Worker AI short distance priority fix (#10835)

* Removed extra tilesToAvoid check

* Fixed getBasePriority being negative
This commit is contained in:
Oskar Niesen 2023-12-30 13:01:29 -06:00 committed by GitHub
parent 5898f91bb8
commit 16fce2bb1d
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@ -468,7 +468,6 @@ class WorkerAutomation(
&& (it.civilianUnit == null || it == currentTile)
&& (it.owningCity == null || it.getOwner() == civInfo)
&& !it.isCityCenter()
&& !tilesToAvoid.contains(currentTile)
&& getBasePriority(it, unit) > 1
}
@ -501,7 +500,7 @@ class WorkerAutomation(
* This is a cheap guess on how helpful it might be to do work on this tile
*/
fun getBasePriority(tile: Tile, unit: MapUnit): Float {
val unitSpecificPriority = 2 - tile.aerialDistanceTo(unit.getTile()).coerceAtMost(4)
val unitSpecificPriority = 2 - (tile.aerialDistanceTo(unit.getTile()) / 2.0f).coerceIn(0f, 2f)
if (tileRankings.containsKey(tile))
return tileRankings[tile]!!.tilePriority + unitSpecificPriority