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Thema: Der SDK-Fragen-Thread

  1. #2596
    Moderator Avatar von Kathy
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    CvGameCoreUtils:athDestValid verweist am Ende im entscheidenden Teil auch wieder auf CvSelectionGroup::isAmphibPlot.
    Damit konnte ich das Problem lösen.

    Jetzt meine andere Frage: Ist es möglich, eine Einheit / Animation so zu programmieren, dass sie auf Feldern mit Flussufer aus der Seite dieses Flussufers statt im Zentrum steht? Also so ähnlich, wie es bei Gebäuden mit LSYSTEM_RIVER geht? Irgendwie über Formationen vielleicht?
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  2. #2597
    ε•ω=1 Avatar von Ramkhamhaeng
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    Also mit den Formationen kann man schon mal die Einheiten verschieben: Auf dem Bild sieht man, dass ein Wert von -10 einem horizontalen Verschieben von 5 Feldern entspricht (Arbeitsboot).
    Edit: Eine Translation kann man nicht so leicht erreichen. Die Formations x,y-Werte werden mit der Einheitenausrichtung rotiert.

    Bild

    Es gibt allerdings im Standard-BTS keine Funktion CvUnit:setFormationType, sondern nur ein getFormationType. Man müsste nun ausprobieren, ob es reicht den Typ zur Laufzeit zu ändern. (Wahrscheinlich muss man noch eine Neupositionierung der Einheit forcieren.)
    Wenn das funktioniert müsste man dann die Formationen um 8(? 4xKanten 4xEcken) weitere Formations-Gruppen erweitern. Die Schiffe sind alle vom Typ FORMATION_TYPE_MACHINE und die drei dazu gehörigen Einträge müsste man dann vervielfachen.


    Edit: Oder weiß jemand wie man mit "Events" die benutzte Formation beeinflussen kann? Wenn ein Bautrupp eine anderen Bauauftrag startet kann er doch auch die Formation wechseln?!
    Angehängte Grafiken Angehängte Grafiken
    Geändert von Ramkhamhaeng (12. August 2018 um 23:37 Uhr)

  3. #2598
    ε•ω=1 Avatar von Ramkhamhaeng
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    Zitat Zitat von Kathy Beitrag anzeigen
    CvGameCoreUtils:athDestValid verweist am Ende im entscheidenden Teil auch wieder auf CvSelectionGroup::isAmphibPlot.
    Damit konnte ich das Problem lösen.
    Was musstest du denn noch anpassen?

  4. #2599
    ε•ω=1 Avatar von Ramkhamhaeng
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    Eine alternative Variante zum Verschieben von Einheiten wären Methoden, die gar nicht im SDK enthalten sind, aber über Python aufgerufen werden können
    Code:
    CyUnitEntity - not in SDK
    
        CyUnitSubEntity GetSubEntity (INT i)
        CyUnitSubEntitty * GetSubEntity(uint) - Returns the CySubUnitEntity at the given index
    
        INT GetSubEntityCount ()
        uint GetSubEntityCount() - Returns the number of CyUnitSubEntitys in this unit
    
        INT GetUnitsCurrentlyAlive ()
        int GetUnitsCurrentlyAlive() - Returns the number of sub-units that are alive
    
        VOID MoveTo (INT x, INT y, INT z, INT rad)
        void MoveTo(x, y, z, rad) - Moves the unit to the given position
    
        VOID NotifyEntity (INT e)
        void NotifyEntity(int) - Notifies this entity of the given event
    
        FLOAT getScale ()
        float ()
    
        CyUnit getUnit ()
        CyUnit * getUnit() - Returns the CyUnit associated with this CyUnitEntity
    
        BOOL isNone ()
        bool isNone() - Is this instance valid?
    
