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Fix combat conditionals not working correctly (#13796)
* Fix combat conditionals not working correctly * cleanup RuinsManager because why not
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@ -60,8 +60,9 @@ class RuinsManager(
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var atLeastOneUniqueHadEffect = false
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for (unique in possibleReward.uniqueObjects) {
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atLeastOneUniqueHadEffect =
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atLeastOneUniqueHadEffect
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|| UniqueTriggerActivation.triggerUnique(unique, triggeringUnit, notification = possibleReward.notification, triggerNotificationText = "from the ruins")
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unique.conditionalsApply(triggeringUnit.cache.state) &&
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UniqueTriggerActivation.triggerUnique(unique, triggeringUnit, notification = possibleReward.notification, triggerNotificationText = "from the ruins")
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if (atLeastOneUniqueHadEffect) break
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}
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if (atLeastOneUniqueHadEffect) {
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rememberReward(possibleReward.name)
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@ -109,8 +109,6 @@ object UniqueTriggerActivation {
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val gameContext = GameContext(civInfo, city, unit, tile)
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if (!unique.conditionalsApply(gameContext)) return null
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val chosenCity = relevantCity ?:
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civInfo.cities.firstOrNull { it.isCapital() }
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