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Fixed bug where cities would not "recognize" tiles on the first turn - for realz this time
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@ -33,7 +33,7 @@ class CityInfo {
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fun getCenterTile(): TileInfo = tileMap[location]
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fun getCenterTile(): TileInfo = tileMap[location]
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fun getTiles(): List<TileInfo> = tiles.map { tileMap[it] }
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fun getTiles(): List<TileInfo> = tiles.map { tileMap[it] }
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fun getTilesInRange(): List<TileInfo> = getCenterTile().getTilesInDistance( 3).filter { civInfo == it.getOwner() }
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fun getTilesInRange(): List<TileInfo> = getCenterTile().getTilesInDistance( 3)
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// Remove resources required by buildings
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// Remove resources required by buildings
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@ -92,6 +92,7 @@ class CityInfo {
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}
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}
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expansion.reset()
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expansion.reset()
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civInfo.gameInfo.updateTilesToCities()
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val tile = getCenterTile()
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val tile = getCenterTile()
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tile.roadStatus = RoadStatus.Railroad
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tile.roadStatus = RoadStatus.Railroad
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@ -151,10 +151,10 @@ class Building : NamedStats(), IConstruction, ICivilopedia {
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if (requiredNearbyImprovedResources != null) {
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if (requiredNearbyImprovedResources != null) {
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val containsResourceWithImprovement = construction.cityInfo.getTilesInRange()
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val containsResourceWithImprovement = construction.cityInfo.getTilesInRange()
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.any {
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.any {
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it.resource != null
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it.resource != null
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&& requiredNearbyImprovedResources!!.contains(it.resource!!)
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&& requiredNearbyImprovedResources!!.contains(it.resource!!)
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&& it.tileResource.improvement == it.improvement
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&& it.tileResource.improvement == it.improvement
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&& it.getOwner() == civInfo
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&& it.getOwner() == civInfo
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}
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}
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if (!containsResourceWithImprovement) return false
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if (!containsResourceWithImprovement) return false
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}
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}
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@ -62,7 +62,6 @@ class UnitActions {
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unit.civInfo.addCity(tile.position)
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unit.civInfo.addCity(tile.position)
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unitTable.currentlyExecutingAction = null // In case the settler was in the middle of doing something and we then founded a city with it
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unitTable.currentlyExecutingAction = null // In case the settler was in the middle of doing something and we then founded a city with it
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tile.unit = null // Remove settler!
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tile.unit = null // Remove settler!
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unit.civInfo.gameInfo.updateTilesToCities()
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},
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},
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unit.currentMovement != 0f &&
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unit.currentMovement != 0f &&
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!tile.getTilesInDistance(2).any { it.isCityCenter() })
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!tile.getTilesInDistance(2).any { it.isCityCenter() })
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