        VOID setScale (FLOAT fScale)
        void (float fScale)
    Ein passendes Objekt kann man so erzeugen:
    Code:
    unitEntity = CyUnitEntity(unit)
    Richtig interessant könnte bei der SetScale-Funktion werden. Man könnte die Schiffe kleiner skalieren, wenn sie auf dem Fluss fahren
    Edit: Skalieren der Einheitengröße funktioniert, nur mit dem verschieben will es nicht klappen.
    Geändert von Ramkhamhaeng (13. August 2018 um 00:50 Uhr)

  5. #2600
    ε•ω=1 Avatar von Ramkhamhaeng
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    Willst du bei einem geraden Fluss beide angrenzenden Felder für die Einheit "befahrbar" definieren oder immer nur das Feld mit der zugehörigen Fluss-Eigenschaft?

  6. #2601
    Moderator Avatar von Kathy
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    Zitat Zitat von Ramkhamhaeng Beitrag anzeigen
    Was musstest du denn noch anpassen?
    In dem Codeblock:
    Code:
    bool CvSelectionGroup::isAmphibPlot(const CvPlot* pPlot) const
    {
    	bool bFriendly = true;
    	CvUnit* pUnit = getHeadUnit();
    	if (NULL != pUnit)
    	{
    		bFriendly = pPlot->isFriendlyCity(*pUnit, true);
    	}
    
    	//return ((getDomainType() == DOMAIN_SEA) && pPlot->isCoastalLand() && !bFriendly && !canMoveAllTerrain());
    
    	if (getDomainType() == DOMAIN_SEA)
    	{
    		if (pPlot->isCity() && !bFriendly && (pPlot->isCoastalLand() || pPlot->isWater() || canMoveAllTerrain()))
    		{
    			return true;
    		}
    //		return (pPlot->isCoastalLand() && !bFriendly && !canMoveAllTerrain());	// Original Code
    		//Kathy beginn Riverboat
    		return (pPlot->isCoastalLand() && !bFriendly && !canMoveAllTerrain() && (!pPlot->isRiver() || !pUnit->isAmphib() ));
    		//Kathy End Riverboat
    	}
    	return false;
    }
    /************************************************************************************************/
    /* BETTER_BTS_AI_MOD                       END                                                  */
    /************************************************************************************************/
    Ansonsten noch CvUnit::canMoveInto
    (Hier nur der Block mit switch (DomainType) für DOMAIN_SEA
    Code:
    	switch (getDomainType())
    	{
    	case DOMAIN_SEA:
    		if (!pPlot->isWater() && !canMoveAllTerrain())
    		{
    			if (!pPlot->isFriendlyCity(*this, true) || !pPlot->isCoastalLand()) 
    			{
    				//Kathy beginn Riverboat
    				if ( !this->isAmphib() || !pPlot->isRiver() )
    				{
    				//Kathy end Riverboat
    					return false;
    				}
    			}
    		}
    		break;
    Damit die Schiffe angreifen und verteidigen können und nicht am Rundenende wieder versetzt werden:
    Code:
    bool CvPlot::isValidDomainForAction(const CvUnit& unit) const
    {
    	switch (unit.getDomainType())
    	{
    	case DOMAIN_SEA:
    		//Kathy beginn Riverboat
    		return (isWater() || unit.canMoveAllTerrain() || unit.isAmphib() && isRiver() );
    		//Kathy end Riverboat
    //		return (isWater() || unit.canMoveAllTerrain()); Original Code
    		break;
    
    	case DOMAIN_AIR:
    		return false;
    		break;
    
    	case DOMAIN_LAND:
    	case DOMAIN_IMMOBILE:
    		return (!isWater() || unit.canMoveAllTerrain());
    		break;
    
    	default:
    		FAssert(false);
    		break;
    	}
    
    	return false;
    }
    Außerdem habe ich die Wirkung von Straßen auf Schiffe mit diesem Code deaktiviert:
    Code:
    bool CvPlot::isValidRoute(const CvUnit* pUnit) const
    {
    	if (isRoute())
    	{
    		if (!pUnit->isEnemy(getTeam(), this) || pUnit->isEnemyRoute())
    		//Kathy beginn Riverboat
    		{
    			if ( pUnit->getDomainType() != DOMAIN_SEA )
    		//Kathy End Riverboat
    
