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EmperorPinguin 2025-08-11 21:56:14 +02:00 committed by GitHub
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2 changed files with 13 additions and 14 deletions

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@ -112,14 +112,13 @@ object CityLocationTileRanker {
// Settling on luxuries generally speeds up our game, and settling on strategics as well, as the AI cheats and can see them. // Settling on luxuries generally speeds up our game, and settling on strategics as well, as the AI cheats and can see them.
var tiles = 0 var tiles = 0
val cityWorkRange = civ.gameInfo.ruleset.modOptions.constants.cityWorkRange for (i in 0..2) {
for (i in 0..cityWorkRange) { //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
//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 for (nearbyTile in newCityTile.getTilesAtDistance(i)) {
for (nearbyTile in newCityTile.getTilesAtDistance(i)) { tiles++
tiles++ tileValue += rankTile(nearbyTile, civ, onCoast, newUniqueLuxuryResources, baseTileMap, uniqueCache) * (3 / (i + 1))
tileValue += rankTile(nearbyTile, civ, onCoast, newUniqueLuxuryResources, baseTileMap, uniqueCache) * (3 / (i + 1)) //Tiles close to the city can be worked more quickly, and thus should gain higher weight.
//Tiles close to the city can be worked more quickly, and thus should gain higher weight. }
}
} }
// Placing cities on the edge of the map is bad, we can't even build improvements on them! // Placing cities on the edge of the map is bad, we can't even build improvements on them!
@ -159,7 +158,7 @@ object CityLocationTileRanker {
if (rankTile.getCity() != null) return -1f if (rankTile.getCity() != null) return -1f
var locationSpecificTileValue = 0f var locationSpecificTileValue = 0f
// Don't settle near but not on the coast // Don't settle near but not on the coast
if (rankTile.isCoastalTile() && !onCoast) locationSpecificTileValue -= 2 if (rankTile.isWater && !onCoast) locationSpecificTileValue -= 1
// Check if there are any new unique luxury resources // Check if there are any new unique luxury resources
if (rankTile.hasViewableResource(civ) && rankTile.tileResource.resourceType == ResourceType.Luxury if (rankTile.hasViewableResource(civ) && rankTile.tileResource.resourceType == ResourceType.Luxury
&& !(civ.hasResource(rankTile.resource!!) || newUniqueLuxuryResources.contains(rankTile.resource))) { && !(civ.hasResource(rankTile.resource!!) || newUniqueLuxuryResources.contains(rankTile.resource))) {
@ -175,14 +174,14 @@ object CityLocationTileRanker {
if (rankTile.hasViewableResource(civ)) { if (rankTile.hasViewableResource(civ)) {
rankTileValue += when (rankTile.tileResource.resourceType) { rankTileValue += when (rankTile.tileResource.resourceType) {
ResourceType.Bonus -> 2f ResourceType.Bonus -> 1f
ResourceType.Strategic -> 1.2f * rankTile.resourceAmount ResourceType.Strategic -> 2f
ResourceType.Luxury -> 10f * rankTile.resourceAmount //very important for humans who might want to conquer the AI ResourceType.Luxury -> 10f //very important for humans who might want to conquer the AI
} }
} }
if (rankTile.terrainHasUnique(UniqueType.FreshWater)) rankTileValue += 0.5f if (rankTile.terrainHasUnique(UniqueType.FreshWater)) rankTileValue += 0.5f
//Taking into account freshwater farm food, maybe less important in baseruleset mods //Taking into account freshwater farm food, maybe less important in baseruleset mods
if (rankTile.terrainFeatures.isNotEmpty() && rankTile.lastTerrain.hasUnique(UniqueType.ProductionBonusWhenRemoved)) rankTileValue += 0.5f if (rankTile.terrainFeatures.isNotEmpty() && rankTile.lastTerrain.hasUnique(UniqueType.ProductionBonusWhenRemoved)) rankTileValue += 0.7f
//Taking into account yields from forest chopping //Taking into account yields from forest chopping
if (rankTile.isNaturalWonder()) rankTileValue += 10 if (rankTile.isNaturalWonder()) rankTileValue += 10

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@ -114,7 +114,7 @@ object SpecificUnitAutomation {
// 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! // 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!
// Also this lead to some routing problems, see https://github.com/yairm210/Unciv/issues/3653 // Also this lead to some routing problems, see https://github.com/yairm210/Unciv/issues/3653
val bestTilesInfo = CityLocationTileRanker.getBestTilesToFoundCity(unit, rangeToSearch, 30f) val bestTilesInfo = CityLocationTileRanker.getBestTilesToFoundCity(unit, rangeToSearch, 20f)
var bestCityLocation: Tile? = null var bestCityLocation: Tile? = null
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. 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.