prefer to place new land units on land.

This commit is contained in:
Duan Tao 2018-12-13 19:54:04 +08:00
parent 042e295611
commit c8ec2bcbb7

View file

@ -74,15 +74,22 @@ class TileMap {
fun placeUnitNearTile(position: Vector2, unitName: String, civInfo: CivilizationInfo): MapUnit {
val unit = GameBasics.Units[unitName]!!.getMapUnit()
val tilesInDistance = getTilesInDistance(position, 2)
unit.assignOwner(civInfo) // both the civ name and actual civ need to be in here in order to calculate the canMoveTo...Darn
val unitToPlaceTile = tilesInDistance.firstOrNull { unit.canMoveTo(it) }
if(unitToPlaceTile!=null) {
val unitToPlaceTile = tilesInDistance.firstOrNull { unit.canMoveTo(it) && (unit.type.isWaterUnit() || it.isLand()) }
if(unitToPlaceTile!=null) { //see if a land unit can be placed on land. if impossible, put it on water.
// only once we know the unit can be placed do we add it to the civ's unit list
unit.putInTile(unitToPlaceTile)
unit.currentMovement = unit.getMaxMovement().toFloat()
}
else civInfo.removeUnit(unit) // since we added it to the civ units in the previous assignOwner
else {
val unitToPlaceTile = tilesInDistance.firstOrNull { unit.canMoveTo(it) }
if(unitToPlaceTile!=null) {
// only once we know the unit can be placed do we add it to the civ's unit list
unit.putInTile(unitToPlaceTile)
unit.currentMovement = unit.getMaxMovement().toFloat()
}
else civInfo.removeUnit(unit) // since we added it to the civ units in the previous assignOwner
}
return unit
}