    			{
    				return true;
    			}
    		}
    	}
    
    	return false;
    }
    Und damit man auch sieht, welchen Chancen das Schiff bei einem Angriff auf Land hat:
    Code:
    bool CvPlot::isValidDomainForAction(const CvUnit& unit) const
    {
    	switch (unit.getDomainType())
    	{
    	case DOMAIN_SEA:
    		//Kathy beginn Riverboat
    		return (isWater() || unit.canMoveAllTerrain() || unit.isAmphib() && isRiver() );
    		//Kathy end Riverboat
    //		return (isWater() || unit.canMoveAllTerrain()); Original Code
    		break;
    
    	case DOMAIN_AIR:
    		return false;
    		break;
    
    	case DOMAIN_LAND:
    	case DOMAIN_IMMOBILE:
    		return (!isWater() || unit.canMoveAllTerrain());
    		break;
    
    	default:
    		FAssert(false);
    		break;
    	}
    
    	return false;
    }
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  7. #2602
    Moderator Avatar von Kathy
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    Zitat Zitat von Ramkhamhaeng Beitrag anzeigen
    Willst du bei einem geraden Fluss beide angrenzenden Felder für die Einheit "befahrbar" definieren oder immer nur das Feld mit der zugehörigen Fluss-Eigenschaft?
    Gibt es da einen Unterschied? Ich lasse alle Felder befahren, die "isRiver()" sind, das sind beide Flussseiten. Wo genau nun die Flusseigenschaft gespeichert ist, weiß ich nicht.

    Das mit dem Verschieben klingt ja schon einmal interessant - was genau funktioniert daran nicht? Passiert da gar nichts? Oder passiert da irgend ein Unsinn?
    Es wäre vermutlich die machbarere Lösung, ich weiß nicht, ob man die Formation zur Laufzeit überhaupt ändern kann. Zwar könnte ich eine neue FORMATION_RIVERBOAT erschaffen, aber die würde ja nicht zwangsläufig die Einheit auf die richtige Seite setzen. Das muss man irgendwie noch mit der Flussrichtung verknüpfen. Und da muss ich auch noch schauen, wo man das aus dem Plot auslesen kann.
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  8. #2603
    Moderator Avatar von Kathy
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    Wenn ich das richtig sehe, kann man bei einem Plot abfragen, ob er nördlich eines Flusses ist und ob er westlich eines Flusses ist. ( isWOfRiver() und isNOfRiver() ). Um die Ausrichtung zu finden, wenn man Südlich eines Flusses ist, muss man fragen, ob der Plot2 mit iX1 = Plot1.getX() und iY2 = Plot1.getY()-1 isNOfRiver(). Analog: Ein Feld ist Östlich eines Flusses, wenn der Nachbarplot2 iX2= Plot1.getX()-1; iY2 = Plot1.getY() isWOfRiver.
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  9. #2604
    ε•ω=1 Avatar von Ramkhamhaeng
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    Zitat Zitat von Kathy Beitrag anzeigen
    Gibt es da einen Unterschied? Ich lasse alle Felder befahren, die "isRiver()" sind, das sind beide Flussseiten. Wo genau nun die Flusseigenschaft gespeichert ist, weiß ich nicht.

    Das mit dem Verschieben klingt ja schon einmal interessant - was genau funktioniert daran nicht? Passiert da gar nichts? Oder passiert da irgend ein Unsinn?
    Es wäre vermutlich die machbarere Lösung, ich weiß nicht, ob man die Formation zur Laufzeit überhaupt ändern kann. Zwar könnte ich eine neue FORMATION_RIVERBOAT erschaffen, aber die würde ja nicht zwangsläufig die Einheit auf die richtige Seite setzen. Das muss man irgendwie noch mit der Flussrichtung verknüpfen. Und da muss ich auch noch schauen, wo man das aus dem Plot auslesen kann.
    Zur Laufzeit kann man es ändern, ja. Das habe ich gestern ausprobiert. Man müsste aber nicht nur eine neue Formation erstellen sondern 8. Für jede Einheitenblickrichtung eine.

