diff --git a/core/src/com/unciv/ui/cityscreen/CityTileGroup.kt b/core/src/com/unciv/ui/cityscreen/CityTileGroup.kt index e65a5b99c7..5136aa00cc 100644 --- a/core/src/com/unciv/ui/cityscreen/CityTileGroup.kt +++ b/core/src/com/unciv/ui/cityscreen/CityTileGroup.kt @@ -2,6 +2,7 @@ package com.unciv.ui.cityscreen import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.utils.Align +import com.unciv.UnCivGame import com.unciv.logic.city.CityInfo import com.unciv.logic.map.TileInfo import com.unciv.ui.tilegroups.TileGroup @@ -20,7 +21,10 @@ class CityTileGroup(private val city: CityInfo, tileInfo: TileInfo) : TileGroup( } fun update() { - super.update(true,true) + val canSeeTile = UnCivGame.Current.viewEntireMapForDebug + || city.civInfo.viewableTiles.contains(tileInfo) + + super.update(canSeeTile,true) updatePopulationImage() if (improvementImage != null) improvementImage!!.setColor(1f, 1f, 1f, 0.5f) diff --git a/core/src/com/unciv/ui/worldscreen/TileMapHolder.kt b/core/src/com/unciv/ui/worldscreen/TileMapHolder.kt index 3d7b0453b3..caf98fe75e 100644 --- a/core/src/com/unciv/ui/worldscreen/TileMapHolder.kt +++ b/core/src/com/unciv/ui/worldscreen/TileMapHolder.kt @@ -185,10 +185,11 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap: cityButtonOverlays.clear() for (tileGroup in tileGroups.values){ - tileGroup.update(playerViewableTilePositions.contains(tileGroup.tileInfo.position)) + val canSeeTile = UnCivGame.Current.viewEntireMapForDebug + || playerViewableTilePositions.contains(tileGroup.tileInfo.position) + tileGroup.update(canSeeTile) val unitsInTile = tileGroup.tileInfo.getUnits() - if((UnCivGame.Current.viewEntireMapForDebug || playerViewableTilePositions.contains(tileGroup.tileInfo.position)) - && unitsInTile.isNotEmpty() && !unitsInTile.first().civInfo.isPlayerCivilization()) + if(canSeeTile && unitsInTile.isNotEmpty() && !unitsInTile.first().civInfo.isPlayerCivilization()) tileGroup.showCircle(Color.RED) // Display ALL viewable enemies with a red circle so that users don't need to go "hunting" for enemy units }