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Worker AI short distance priority fix (#10835)
* Removed extra tilesToAvoid check * Fixed getBasePriority being negative
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@ -468,7 +468,6 @@ class WorkerAutomation(
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&& (it.civilianUnit == null || it == currentTile)
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&& (it.owningCity == null || it.getOwner() == civInfo)
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&& !it.isCityCenter()
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&& !tilesToAvoid.contains(currentTile)
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&& getBasePriority(it, unit) > 1
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}
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@ -501,7 +500,7 @@ class WorkerAutomation(
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* This is a cheap guess on how helpful it might be to do work on this tile
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*/
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fun getBasePriority(tile: Tile, unit: MapUnit): Float {
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val unitSpecificPriority = 2 - tile.aerialDistanceTo(unit.getTile()).coerceAtMost(4)
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val unitSpecificPriority = 2 - (tile.aerialDistanceTo(unit.getTile()) / 2.0f).coerceIn(0f, 2f)
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if (tileRankings.containsKey(tile))
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return tileRankings[tile]!!.tilePriority + unitSpecificPriority
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