diff --git a/core/src/com/unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt b/core/src/com/unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt index 54f0652ce9..6ae65bf037 100644 --- a/core/src/com/unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt +++ b/core/src/com/unciv/logic/automation/unit/RoadBetweenCitiesAutomation.kt @@ -75,7 +75,7 @@ class RoadBetweenCitiesAutomation(val civInfo: Civilization, cachedForTurn: Int, /** * Tries to return a list of road plans to connect this city to the surrounding cities. * If there are no surrounding cities to connect to and this city is still unconnected to the capital it will try and build a special road to the capital. - * + * * @return every road that we want to try and connect assosiated with this city. */ fun getRoadsToBuildFromCity(city: City): List { @@ -144,7 +144,7 @@ class RoadBetweenCitiesAutomation(val civInfo: Civilization, cachedForTurn: Int, if (roadToCapital != null) { val worstRoadStatus = getWorstRoadTypeInPath(roadToCapital.second) var roadPriority = basePriority - roadPriority += if (worstRoadStatus == RoadStatus.None) 2f else 1f + roadPriority += if (worstRoadStatus == RoadStatus.None) 2f else 1f val newRoadPlan = RoadPlan(roadToCapital.second, roadPriority + (city.population.population) / 2f, city, roadToCapital.first) roadsToBuild.add(newRoadPlan) @@ -155,7 +155,6 @@ class RoadBetweenCitiesAutomation(val civInfo: Civilization, cachedForTurn: Int, } } - workerUnit.destroy() roadsToBuildByCitiesCache[city] = roadsToBuild return roadsToBuild } diff --git a/core/src/com/unciv/models/ruleset/unit/BaseUnit.kt b/core/src/com/unciv/models/ruleset/unit/BaseUnit.kt index cfe2d67d38..ef49fe0b43 100644 --- a/core/src/com/unciv/models/ruleset/unit/BaseUnit.kt +++ b/core/src/com/unciv/models/ruleset/unit/BaseUnit.kt @@ -13,11 +13,11 @@ import com.unciv.models.ruleset.RejectionReason import com.unciv.models.ruleset.RejectionReasonType import com.unciv.models.ruleset.Ruleset import com.unciv.models.ruleset.RulesetObject +import com.unciv.models.ruleset.unique.Conditionals import com.unciv.models.ruleset.unique.StateForConditionals import com.unciv.models.ruleset.unique.Unique import com.unciv.models.ruleset.unique.UniqueTarget import com.unciv.models.ruleset.unique.UniqueType -import com.unciv.models.ruleset.unique.Conditionals import com.unciv.models.stats.Stat import com.unciv.ui.components.extensions.getNeedMoreAmountString import com.unciv.ui.components.extensions.toPercent @@ -194,11 +194,11 @@ class BaseUnit : RulesetObject(), INonPerpetualConstruction { // Expensive, since adding and removing the fake unit causes side-effects if (isAirUnit()) { + // Not actually added to civ so doesn't require destroy val fakeUnit = getMapUnit(cityConstructions.city.civ, Constants.NO_ID) val canUnitEnterTile = fakeUnit.movement.canMoveTo(cityConstructions.city.getCenterTile()) if (!canUnitEnterTile) yield(RejectionReasonType.NoPlaceToPutUnit.toInstance()) - fakeUnit.destroy() } } diff --git a/docs/Modders/uniques.md b/docs/Modders/uniques.md index b764248fd2..06397fd5ff 100644 --- a/docs/Modders/uniques.md +++ b/docs/Modders/uniques.md @@ -1927,6 +1927,7 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl Modifiers that can be added to other uniques to limit when they will be active ??? example "<for [amount] turns>" + Turns this unique into a trigger, activating this unique as a *global* unique for a number of turns Example: "<for [3] turns>" Applicable to: Conditional @@ -2113,18 +2114,21 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl Applicable to: Conditional ??? example "<when above [amount] [stat/resource]>" + Stats refers to the accumulated stat, not stat-per-turn Example: "<when above [3] [Culture]>" This unique's effect can be modified with <(modified by game speed)> Applicable to: Conditional ??? example "<when below [amount] [stat/resource]>" + Stats refers to the accumulated stat, not stat-per-turn Example: "<when below [3] [Culture]>" This unique's effect can be modified with <(modified by game speed)> Applicable to: Conditional ??? example "<when between [amount] and [amount] [stat/resource]>" + Stats refers to the accumulated stat, not stat-per-turn Example: "<when between [3] and [3] [Culture]>" This unique's effect can be modified with <(modified by game speed)>