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Barbarians guarding encampments noww fortify
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@ -41,8 +41,10 @@ class UnitAutomation{
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var unitDistanceToTiles = unit.getDistanceToTiles()
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var unitDistanceToTiles = unit.getDistanceToTiles()
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if(unit.civInfo.isBarbarianCivilization() &&
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if(unit.civInfo.isBarbarianCivilization() &&
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unit.currentTile.improvement==Constants.barbarianEncampment && unit.type.isLandUnit())
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unit.currentTile.improvement==Constants.barbarianEncampment && unit.type.isLandUnit()) {
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if(unit.canFortify()) unit.fortify()
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return // stay in the encampment
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return // stay in the encampment
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}
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if(tryGoToRuin(unit,unitDistanceToTiles)){
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if(tryGoToRuin(unit,unitDistanceToTiles)){
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if(unit.currentMovement==0f) return
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if(unit.currentMovement==0f) return
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@ -123,9 +125,7 @@ class UnitAutomation{
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if(unitTile!=bestTileForHealing && bestTileForHealingRank > unit.rankTileForHealing(unitTile))
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if(unitTile!=bestTileForHealing && bestTileForHealingRank > unit.rankTileForHealing(unitTile))
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unit.moveToTile(bestTileForHealing)
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unit.moveToTile(bestTileForHealing)
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if(unit.currentMovement>0 && unit.canFortify()){
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if(unit.currentMovement>0 && unit.canFortify()) unit.fortify()
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unit.action="Fortify 0"
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}
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return true
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return true
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}
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}
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@ -261,10 +261,6 @@ class CivilizationInfo {
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return statMap
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return statMap
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}
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}
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/**
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* Returns list of all resources and their origin - for most usages you'll want updateDetailedCivResources().totalSupply(),
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* which unifies al the different sources
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*/
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fun getCivResources(): ResourceSupplyList {
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fun getCivResources(): ResourceSupplyList {
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val newResourceSupplyList=ResourceSupplyList()
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val newResourceSupplyList=ResourceSupplyList()
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for(resourceSupply in detailedCivResources)
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for(resourceSupply in detailedCivResources)
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@ -292,6 +292,8 @@ class MapUnit {
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return true
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return true
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}
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}
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fun fortify(){ action = "Fortify 0"}
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fun adjacentHealingBonus():Int{
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fun adjacentHealingBonus():Int{
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var healingBonus = 0
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var healingBonus = 0
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if(hasUnique("This unit and all others in adjacent tiles heal 5 additional HP per turn")) healingBonus +=5
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if(hasUnique("This unit and all others in adjacent tiles heal 5 additional HP per turn")) healingBonus +=5
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@ -33,10 +33,7 @@ class UnitActions {
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val actionList = ArrayList<UnitAction>()
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val actionList = ArrayList<UnitAction>()
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if(unit.action!=null && unit.action!!.startsWith("moveTo")) {
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if(unit.action!=null && unit.action!!.startsWith("moveTo")) {
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actionList +=
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actionList += UnitAction("Stop movement", true) {unit.action = null}
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UnitAction("Stop movement", true) {
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unit.action = null
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}
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}
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}
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val workingOnImprovement = unit.hasUnique("Can build improvements on tiles") && unit.currentTile.hasImprovementInProgress()
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val workingOnImprovement = unit.hasUnique("Can build improvements on tiles") && unit.currentTile.hasImprovementInProgress()
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@ -51,7 +48,7 @@ class UnitActions {
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if(unit.canFortify()) {
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if(unit.canFortify()) {
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actionList += UnitAction("Fortify", unit.currentMovement >0) {
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actionList += UnitAction("Fortify", unit.currentMovement >0) {
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unit.action = "Fortify 0"
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unit.fortify()
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unitTable.selectedUnit = null
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unitTable.selectedUnit = null
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}.sound("fortify")
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}.sound("fortify")
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} else if (unit.isFortified()) {
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} else if (unit.isFortified()) {
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