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AI prioritizes work boats, and creates work boats for close non-contiguous cities
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@ -3,15 +3,15 @@ package com.unciv.logic.automation.city
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import com.unciv.logic.automation.Automation
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import com.unciv.logic.automation.Automation
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import com.unciv.logic.automation.civilization.NextTurnAutomation
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import com.unciv.logic.automation.civilization.NextTurnAutomation
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import com.unciv.logic.city.CityConstructions
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import com.unciv.logic.city.CityConstructions
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import com.unciv.models.ruleset.INonPerpetualConstruction
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import com.unciv.models.ruleset.PerpetualConstruction
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import com.unciv.logic.civilization.CityAction
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import com.unciv.logic.civilization.CityAction
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import com.unciv.logic.civilization.NotificationCategory
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import com.unciv.logic.civilization.NotificationCategory
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import com.unciv.logic.civilization.NotificationIcon
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import com.unciv.logic.civilization.NotificationIcon
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import com.unciv.logic.civilization.PlayerType
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import com.unciv.logic.civilization.PlayerType
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.BFS
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import com.unciv.models.ruleset.Building
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import com.unciv.models.ruleset.Building
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import com.unciv.models.ruleset.INonPerpetualConstruction
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import com.unciv.models.ruleset.MilestoneType
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import com.unciv.models.ruleset.MilestoneType
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import com.unciv.models.ruleset.PerpetualConstruction
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import com.unciv.models.ruleset.Victory
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import com.unciv.models.ruleset.Victory
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import com.unciv.models.ruleset.unique.StateForConditionals
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import com.unciv.models.ruleset.unique.StateForConditionals
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import com.unciv.models.ruleset.unique.UniqueType
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import com.unciv.models.ruleset.unique.UniqueType
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@ -159,9 +159,10 @@ class ConstructionAutomation(val cityConstructions: CityConstructions){
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val bfs = BFS(cityInfo.getCenterTile()) {
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val bfs = BFS(cityInfo.getCenterTile()) {
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(it.isWater || it.isCityCenter()) && it.isFriendlyTerritory(civInfo)
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(it.isWater || it.isCityCenter()) && (it.getOwner() == null || it.isFriendlyTerritory(civInfo))
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}
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}
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repeat(10) { bfs.nextStep() }
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repeat(20) { bfs.nextStep() } //
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if (!bfs.getReachedTiles()
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if (!bfs.getReachedTiles()
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.any { tile ->
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.any { tile ->
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tile.hasViewableResource(civInfo) && tile.improvement == null && tile.getOwner() == civInfo
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tile.hasViewableResource(civInfo) && tile.improvement == null && tile.getOwner() == civInfo
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