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Bombard to the north (#9951)
* Tweak TileOverlays slightly to make city bombard accessible * Linting
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@ -334,12 +334,6 @@ class WorldMapHolder(
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* so that and that alone will be relegated to the concurrent thread.
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* so that and that alone will be relegated to the concurrent thread.
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*/
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*/
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/** LibGdx sometimes has these weird errors when you try to edit the UI layout from 2 separate threads.
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* And so, all UI editing will be done on the main thread.
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* The only "heavy lifting" that needs to be done is getting the turns to get there,
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* so that and that alone will be relegated to the concurrent thread.
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*/
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val unitToTurnsToTile = HashMap<MapUnit, Int>()
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val unitToTurnsToTile = HashMap<MapUnit, Int>()
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for (unit in selectedUnits) {
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for (unit in selectedUnits) {
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val shortestPath = ArrayList<Tile>()
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val shortestPath = ArrayList<Tile>()
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@ -423,9 +417,9 @@ class WorldMapHolder(
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}
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}
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for (unit in unitList) {
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for (unit in unitList) {
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val unitGroup = UnitGroup(unit, 60f).surroundWithCircle(85f, resizeActor = false)
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val unitGroup = UnitGroup(unit, 48f).surroundWithCircle(68f, resizeActor = false)
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unitGroup.circle.color = Color.GRAY.cpy().apply { a = 0.5f }
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unitGroup.circle.color = Color.GRAY.cpy().apply { a = 0.5f }
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if (unit.currentMovement == 0f) unitGroup.color.a = 0.5f
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if (unit.currentMovement == 0f) unitGroup.color.a = 0.66f
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unitGroup.touchable = Touchable.enabled
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unitGroup.touchable = Touchable.enabled
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unitGroup.onClick {
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unitGroup.onClick {
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worldScreen.bottomUnitTable.selectUnit(unit, Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT))
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worldScreen.bottomUnitTable.selectUnit(unit, Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT))
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@ -436,7 +430,7 @@ class WorldMapHolder(
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}
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}
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addOverlayOnTileGroup(tileGroups[tile]!!, table)
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addOverlayOnTileGroup(tileGroups[tile]!!, table)
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table.moveBy(0f, 60f)
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table.moveBy(0f, 48f)
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}
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}
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