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Avoid crash from city combantants (#11066)
* Avoid crash from city combantants * null * Assume the city from CityCombatant * Not at Computer manually writing imports
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@ -1,5 +1,6 @@
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package com.unciv.models.ruleset.unique
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package com.unciv.models.ruleset.unique
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import com.unciv.logic.battle.CityCombatant
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import com.unciv.logic.battle.CombatAction
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import com.unciv.logic.battle.CombatAction
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import com.unciv.logic.battle.ICombatant
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import com.unciv.logic.battle.ICombatant
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import com.unciv.logic.battle.MapUnitCombatant
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import com.unciv.logic.battle.MapUnitCombatant
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@ -26,18 +27,16 @@ data class StateForConditionals(
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) {
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) {
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constructor(city: City) : this(city.civ, city, tile = city.getCenterTile())
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constructor(city: City) : this(city.civ, city, tile = city.getCenterTile())
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constructor(unit: MapUnit) : this(unit.civ, unit = unit, tile = unit.currentTile)
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constructor(unit: MapUnit) : this(unit.civ, unit = unit, tile = unit.currentTile)
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constructor(ourCombatant: ICombatant) : this(
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constructor(ourCombatant: ICombatant, theirCombatant: ICombatant? = null,
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attackedTile: Tile? = null, combatAction: CombatAction? = null) : this(
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ourCombatant.getCivInfo(),
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ourCombatant.getCivInfo(),
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unit = (ourCombatant as MapUnitCombatant).unit,
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(ourCombatant as? CityCombatant)?.city,
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tile = ourCombatant.getTile(),
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(ourCombatant as? MapUnitCombatant)?.unit,
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ourCombatant = ourCombatant,
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ourCombatant.getTile(),
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)
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ourCombatant,
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constructor(ourCombatant: ICombatant, theirCombatant: ICombatant) : this(
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theirCombatant,
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ourCombatant.getCivInfo(),
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attackedTile,
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unit = (ourCombatant as MapUnitCombatant).unit,
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combatAction
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tile = ourCombatant.getTile(),
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ourCombatant = ourCombatant,
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theirCombatant = theirCombatant,
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)
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)
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companion object {
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companion object {
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