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Removed most of the FoundPuppetCity changes for another PR down the line.
The only FoundPuppetCity changes I didn't remove is the one in CivilianUnitAutomation.kt. Because that one is mostly a bug fix to stop the citystate from settle puppet cities.
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@ -510,8 +510,6 @@ object NextTurnAutomation {
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if (civInfo.cities.none()) return
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if (civInfo.getHappiness() <= civInfo.cities.size) return
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// This is a tough one - if we don't ignore conditionals we could have units that can found only on certain tiles that are ignored
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// If we DO ignore conditionals we could get a unit that can only found if there's a certain tech, or something
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if (civInfo.units.getCivUnits().any { it.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals)}) return
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@ -33,9 +33,8 @@ object CivilianUnitAutomation {
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val hasSettlerUnique = hasSettlerAction(UniqueType.FoundCity) || hasSettlerAction(UniqueType.FoundPuppetCity)
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/*
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* allow citystate to build unit Military
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* that can settle but stop them from settling that unit
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*
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* allow citystate to build unit Military,
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* that can settle but stop them from settling that unit.
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* */
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if (hasSettlerUnique && !(unit.civ.isCityState && unit.isMilitary()))
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return SpecificUnitAutomation.automateSettlerActions(unit, dangerousTiles)
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@ -68,7 +68,7 @@ object UnitAutomation {
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//This allows for military units with certain civilian abilities to behave as civilians in peace and soldiers in war
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if ((unit.hasUnique(UniqueType.BuildImprovements) ||
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unit.hasUnique(UniqueType.FoundCity) || unit.hasUnique(UniqueType.FoundPuppetCity) ||
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unit.hasUnique(UniqueType.FoundCity) ||
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unit.hasUnique(UniqueType.ReligiousUnit) || unit.hasUnique(UniqueType.CreateWaterImprovements))
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&& !unit.civ.isAtWar()){
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CivilianUnitAutomation.automateCivilianUnit(unit, getDangerousTiles(unit))
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@ -146,8 +146,7 @@ object BattleUnitCapture {
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wasDestroyedInstead = true
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}
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// City states can never capture settlers at all
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(capturedUnit.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals) ||
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capturedUnit.hasUnique(UniqueType.FoundPuppetCity, GameContext.IgnoreConditionals)) && attacker.getCivInfo().isCityState -> {
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capturedUnit.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals) -> {
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capturedUnit.destroy()
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wasDestroyedInstead = true
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}
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