From e4253bf0074cd484773e8b42ad0a2bb4a9b25749 Mon Sep 17 00:00:00 2001 From: yairm210 Date: Thu, 7 Nov 2024 13:10:44 +0200 Subject: [PATCH] Resolved #12413 - City-state unique units are not taken from civs within this game --- .../unciv/logic/civilization/diplomacy/CityStateFunctions.kt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/core/src/com/unciv/logic/civilization/diplomacy/CityStateFunctions.kt b/core/src/com/unciv/logic/civilization/diplomacy/CityStateFunctions.kt index dc81abd0b2..7bd0737c2e 100644 --- a/core/src/com/unciv/logic/civilization/diplomacy/CityStateFunctions.kt +++ b/core/src/com/unciv/logic/civilization/diplomacy/CityStateFunctions.kt @@ -34,7 +34,7 @@ import kotlin.random.Random class CityStateFunctions(val civInfo: Civilization) { /** Attempts to initialize the city state, returning true if successful. */ - fun initCityState(ruleset: Ruleset, startingEra: String, unusedMajorCivs: Sequence): Boolean { + fun initCityState(ruleset: Ruleset, startingEra: String, usedMajorCivs: Sequence): Boolean { val allMercantileResources = ruleset.tileResources.values.filter { it.hasUnique(UniqueType.CityStateOnlyResource) }.map { it.name } val uniqueTypes = HashSet() // We look through these to determine what kinds of city states we have @@ -56,7 +56,7 @@ class CityStateFunctions(val civInfo: Civilization) { if (uniqueTypes.contains(UniqueType.CityStateMilitaryUnits)) { val possibleUnits = ruleset.units.values.filter { return@filter !it.availableInEra(ruleset, startingEra) // Not from the start era or before - && it.uniqueTo != null && it.uniqueTo in unusedMajorCivs // Must be from a major civ not in the game + && it.uniqueTo != null && it.uniqueTo !in usedMajorCivs // Must be from a major civ not in the game // Note that this means that units unique to a civ *filter* instead of a civ *name* will not be provided && ruleset.unitTypes[it.unitType]!!.isLandUnit() && (it.strength > 0 || it.rangedStrength > 0) // Must be a land military unit