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https://github.com/yairm210/Unciv.git
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chore: renames
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parent
dbc990401f
commit
a11d489bd6
@ -7,7 +7,7 @@ import com.unciv.UncivGame
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import com.unciv.logic.civilization.Civilization
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import com.unciv.logic.map.mapunit.MapUnit
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import com.unciv.models.ruleset.unique.LocalUniqueCache
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import com.unciv.ui.components.widgets.UnitGroup
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import com.unciv.ui.components.widgets.UnitIconGroup
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import com.unciv.ui.components.extensions.center
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import com.unciv.ui.components.extensions.toLabel
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import com.unciv.ui.components.tilegroups.TileGroup
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@ -17,8 +17,8 @@ import com.unciv.ui.screens.basescreen.BaseScreen
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/** The unit flag is the synbol that appears behind the map unit - circle regularly, shield when defending, etc */
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class TileLayerUnitFlag(tileGroup: TileGroup, size: Float) : TileLayer(tileGroup, size) {
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private var slot1Icon: UnitGroup? = null
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private var slot2Icon: UnitGroup? = null
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private var civilianUnitIcon: UnitIconGroup? = null
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private var militaryUnitIcon: UnitIconGroup? = null
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init {
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touchable = Touchable.disabled
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@ -30,15 +30,15 @@ class TileLayerUnitFlag(tileGroup: TileGroup, size: Float) : TileLayer(tileGroup
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}
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private fun clearSlots() {
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slot1Icon?.remove()
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slot2Icon?.remove()
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civilianUnitIcon?.remove()
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militaryUnitIcon?.remove()
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}
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private fun showMilitaryUnit(viewingCiv: Civilization) = tileGroup.isForceVisible
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|| viewingCiv.viewableInvisibleUnitsTiles.contains(tileGroup.tile)
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|| !tileGroup.tile.hasEnemyInvisibleUnit(viewingCiv)
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private fun setIconPosition(slot: Int, icon: UnitGroup) {
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private fun setIconPosition(slot: Int, icon: UnitIconGroup) {
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if (slot == 0) {
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icon.center(this)
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icon.y += -20f
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@ -48,12 +48,12 @@ class TileLayerUnitFlag(tileGroup: TileGroup, size: Float) : TileLayer(tileGroup
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}
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}
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private fun newUnitIcon(slot: Int, unit: MapUnit?, isViewable: Boolean, viewingCiv: Civilization?): UnitGroup? {
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private fun newUnitIcon(slot: Int, unit: MapUnit?, isViewable: Boolean, viewingCiv: Civilization?): UnitIconGroup? {
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var newIcon: UnitGroup? = null
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var newIcon: UnitIconGroup? = null
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if (unit != null && isViewable) {
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newIcon = UnitGroup(unit, 30f)
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newIcon = UnitIconGroup(unit, 30f)
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addActor(newIcon)
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setIconPosition(slot, newIcon)
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@ -105,20 +105,20 @@ class TileLayerUnitFlag(tileGroup: TileGroup, size: Float) : TileLayer(tileGroup
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}
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fun selectFlag(unit: MapUnit) {
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getFlag(unit)?.selectUnit()
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getIcon(unit)?.selectUnit()
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}
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fun getFlag(unit: MapUnit) : UnitGroup? {
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if (slot1Icon?.unit == unit)
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return slot1Icon
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else if (slot2Icon?.unit == unit)
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return slot2Icon
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fun getIcon(unit: MapUnit) : UnitIconGroup? {
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if (civilianUnitIcon?.unit == unit)
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return civilianUnitIcon
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else if (militaryUnitIcon?.unit == unit)
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return militaryUnitIcon
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return null
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}
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private fun highlightRed() {
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slot1Icon?.highlightRed()
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slot2Icon?.highlightRed()
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civilianUnitIcon?.highlightRed()
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militaryUnitIcon?.highlightRed()
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}
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private fun fillSlots(viewingCiv: Civilization?) {
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@ -127,12 +127,11 @@ class TileLayerUnitFlag(tileGroup: TileGroup, size: Float) : TileLayer(tileGroup
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val isViewable = isForceVisible || isViewable(viewingCiv!!)
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val isVisibleMilitary = isForceVisible || showMilitaryUnit(viewingCiv!!)
