Hidden tiles no longer visible from inside the city screen - kudos flecheapolinienne!
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2 changed files with 9 additions and 4 deletions
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@ -2,6 +2,7 @@ package com.unciv.ui.cityscreen
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.utils.Align
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import com.unciv.UnCivGame
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import com.unciv.logic.city.CityInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.ui.tilegroups.TileGroup
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@ -20,7 +21,10 @@ class CityTileGroup(private val city: CityInfo, tileInfo: TileInfo) : TileGroup(
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}
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fun update() {
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super.update(true,true)
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val canSeeTile = UnCivGame.Current.viewEntireMapForDebug
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|| city.civInfo.viewableTiles.contains(tileInfo)
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super.update(canSeeTile,true)
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updatePopulationImage()
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if (improvementImage != null) improvementImage!!.setColor(1f, 1f, 1f, 0.5f)
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@ -185,10 +185,11 @@ class TileMapHolder(internal val worldScreen: WorldScreen, internal val tileMap:
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cityButtonOverlays.clear()
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for (tileGroup in tileGroups.values){
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tileGroup.update(playerViewableTilePositions.contains(tileGroup.tileInfo.position))
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val canSeeTile = UnCivGame.Current.viewEntireMapForDebug
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|| playerViewableTilePositions.contains(tileGroup.tileInfo.position)
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tileGroup.update(canSeeTile)
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val unitsInTile = tileGroup.tileInfo.getUnits()
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if((UnCivGame.Current.viewEntireMapForDebug || playerViewableTilePositions.contains(tileGroup.tileInfo.position))
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&& unitsInTile.isNotEmpty() && !unitsInTile.first().civInfo.isPlayerCivilization())
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if(canSeeTile && unitsInTile.isNotEmpty() && !unitsInTile.first().civInfo.isPlayerCivilization())
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tileGroup.showCircle(Color.RED) // Display ALL viewable enemies with a red circle so that users don't need to go "hunting" for enemy units
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}
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