Every unit enabled by a tech gets its own line now
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3e02417838
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9d27e22952
2 changed files with 6 additions and 2 deletions
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@ -157,7 +157,7 @@ class UnitAutomation{
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.filter { unit.canMoveTo(it) || it==unit.getTile() }
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if(unit.type.isLandUnit())
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tilesToAttackFrom = tilesToAttackFrom.filter { it.getBaseTerrain().type==TerrainType.Land }
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for(reachableTile in tilesToAttackFrom){ // tiles we'll still have energy after we reach there
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val tilesInAttackRange = if (unit.hasUnique("Indirect fire")) reachableTile.getTilesInDistance(rangeOfAttack)
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else reachableTile.getViewableTiles(rangeOfAttack)
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@ -21,7 +21,11 @@ class Technology : ICivilopedia {
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var enabledUnits = GameBasics.Units.values.filter { it.requiredTech==name && (it.uniqueTo==null || it.uniqueTo==UnCivGame.Current.gameInfo.getPlayerCivilization().civName) }
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val replacedUnits = enabledUnits.map { it.replaces }.filterNotNull()
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enabledUnits = enabledUnits.filter { it.name !in replacedUnits}
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if(enabledUnits.isNotEmpty()) SB.appendln("{Units enabled}: "+enabledUnits.map { it.name.tr() + " ("+it.getShortDescription()+")" }.joinToString())
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if(enabledUnits.isNotEmpty()){
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SB.appendln("{Units enabled}: ")
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for(unit in enabledUnits)
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SB.appendln(" * "+unit.name.tr() + " ("+unit.getShortDescription()+")")
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}
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var enabledBuildings = GameBasics.Buildings.values.filter { it.requiredTech==name && (it.uniqueTo==null || it.uniqueTo==UnCivGame.Current.gameInfo.getPlayerCivilization().civName) }
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val replacedBuildings = enabledBuildings.map { it.replaces }.filterNotNull()
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