    Schaut die Einheit nach Süden müsste man dann (-1,0) verschieben, um sie auf der linken Feldkante zu platzieren.
    Beim Blick nach Norden nach (1,0).
    Beim Blick nach Südosten müsste man (-1/sqrt(2), 1/sqrt(2)) nehmen(?) und außerdem die Rotation des Schiffes anpassen, damit es „gerade im Fluss schwimmt“

    Wenn das mit der Grafik passt gibt es da noch verdammt viel Potential bei der Implementierung. Beispielsweise könnte man die Bewegungen auf den Feldkanten durchführen, d.h. beim Bewegen von der Westkante zur Nordkante eines Feldes kostet das einen Bewegungspunkt.
    Außerdem könnte man die Einheiten beim Befahren des Flusses mit der schon vorhandenen Eigenschaft versehen, die Interaktionen mit feindlichen Einheiten unterbindet.

    Problematisch sind Flusssysteme, da es schwierig wird dem Spieler zu vermitteln, wann er nun genau ein anderes Feld befahren kann oder nicht. Und was soll passieren, wenn man auf das Feld auf der anderen Flussseite wechselt. (Graphisch Einheit um 180ˇ rotieren, Bewegung verbieten?!)

  10. #2605
    Moderator Avatar von Kathy
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    Das scheint einiges an Arbeit zu erfordern. Man muss ja irgendwie für jede Einheitenausrichtung festlegen, wie sie sich bei jeder möglichen Position zum Fluss verhält, je nachdem, ob das Feld Westlich, Östlich, Nördlich, Südlich, NW, NO, SW, SO zum Fluss ist. Und dann kann die Einheit auch noch 8 mögliche Ausrichtungen haben, was im Zweifelsfall 8 x 8 Funktionen erfordert, damit sie richtig im Fluss liegt. Oder man richtet tatsächlich immer die Einheitenausrichtung am Fluss aus, damit es keinen Unsinn gibt.

    Auf jeden Fall muss ich damit erstmal experimentieren.
    Mit welchem Befehl ändert man denn die Formation zur Laufzeit?
    Und an welcher Stelle würde das am ehesten Sinn manchen? Vermutlich irgendwie onUnitMove, oder wie es heißt.
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  11. #2606
    ε•ω=1 Avatar von Ramkhamhaeng
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    Es sind nicht ganz so viele Einträge. Man muss 16 Formationen erstellen.
    Derzeit habe ich 8 fertig, womit ich die Einheiten auf der linken Kante nach Norden blicken lassen kann. Es sieht auf jeden Fall sehr lustig aus
    Jetzt bräuchte ich noch 8 für die entgegengesetzte Blickrichtung. Durch geschicktes Vertauschen kann man die Einträge dann bei den anderen Kanten wiederverwenden.

    Es gibt derzeit CvUnit::getFormationType(), was, für Civ4 ungewöhnlich, einen Pointer auf einen char-String zurück gibt.
    setFormationType(...) gibt es noch nicht. Die kann man aber leicht ergänzen. Intern braucht sie in einer member-Variable eigentlich nur einen Pointer zu speichern.

    Ändern sollte man die Formation an den Stellen an denen die Blickrichtung der Einheit angepasst wird.
    Das ist zum einen setFacingDirection(...) und zum anderen setXY(), in der die member-Variable an setFacingDirection vorbei geändert wird.

    Ich melde mich erst wieder, wenn ich etwas Code fertig habe.
    Ich will die Idee mit den Flüssen mal bis zu Ende denken und dann etwas mit folgenden Eigenschaften kreieren:
    1. Einheiten wechseln beim Betreten des Flusses in einen Flussmodus. Danach sind nur noch Flussmündungen, Städte, Festungen und die an den Fluss angrenzenden Felder als valide Plots erlaubt. D.h. man muss die Einheit erst wieder auf ein normales Feld ziehen, um andere Flüsse betreten zu können. (Hoffe, die KI kommt damit klar )

    Flüsse die ins gleiche Feld münden, müssen als gleicher Fluss gelten, weil der Spieler beim Ziehen nicht für einen der beiden entscheiden kann. (Man denke an ein Feld mit Flussmündung auf Ost- und Westseite.)

