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Nuke blast simulation no longer shows invisible units. (#9913)
* Nuke blast simulation no longer shows invisible units. * Changed code to look better. * Improved readability.
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@ -695,7 +695,9 @@ class WorldMapHolder(
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val attackableTiles: List<AttackableTile> =
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val attackableTiles: List<AttackableTile> =
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if (nukeBlastRadius >= 0)
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if (nukeBlastRadius >= 0)
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selectedTile!!.getTilesInDistance(nukeBlastRadius)
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selectedTile!!.getTilesInDistance(nukeBlastRadius)
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.filter { it.getFirstUnit() != null }
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// Should not display invisible submarine units even if the tile is visible.
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.filter { targetTile -> (targetTile.isVisible(unit.civ) && targetTile.getUnits().any { !it.isInvisible(unit.civ) })
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|| (targetTile.isCityCenter() && unit.civ.hasExplored(targetTile)) }
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.map { AttackableTile(unit.getTile(), it, 1f, null) }
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.map { AttackableTile(unit.getTile(), it, 1f, null) }
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.toList()
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.toList()
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else BattleHelper.getAttackableEnemies(unit, unit.movement.getDistanceToTiles())
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else BattleHelper.getAttackableEnemies(unit, unit.movement.getDistanceToTiles())
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