/// <summary> /// Special unit movement iterator when the goal is to move an own unit adjacent to a certain location. /// </summary> /// <param name="empire">empire</param> /// <param name="unit">the unit</param> /// <param name="approachLocation">loaction to approach to</param> public TravelSprawl(AEmpire empire, AUnit unit, Location approachLocation) : this(empire, unit) { approachLocationID = approachLocation.ID; if (unit.Location != approachLocation) { Q.Disallow(approachLocationID); } }
/// <summary> /// Unit movement iterator for an own unit. /// </summary> /// <param name="empire">empire</param> /// <param name="unit">the unit</param> public TravelSprawl(AEmpire empire, AUnit unit) : this(empire, unit.Nation, unit.Location, unit.Model.Domain, unit.Speed, unit.MovementLeft, Options.None) { SetOptionsFromUnit(unit); }