    2. Die Schiffe ziehen entlang von Kanten. (Leider wird die Animation quer durchs Land gehen wenn man mehrere Felder weit zieht.)
    Hier sehe ich Schwierigkeiten beim Anpassen des Pfadsuche-Algorithmus. Ohne Anpassung wird man bei "Schleifen" im Fluss zwischen benachbarten Feldern springen können und damit den Flussbogen abkürzen.

    3. Möchte man eine andere Kante des gleichen Feldes erreichen muss man auf das Feld auf der gegenüberliegenden Seite der Kante drücken (Stolperstein sind angrenzende Wasserfelder.)

    Wie geschlossene Grenzen, Krieg oder Einheitenkämpfe aussehen könnten weiß ich noch nicht genau.
    Außerdem kann ich die Flagge und den Selektionskreis der Einheiten mit den bekannten Mitteln nicht beeinflussen.

  12. #2607
    ε•ω=1 Avatar von Ramkhamhaeng
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    Glaube es gibt keinen passenderen Namen als Fitzcarraldo für diese Mod-Komponente
    Bild
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  13. #2608
    Registrierter Benutzer Avatar von klops
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    wobei mir das eher nach "Transport über Land" aussieht, als Flussschifffahrt

  14. #2609
    Moderator Avatar von Kathy
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    Zitat Zitat von Ramkhamhaeng Beitrag anzeigen
    Es sind nicht ganz so viele Einträge. Man muss 16 Formationen erstellen.
    Derzeit habe ich 8 fertig, womit ich die Einheiten auf der linken Kante nach Norden blicken lassen kann. Es sieht auf jeden Fall sehr lustig aus
    Jetzt bräuchte ich noch 8 für die entgegengesetzte Blickrichtung. Durch geschicktes Vertauschen kann man die Einträge dann bei den anderen Kanten wiederverwenden.

    Es gibt derzeit CvUnit::getFormationType(), was, für Civ4 ungewöhnlich, einen Pointer auf einen char-String zurück gibt.
    setFormationType(...) gibt es noch nicht. Die kann man aber leicht ergänzen. Intern braucht sie in einer member-Variable eigentlich nur einen Pointer zu speichern.

    Ändern sollte man die Formation an den Stellen an denen die Blickrichtung der Einheit angepasst wird.
    Das ist zum einen setFacingDirection(...) und zum anderen setXY(), in der die member-Variable an setFacingDirection vorbei geändert wird.

    Ich melde mich erst wieder, wenn ich etwas Code fertig habe.
    Ich will die Idee mit den Flüssen mal bis zu Ende denken und dann etwas mit folgenden Eigenschaften kreieren:
    1. Einheiten wechseln beim Betreten des Flusses in einen Flussmodus. Danach sind nur noch Flussmündungen, Städte, Festungen und die an den Fluss angrenzenden Felder als valide Plots erlaubt. D.h. man muss die Einheit erst wieder auf ein normales Feld ziehen, um andere Flüsse betreten zu können. (Hoffe, die KI kommt damit klar )

    Flüsse die ins gleiche Feld münden, müssen als gleicher Fluss gelten, weil der Spieler beim Ziehen nicht für einen der beiden entscheiden kann. (Man denke an ein Feld mit Flussmündung auf Ost- und Westseite.)

    2. Die Schiffe ziehen entlang von Kanten. (Leider wird die Animation quer durchs Land gehen wenn man mehrere Felder weit zieht.)
    Hier sehe ich Schwierigkeiten beim Anpassen des Pfadsuche-Algorithmus. Ohne Anpassung wird man bei "Schleifen" im Fluss zwischen benachbarten Feldern springen können und damit den Flussbogen abkürzen.

    3. Möchte man eine andere Kante des gleichen Feldes erreichen muss man auf das Feld auf der gegenüberliegenden Seite der Kante drücken (Stolperstein sind angrenzende Wasserfelder.)

