From 3e9a485b86483dc5664fd05176a015ba8eb9b5d3 Mon Sep 17 00:00:00 2001 From: Skekdog <47750815+Skekdog@users.noreply.github.com> Date: Sat, 25 Jun 2022 20:20:01 +0100 Subject: [PATCH] Exploring units now take several turns to reach a ruin (but only if it is in vision, not behind fog of war) (#7285) Re-did this because the last pull request was a mess and so was everything else I was doing --- .../com/unciv/logic/automation/UnitAutomation.kt | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/core/src/com/unciv/logic/automation/UnitAutomation.kt b/core/src/com/unciv/logic/automation/UnitAutomation.kt index 29fcbb706a..2c432e207c 100644 --- a/core/src/com/unciv/logic/automation/UnitAutomation.kt +++ b/core/src/com/unciv/logic/automation/UnitAutomation.kt @@ -48,16 +48,16 @@ object UnitAutomation { private fun tryGoToRuinAndEncampment(unit: MapUnit): Boolean { if (!unit.civInfo.isMajorCiv()) return false // barbs don't have anything to do in ruins - val unitDistanceToTiles = unit.movement.getDistanceToTiles() - val tileWithRuinOrEncampment = unitDistanceToTiles.keys + + val tileWithRuinOrEncampment = unit.viewableTiles .firstOrNull { ( - (it.improvement != null && it.getTileImprovement()!!.isAncientRuinsEquivalent()) - || it.improvement == Constants.barbarianEncampment - ) - && unit.movement.canMoveTo(it) + (it.improvement != null && it.getTileImprovement()!!.isAncientRuinsEquivalent()) + || it.improvement == Constants.barbarianEncampment + ) + && unit.movement.canMoveTo(it) } ?: return false - unit.movement.moveToTile(tileWithRuinOrEncampment) + unit.movement.headTowards(tileWithRuinOrEncampment) return true }