Workers now don't move if there's an enemy unit in the vicinity

This commit is contained in:
Yair Morgenstern 2018-05-11 16:22:25 +03:00
parent a3730a348e
commit 18ec3eba9c
2 changed files with 15 additions and 17 deletions

View file

@ -1,6 +1,5 @@
package com.unciv.logic
import com.unciv.UnCivGame
import com.unciv.logic.automation.Automation
import com.unciv.logic.city.CityInfo
import com.unciv.logic.civilization.CivilizationInfo
@ -8,13 +7,11 @@ import com.unciv.logic.civilization.Notification
import com.unciv.logic.map.TileInfo
import com.unciv.logic.map.TileMap
import com.unciv.models.gamebasics.GameBasics
import com.unciv.ui.VictoryScreen
import com.unciv.ui.utils.getRandom
class GameInfo {
//var gameOptions=HashMap<String,String>()
var notifications = mutableListOf<Notification>()
var tutorial = mutableListOf<String>()
var civilizations = mutableListOf<CivilizationInfo>()
var tileMap: TileMap = TileMap()
@ -29,36 +26,32 @@ class GameInfo {
notifications.clear()
for (civInfo in civilizations){
if(civInfo.tech.techsToResearch.isEmpty()){
if(civInfo.tech.techsToResearch.isEmpty()){ // should belong in automation? yes/no?
val researchableTechs = GameBasics.Technologies.values
.filter { !civInfo.tech.isResearched(it.name) && civInfo.tech.canBeResearched(it.name) }
civInfo.tech.techsToResearch.add(researchableTechs.minBy { it.cost }!!.name)
}
civInfo.endTurn()
}
for (civInfo in civilizations)
civInfo.nextTurn()
tileMap.values.filter { it.unit!=null }.map { it.unit!! }.forEach { it.nextTurn() }
// We need to update the stats after ALL the cities are done updating because
// maybe one of them has a wonder that affects the stats of all the rest of the cities
for (civInfo in civilizations){
civInfo.getViewableTiles() // adds explored tiles for auto civs
if(!civInfo.isPlayerCivilization())
for (civInfo in civilizations.filterNot { it.isPlayerCivilization() }){
Automation().automateCivMoves(civInfo)
for (city in civInfo.cities)
city.cityStats.update()
civInfo.happiness = civInfo.getHappinessForNextTurn()
civInfo.startTurn()
}
if(turns%10 == 0){ // every 10 turns add a barbarian in a random place
placeBarbarianUnit(null)
}
// Start our turn immediately before the player can made decisions - affects whether our units can commit automated actions and then be attacked immediately etc.
getPlayerCivilization().startTurn()
turns++
updateTilesToCities()
}
fun placeBarbarianUnit(tileToPlace: TileInfo?) {

View file

@ -9,6 +9,11 @@ import com.unciv.models.gamebasics.TileImprovement
class WorkerAutomation {
fun automateWorkerAction(unit: MapUnit) {
val enemyUnitsInWalkingDistance = unit.getDistanceToTiles().keys
.filter { it.unit!=null && it.unit!!.civInfo!=unit.civInfo }
if(enemyUnitsInWalkingDistance.isNotEmpty()) return // Don't you dare move.
val tile = unit.getTile()
val tileToWork = findTileToWork(unit)
if (tileToWork != tile) {