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Update (#13795)
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@ -112,14 +112,13 @@ object CityLocationTileRanker {
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// Settling on luxuries generally speeds up our game, and settling on strategics as well, as the AI cheats and can see them.
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var tiles = 0
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val cityWorkRange = civ.gameInfo.ruleset.modOptions.constants.cityWorkRange
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for (i in 0..cityWorkRange) {
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//Ideally, we shouldn't really count the center tile, as it's converted into 1 production 2 food anyways with special cases treated above, but doing so can lead to AI moving settler back and forth until forever
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for (nearbyTile in newCityTile.getTilesAtDistance(i)) {
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tiles++
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tileValue += rankTile(nearbyTile, civ, onCoast, newUniqueLuxuryResources, baseTileMap, uniqueCache) * (3 / (i + 1))
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//Tiles close to the city can be worked more quickly, and thus should gain higher weight.
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}
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for (i in 0..2) {
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//Ideally, we shouldn't really count the center tile, as it's converted into 1 production 2 food anyways with special cases treated above, but doing so can lead to AI moving settler back and forth until forever
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for (nearbyTile in newCityTile.getTilesAtDistance(i)) {
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tiles++
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tileValue += rankTile(nearbyTile, civ, onCoast, newUniqueLuxuryResources, baseTileMap, uniqueCache) * (3 / (i + 1))
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//Tiles close to the city can be worked more quickly, and thus should gain higher weight.
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}
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}
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// Placing cities on the edge of the map is bad, we can't even build improvements on them!
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@ -159,7 +158,7 @@ object CityLocationTileRanker {
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if (rankTile.getCity() != null) return -1f
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var locationSpecificTileValue = 0f
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// Don't settle near but not on the coast
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if (rankTile.isCoastalTile() && !onCoast) locationSpecificTileValue -= 2
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if (rankTile.isWater && !onCoast) locationSpecificTileValue -= 1
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// Check if there are any new unique luxury resources
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if (rankTile.hasViewableResource(civ) && rankTile.tileResource.resourceType == ResourceType.Luxury
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&& !(civ.hasResource(rankTile.resource!!) || newUniqueLuxuryResources.contains(rankTile.resource))) {
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@ -175,14 +174,14 @@ object CityLocationTileRanker {
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if (rankTile.hasViewableResource(civ)) {
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rankTileValue += when (rankTile.tileResource.resourceType) {
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ResourceType.Bonus -> 2f
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ResourceType.Strategic -> 1.2f * rankTile.resourceAmount
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ResourceType.Luxury -> 10f * rankTile.resourceAmount //very important for humans who might want to conquer the AI
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ResourceType.Bonus -> 1f
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ResourceType.Strategic -> 2f
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ResourceType.Luxury -> 10f //very important for humans who might want to conquer the AI
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}
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}
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if (rankTile.terrainHasUnique(UniqueType.FreshWater)) rankTileValue += 0.5f
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//Taking into account freshwater farm food, maybe less important in baseruleset mods
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if (rankTile.terrainFeatures.isNotEmpty() && rankTile.lastTerrain.hasUnique(UniqueType.ProductionBonusWhenRemoved)) rankTileValue += 0.5f
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if (rankTile.terrainFeatures.isNotEmpty() && rankTile.lastTerrain.hasUnique(UniqueType.ProductionBonusWhenRemoved)) rankTileValue += 0.7f
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//Taking into account yields from forest chopping
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if (rankTile.isNaturalWonder()) rankTileValue += 10
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@ -114,7 +114,7 @@ object SpecificUnitAutomation {
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// It's possible that we'll see a tile "over the sea" that's better than the tiles close by, but that's not a reason to abandon the close tiles!
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// Also this lead to some routing problems, see https://github.com/yairm210/Unciv/issues/3653
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val bestTilesInfo = CityLocationTileRanker.getBestTilesToFoundCity(unit, rangeToSearch, 30f)
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val bestTilesInfo = CityLocationTileRanker.getBestTilesToFoundCity(unit, rangeToSearch, 20f)
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var bestCityLocation: Tile? = null
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if (unit.civ.gameInfo.turns == 0 && unit.civ.cities.isEmpty() && bestTilesInfo.tileRankMap.containsKey(unit.getTile())) { // Special case, we want AI to settle in place on turn 1.
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