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val isSlot1Shown = isViewable
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val isSlot2Shown = isViewable && isVisibleMilitary
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slot1Icon = newUnitIcon(0, tileGroup.tile.civilianUnit, isSlot1Shown, viewingCiv)
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slot2Icon = newUnitIcon(1, tileGroup.tile.militaryUnit, isSlot2Shown, viewingCiv)
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val isCivilianShown = isViewable
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val isMilitaryShown = isViewable && isVisibleMilitary
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civilianUnitIcon = newUnitIcon(0, tileGroup.tile.civilianUnit, isCivilianShown, viewingCiv)
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militaryUnitIcon = newUnitIcon(1, tileGroup.tile.militaryUnit, isMilitaryShown, viewingCiv)
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}
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override fun doUpdate(viewingCiv: Civilization?, localUniqueCache: LocalUniqueCache) {
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@ -77,7 +77,8 @@ private class FlagBackground(drawable: TextureRegionDrawable, size: Float) : Ima
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}
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class UnitGroup(val unit: MapUnit, val size: Float) : Group() {
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/** Displays the unit's icon and action */
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class UnitIconGroup(val unit: MapUnit, val size: Float) : Group() {
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var actionGroup: Group? = null
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private val flagIcon = ImageGetter.getUnitIcon(unit.name, unit.civ.nation.getInnerColor())
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@ -4,7 +4,7 @@ import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.ui.Table
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import com.badlogic.gdx.utils.Align
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import com.unciv.ui.components.widgets.UnitGroup
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import com.unciv.ui.components.widgets.UnitIconGroup
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import com.unciv.ui.components.input.onClick
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import com.unciv.ui.components.extensions.toLabel
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import com.unciv.ui.images.ImageGetter
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@ -69,7 +69,7 @@ class CityScreenCityPickerTable(private val cityScreen: CityScreen) : Table() {
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val garrison = city.getGarrison()
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if (garrison != null) {
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cityNameTable.add(UnitGroup(garrison, 30f)).padLeft(5f)
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cityNameTable.add(UnitIconGroup(garrison, 30f)).padLeft(5f)
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}
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add(cityNameTable).width(stage.width / 4)
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@ -13,7 +13,7 @@ import com.unciv.ui.components.extensions.toLabel
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import com.unciv.ui.components.fonts.Fonts
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import com.unciv.ui.components.input.onClick
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import com.unciv.ui.components.widgets.SortableGrid
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import com.unciv.ui.components.widgets.UnitGroup
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import com.unciv.ui.components.widgets.UnitIconGroup
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import com.unciv.ui.images.IconTextButton
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import com.unciv.ui.images.ImageGetter
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import com.unciv.ui.screens.pickerscreens.UnitRenamePopup
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@ -33,7 +33,7 @@ enum class UnitOverviewTabColumn(
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// Unit button column - name, health, fortified, sleeping, embarked are visible here
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val button = IconTextButton(
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item.displayName(),
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UnitGroup(item, 20f).apply { if (!unit.isIdle()) color.a = 0.5f },
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UnitIconGroup(item, 20f).apply { if (!unit.isIdle()) color.a = 0.5f },
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fontColor = if (item.isIdle()) Color.WHITE else Color.LIGHT_GRAY
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)
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button.name = getUnitIdentifier(item) // Marker to find a unit in select()
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@ -25,7 +25,7 @@ import com.unciv.ui.components.extensions.toLabel
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import com.unciv.ui.components.extensions.toTextButton
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import com.unciv.ui.components.fonts.Fonts
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import com.unciv.ui.components.input.onClick
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import com.unciv.ui.components.widgets.UnitGroup
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import com.unciv.ui.components.widgets.UnitIconGroup
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import com.unciv.ui.images.ImageGetter
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import com.unciv.ui.screens.basescreen.BaseScreen
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import com.unciv.ui.screens.worldscreen.UndoHandler.Companion.clearUndoCheckpoints
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@ -123,7 +123,7 @@ class BattleTable(val worldScreen: WorldScreen) : Table() {
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}
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private fun getIcon(combatant: ICombatant) =
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if (combatant is MapUnitCombatant) UnitGroup(combatant.unit,25f)
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if (combatant is MapUnitCombatant) UnitIconGroup(combatant.unit,25f)
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else ImageGetter.getNationPortrait(combatant.getCivInfo().nation, 25f)
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private val quarterScreen = worldScreen.stage.width / 4
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@ -20,7 +20,7 @@ import com.unciv.ui.components.extensions.isShiftKeyPressed
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import com.unciv.ui.components.extensions.toLabel
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import com.unciv.ui.components.input.keyShortcuts
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import com.unciv.ui.components.input.onClick
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import com.unciv.ui.components.widgets.UnitGroup
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import com.unciv.ui.components.widgets.UnitIconGroup
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import com.unciv.ui.images.ImageGetter
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import com.unciv.ui.screens.basescreen.BaseScreen
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import com.unciv.ui.screens.pickerscreens.CityRenamePopup
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@ -283,7 +283,7 @@ class UnitTable(val worldScreen: WorldScreen) : Table() {
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if (selectedUnit != null) {
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if (selectedUnits.size == 1) { // single selected unit
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unitIconHolder.add(UnitGroup(selectedUnit!!, 30f)).pad(5f)
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unitIconHolder.add(UnitIconGroup(selectedUnit!!, 30f)).pad(5f)
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for (promotion in selectedUnit!!.promotions.getPromotions(true))
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promotionsTable.add(ImageGetter.getPromotionPortrait(promotion.name)).padBottom(2f)
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@ -299,7 +299,7 @@ class UnitTable(val worldScreen: WorldScreen) : Table() {
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}
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} else { // multiple selected units
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for (unit in selectedUnits)
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unitIconHolder.add(UnitGroup(unit, 30f)).pad(5f)
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unitIconHolder.add(UnitIconGroup(unit, 30f)).pad(5f)
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}
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}
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