SpecificUnitAutomation

object SpecificUnitAutomation

Functions

automateBomber
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fun automateBomber(unit: MapUnit)
automateFighter
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fun automateFighter(unit: MapUnit)
automateGreatGeneral
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fun automateGreatGeneral(unit: MapUnit)
automateImprovementPlacer
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fun automateImprovementPlacer(unit: MapUnit)
automateInquisitor
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fun automateInquisitor(unit: MapUnit)
automateMissile
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fun automateMissile(unit: MapUnit)
automateMissionary
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fun automateMissionary(unit: MapUnit)
automateNukes
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fun automateNukes(unit: MapUnit)
automateSettlerActions
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fun automateSettlerActions(unit: MapUnit)
automateWorkBoats
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fun automateWorkBoats(unit: MapUnit)
doReligiousAction
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private fun doReligiousAction(unit: MapUnit, destination: TileInfo)
enhanceReligion
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fun enhanceReligion(unit: MapUnit)
equals
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open operator fun equals(other: Any?): Boolean
foundReligion
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fun foundReligion(unit: MapUnit)
hashCode
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open fun hashCode(): Int
hasWorkableSeaResource
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private fun hasWorkableSeaResource(tileInfo: TileInfo, civInfo: CivilizationInfo): Boolean
isInquisitorInTheCity
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private fun isInquisitorInTheCity(city: CityInfo, unit: MapUnit): Boolean
rankTileAsCityCenter
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private fun rankTileAsCityCenter(tileInfo: TileInfo, nearbyTileRankings: Map<TileInfo, Float>, luxuryResourcesInCivArea: Sequence<TileResource>): Float
toString
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open fun toString(): String
tryMoveToCitiesToAerialAttackFrom
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private fun tryMoveToCitiesToAerialAttackFrom(pathsToCities: HashMap<TileInfo, ArrayList<TileInfo>>, airUnit: MapUnit)
tryRelocateToCitiesWithEnemyNearBy
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private fun tryRelocateToCitiesWithEnemyNearBy(unit: MapUnit): Boolean
tryRelocateToNearbyAttackableCities
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private fun tryRelocateToNearbyAttackableCities(unit: MapUnit)

Sources

jvm source
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