Multiple promotions with the same effect (e.g. Barrage I and II) will now both activate - kudos Philn3v!
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2 changed files with 6 additions and 5 deletions
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@ -312,7 +312,7 @@ BuildingIcons/Palace
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orig: 100, 100
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offset: 0, 0
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index: -1
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BuildingIcons/Paper maker
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BuildingIcons/Paper Maker
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rotate: false
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xy: 1660, 1127
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size: 100, 100
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@ -13,7 +13,6 @@ import com.unciv.ui.utils.getRandom
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import java.text.DecimalFormat
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import java.util.*
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import kotlin.collections.ArrayList
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import kotlin.collections.HashSet
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class MapUnit {
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@Transient lateinit var civInfo: CivilizationInfo
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@ -68,14 +67,16 @@ class MapUnit {
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return movementAlgs().getDistanceToTilesWithinTurn(tile.position,currentMovement)
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}
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@Transient var tempUniques= HashSet<String>()
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// This SHOULD NOT be a hashset, because if it is, thenn promotions with the same text (e.g. barrage I, barrage II)
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// will not get counted twice!
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@Transient var tempUniques= ArrayList<String>()
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fun getUniques(): HashSet<String> {
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fun getUniques(): ArrayList<String> {
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return tempUniques
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}
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fun updateUniques(){
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val uniques = HashSet<String>()
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val uniques = ArrayList<String>()
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val baseUnit = baseUnit()
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uniques.addAll(baseUnit.uniques)
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uniques.addAll(promotions.promotions.map { GameBasics.UnitPromotions[it]!!.effect })
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