Resolved #3059 - better city expansion rules
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1 changed files with 6 additions and 2 deletions
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@ -5,6 +5,7 @@ import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.ruleset.VictoryType
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import com.unciv.models.ruleset.tile.ResourceType
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import com.unciv.models.ruleset.unit.BaseUnit
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import com.unciv.models.ruleset.unit.UnitType
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import com.unciv.models.stats.Stats
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@ -111,11 +112,14 @@ object Automation {
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val stats = tile.getTileStats(null, civInfo)
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var rank = rankStatsValue(stats, civInfo)
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if (tile.improvement == null) rank += 0.5f // improvement potential!
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if (tile.hasViewableResource(civInfo)) rank += 1.0f
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if (tile.hasViewableResource(civInfo)) {
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val resource = tile.getTileResource()
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if (resource.resourceType != ResourceType.Bonus) rank += 1f // for usage
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if (tile.improvement == null) rank += 1f // improvement potential - resources give lots when improved!
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}
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return rank
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}
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@JvmStatic
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fun rankStatsValue(stats: Stats, civInfo: CivilizationInfo): Float {
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var rank = 0.0f
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if (stats.food <= 2) rank += (stats.food * 1.2f) //food get more value to keep city growing
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