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Small fixes
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KungCheops authored and RecursiveVision committed Jul 23, 2024
1 parent 681398b commit 35d3512
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion CvGameCoreDLL_Expansion2/CvBuilderTaskingAI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3293,7 +3293,7 @@ pair<int,int> CvBuilderTaskingAI::ScorePlotBuild(CvPlot* pPlot, ImprovementTypes
// Don't build on antiquity sites
if (eResource != NO_RESOURCE && eBuild != NO_BUILD)
{
BuildTypes eDigBuild = (BuildTypes)GC.getInfoTypeForString("BUILD_ARCHAEOLOGY_DIG");
static const BuildTypes eDigBuild = (BuildTypes)GC.getInfoTypeForString("BUILD_ARCHAEOLOGY_DIG");
if (m_pPlayer->canBuild(pPlot, eDigBuild) && eDigBuild != eBuild)
iSecondaryScore -= 1000;
}
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2 changes: 1 addition & 1 deletion CvGameCoreDLL_Expansion2/CvTacticalAI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2186,7 +2186,7 @@ void CvTacticalAI::PlotReinforcementMoves(CvTacticalDominanceZone* pTargetZone)
// we want units which are somewhat close (so we don't deplete other combat zones)
// do not set a player - that way we can traverse unrevealed plots and foreign territory
SPathFinderUserData data(NO_PLAYER, PT_ARMY_MIXED, NO_PLAYER, GetRecruitRange());
CvPlot* pTargetPlot = pTargetZone->GetZoneCity()->plot();
CvPlot* pTargetPlot = pZoneCity->plot();

ReachablePlots relevantPlots = GC.GetStepFinder().GetPlotsInReach(pTargetPlot, data);

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