    Wie geschlossene Grenzen, Krieg oder Einheitenkämpfe aussehen könnten weiß ich noch nicht genau.
    Außerdem kann ich die Flagge und den Selektionskreis der Einheiten mit den bekannten Mitteln nicht beeinflussen.
    Uiuiui, sieht nach ganz schön viel aus, was du hier vorhast - ich wäre schon ja damit zufrieden, wenn meine Schiffe einfach nur auf dem Fluss abgebildet würden.
    That's why I am here: Mein Mod
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  15. #2610
    ε•ω=1 Avatar von Ramkhamhaeng
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    Na gut
    Bild

    Im Anhang meine Testmod, hier die relevanten Teile. Achtung, es werden der Einfachheit halber alle Einheiten auf allen Feldern beim Bewegen verschoben.
    Für die anderen Kanten muss man die 8 Formationen für die Westkante zyklisch durchwechseln. Das ist noch nicht enthalten.

    CvUnit.h und CvUnit.cpp
    Code:
      const char *m_pFormationType;
    	DllExport void setFormationType(const char *pFormation);
    	void update_river_formation(DirectionTypes eFacingDirection);
    Code:
    const char* CvUnit::getFormationType() const
    {
      if( m_pFormationType ){
        return m_pFormationType;
      }
    	return m_pUnitInfo->getFormationType();
    }
    
    void CvUnit::setFormationType(const char *pFormation){
      m_pFormationType = pFormation;
    }
    	// Westkante + Ausrichtung nach Süden
    	// Reihenfolge muss mit der von DirectionTypes uebereinstimmen
    static const char FORMATION_RIVER_ON_LEFT_SIDE_CCW[8][32] = {
    		"FORMATION_TYPE_RIVER_N_CCW",
    		"FORMATION_TYPE_RIVER_NE_CCW",
    		"FORMATION_TYPE_RIVER_E_CCW",
    		"FORMATION_TYPE_RIVER_SE_CCW",
    		"FORMATION_TYPE_RIVER_S_CCW",
    		"FORMATION_TYPE_RIVER_SW_CCW",
    		"FORMATION_TYPE_RIVER_W_CCW",
    		"FORMATION_TYPE_RIVER_NW_CCW",
    	};
    	// Westkante + Ausrichtung nach Norden
    	// Reihenfolge muss mit der von DirectionTypes uebereinstimmen
    static const char FORMATION_RIVER_ON_LEFT_SIDE_CW[8][32] = {
    		"FORMATION_TYPE_RIVER_N_CW",
    		"FORMATION_TYPE_RIVER_NE_CW",
    		"FORMATION_TYPE_RIVER_E_CW",
    		"FORMATION_TYPE_RIVER_SE_CW",
    		"FORMATION_TYPE_RIVER_S_CW",
    		"FORMATION_TYPE_RIVER_SW_CW",
    		"FORMATION_TYPE_RIVER_W_CW",
    		"FORMATION_TYPE_RIVER_NW_CW",
    	};
    void CvUnit::update_river_formation(DirectionTypes eFacingDirection){
    	if( eFacingDirection != NO_DIRECTION ){
    		setFormationType(FORMATION_RIVER_ON_LEFT_SIDE_CCW[(int)eFacingDirection]);
    	}else{
    		// Reset to default
    		setFormationType("FORMATION_TYPE_MACHINE");
    	}
    	// Todo: Call Python function for rescaling if unit swaps river status.
    }
    
    
    // In CvUnit::setXY
    		//update facing direction
    		if(pOldPlot != NULL)
    		{
    			DirectionTypes newDirection = estimateDirection(pOldPlot, pNewPlot);
    			if(newDirection != NO_DIRECTION){
    				update_river_formation(newDirection);
    				m_eFacingDirection = newDirection;
    			}
    		}
    Formationen:
    Achtung Spoiler:

    Code:
    	<UnitFormation>
    		<Name>1 Units</Name>
    		<FormationType>FORMATION_TYPE_RIVER_S_CCW</FormationType>
    		<EventMaskList>
    			<EventType>ENTITY_EVENT_IDLE</EventType>
    			<EventType>ENTITY_EVENT_DIE</EventType>
    			<EventType>ENTITY_EVENT_DAMAGE</EventType>
    			<EventType>ENTITY_EVENT_BEGIN_COMBAT</EventType>
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