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@ -40,11 +40,13 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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if (unit.doubleMovementInForestAndJungle &&
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if (unit.doubleMovementInForestAndJungle &&
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(to.terrainFeatures.contains(Constants.forest) || to.terrainFeatures.contains(Constants.jungle)))
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(to.terrainFeatures.contains(Constants.forest) || to.terrainFeatures.contains(Constants.jungle)))
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return 1f + extraCost // usually forest and jungle take 2 movements, so here it is 1
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return 1f + extraCost // usually forest and jungle take 2 movements, so here it is 1
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if (civInfo.nation.ignoreHillMovementCost && to.isHill())
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return 1f + extraCost // usually hills take 2 movements, so here it is 1
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if (unit.roughTerrainPenalty && to.isRoughTerrain())
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if (unit.roughTerrainPenalty && to.isRoughTerrain())
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return 4f + extraCost
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return 100f // units that have to sped all movement in rough terrain, have to spend all movement in rough terrain
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// Placement of this 'if' based on testing, see #4232
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if (civInfo.nation.ignoreHillMovementCost && to.isHill())
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return 1f + extraCost // usually hills take 2 movements, so here it is 1
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if (unit.doubleMovementInCoast && to.baseTerrain == Constants.coast)
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if (unit.doubleMovementInCoast && to.baseTerrain == Constants.coast)
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return 1 / 2f + extraCost
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return 1 / 2f + extraCost
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