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When capturing settlers, fix finding the Worker units with conditionals (#13565)
* Fix capturing Settlers when Workers have conditional build improvements * The ignore conditional for build improvement should apply to OneTimeFreeUnitsRuins too
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@ -218,8 +218,8 @@ object BattleUnitCapture {
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capturedUnit.cache.state = StateForConditionals(capturedUnit)
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val workerTypeUnit = capturingCiv.gameInfo.ruleset.units.values
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.firstOrNull { it.isCivilian() && it.getMatchingUniques(UniqueType.BuildImprovements)
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.any { unique -> unique.params[0] == "Land" } }
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.firstOrNull { it.isCivilian() && it.getMatchingUniques(UniqueType.BuildImprovements, StateForConditionals.IgnoreConditionals)
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.any { unique -> unique.params[0] == "Land" } }
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?: return null
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return capturingCiv.units.placeUnitNearTile(capturedUnit.currentTile.position, workerTypeUnit, capturedUnit.id)
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?.currentTile?.position
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@ -247,7 +247,7 @@ object UniqueTriggerActivation {
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if (civUnit.isCityFounder() && civInfo.isOneCityChallenger()) {
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val replacementUnit = ruleset.units.values
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.firstOrNull {
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it.getMatchingUniques(UniqueType.BuildImprovements)
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it.getMatchingUniques(UniqueType.BuildImprovements, StateForConditionals.IgnoreConditionals)
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.any { unique -> unique.params[0] == "Land" }
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} ?: return null
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civUnit = civInfo.getEquivalentUnit(replacementUnit.name)
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